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Diablo 4 Build

Incinerate - Spin2Win

presentationSorcerer
Season 10
Verified
Updated on Nov 19, 2025
Nov 19, 2025

Build Overview

Incinerate is the most viable meme build. The game devs refuse to let you move while casting this thing, so you have to plant in place and just hose stuff. It's actually pretty solid, and an absolute POWERHOUSE leveling from 1-60 and from T1-T4. I actually play incinerate every season as a bridge to the endgame.

Some folks stick with it, and you just might be one of those folks. It has respectable damage, which is bolstered by some incredible seasonal powers for core skills. More on that later in the guide.

Picture yourself in an Infernal Horde. Standing in the dead center in a 4 man. Everyone is running around like chickens, and you just sit there spinning in a circle hosing everything down. Moisturized. Unbothered. Flourishing. In your "not in my job responsibility era". Go Bills

Strengths and Weaknesses

  • Sit in Center of Infernal Horde and Spin
  • High Damage Potential
  • Cannot move while casting
  • Clunky Setup and Gameplay

Build Variants

You can run this for 1-60, but I have a more specific 1-60 setup that has an actual skill tree path
Incinerate 🔥 Need Aspects

Assigned Skills

Primary
5
1
Secondary
5
1
1
1
Enchantments

• Incinerate - main damage dealer, channeled skill, hose things
• Firebolt - casted 3 times every 5 seconds for max damage with Explosive Combination seasonal power
• Inferno - goal is permanent uptime. Applies vuln, groups enemies, grants 50% damage, and makes incinerate free to cast
• Wizard Blizzard - When used with mana shield seasonal power, grants 500+ mana regen per second
• Familiar - Pure stat stick with Invoked Familiar for 10% damage
• Flame Shield - Incinerate is clunky and you can get stuck in enemies. Flame shield gives you an unstoppable to get out. It also gives you time to proc Mana shield's 5000% mana regen if you don't take damage for 2 seconds.

• Teleport Enchant - lets you bop from pack to pack with TP evades (makes crackling)
• Firewall Enchant - 25%[x] burn multi

Aspect & Uniques

HelmAspect of Concentration
Chest armorAspect of Disobedience
GlovesAspect of Engulfing Flames
PantsSnowguard's Aspect
BootsAspect of the Orange Herald
AmuletFlamethrower's Aspect
Ring 1Firestarter Aspect
Ring 2Aspect of Conflagration
WeaponAspect of Overheating
OffhandEmpty

Fire Damage Temper on Amulet can be Evade Cooldown. Preference

Chaos Perks

Unique PerkEmpty
Chaos PerkEmpty
Chaos PerkEmpty
Chaos PerkEmpty

Skill Tree

Available0 (0)
Spent59 (12)

Paragon Board

Points Spent0

No Glyphs Installed

Stats

  • Str:99
  • Int:99
  • Dex:99
  • Will:99
  • Mercenary

    How it Plays

    Horde Rotation
    • In Infernal Hordes you just cast blizzard every 8 seconds, sit in the center and spin while holding Incinerate. Nothing else needs to be done.
    • Occasionally teleport evade around to events, and spam tap incinerate when you want to reset your Teleport Evade fast

    Damage Rotation - 5-7 second roto ish
    1) Cast Blizzard, Cast 3 Firebolts, and Cast Inferno on a pack or Boss
    2) Proceed to Hose Enemies with Incinerate
    3) Use Flame Shield as needed

    When Inferno Ends
    4) Cast all your familiars
    5) Teleport evade to the next pack or on the Boss again

    Repeat back to 1)

    The Max damage setup is about the same as the above, except you don't Teleport Evade. You just waddle around

    How it Works

    How it works
    Incinerate is a channeled Pyromancy (Fire) Core Skill that deals damage over time in the form of burning damage. It has some very good aspects at it's disposal that help ramp up the damage, notably Flamethrower, Conflagration, and Overheating. When casting you are rooted in place and it takes 2 seconds to ramp up to full damage.

    Damage over time cannot critically strike. Incinerate does not benefit whatsoever from attack speed, unlike other channeled skill that Barb and Druid use. It is sort of nice that you don't have to worry about attack speed or critical strike chance.

    Burning damage has access to some very good multipliers. Strong Aspects, Skill tree passives, and Paragon Nodes. Because Burn builds cannot crit and their damage takes time to ramp, their multipliers were made higher by the devs.

    This season has strong seasonal powers as well, especially for core skills. Mana shield gives us 10,000+ mana as our new max life/mana pool. Advanced techniques basically 10x's our damage. Power siphon doubles it. Another 60% from explosive combinations. As you keep getting better gear and masterworks, the damage will flow.

    Incin is a little clunky, but it's mainly for the Incinerate enjoyer. Classy MF's who like to sit in the center of an Infernal Horde and day dream while spinning.

    Leveling 1-60

    Frost Build, no crit chance to worry about, massive area size, easy on mana
    Blizzard ❄️ Pure DoT

    Burn Build, no crit chance to worry about, massive area size, easy on mana
    Firewall 🔥 Pure Burn

    Incinerate, annoying because you gotta stand still, but if you have the aspects it absolutely hoses
    Incinerate 🔥 Need Aspects

    Teleport Evade Guide

    This is not a teleport evade spam build, but here is some information

    • In S10 you can get -4.0 sec per attack having Flickerstep Chaos Armor
    • This allows you to perma TP even with very low cooldown reduction!
    • There are breakpoints depending on which boots you use +TP skillranks
    • Rule of thumb is you get around 4-5% cooldown on top per teleport rank
    • This means you can multiply your TP Enchant CD times 0.82 with 5/5 TP
    • For Flickersteps you want your Teleport Enchant to show max 3.4 sec
    • For Legendary boots with 1.5 Implicit you want to reach 2.0 to be save
    • If you only have the base point in Teleport, you want at least 2.7 or 1.7

    Blizzards tooltip doesn't show cooldown reduction you get from ranks

    Example:
    • Tooltip says 2.3sec in town, you have 5 points in Teleport and you use Vex:
    • Only added ranks count, therefore you have +7 in your Teleport skill, this means you get another 26% cooldown reduction on your enchantment:
    • 2.3 multiplied by 0.74 (1-0.26) = 1.702
    • This means even if you attack 5 times per second (every 200ms/12 Frames) you will have permanent Teleport
    • Simply multiply your tooltips cooldown by the number shown below:

    +1 Rank = 0.95 (5% CDR): TP Skillpoint
    +2 Ranks = 0.90 (10% CDR): TP Skillpoints
    +3 Ranks = 0.86 (14% CDR): TP Skillpoints/Vex
    +4 Ranks = 0.82 (18% CDR): TP Skillpoints/Shako
    +5 Ranks = 0.79 (21% CDR): TP Ranks on Chest
    +6 Ranks = 0.76 (24% CDR): TP Ranks on Chest
    +7 Ranks = 0.74 (26% CDR): TP Skillpoints+Vex
    +8 Ranks = 0.72 (28% CDR): TP Skillpoints+Shako
    +9 Ranks = 0.70 (30% CDR): TP Skillpoints+Shroud+Shako
    +11 Ranks = 0.66 (34% CDR): TP Skillpoints+Shako+Vex
    +12 Ranks = 0.65 (35% CDR): TP Skillpoints+Shako+Vex+Shroud
    +15 Ranks = 0.62 (38% CDR): TP Skillpoints+Shako+Vex+TP Ranks Chest
    +19 Ranks = 0.60 (40% CDR): (maximum)

    Credit: Zaramos

    Chaos Armor

    The best Chaos Armors for Incinerate are Flamescar and Crown of Lucion. That's about it.

    Chaos Flamescar is prio #1 as it can can get ranks to incinerate and chance for incinerate to deal double damage. The ranks scale up your advanced techniques seasonal power to boost core damage. This is very potent on a pair of pants. Normally Flamescar is giga garbage on a wand. The unique effect is useless, and Incinerate doesn't scale with attack speed, so you always want to be using a Big Dick Staff (TM).

    Chaos Lucion is just solid. Shroud of false death is good, but since we don't need the life it just becomes a chest with all stats and +1 to all passives. All stats is great for paragon reqs and damage overall, and the +1 to passives is great for burn builds, ballpark 40-45% damage. But Lucion is 90% and has a cooldown roll. So sorry Shroud, move aside.

    The max damage setup isn't that bad on incinerate, because the build is already slow and clunky. But essentially you give up your boots for Lucion and slap Shroud back on for the passives. You lose teleport enchant for firebolt enchant, which helps grant 25% more burning damage more often. The 2nd fire enchant also boosts up the damage bonus from the Enchantment Master Legendary node. Personally I would probably skip the max dmg setup. If you want to push pit. Play Ball Lightning with Chaos Banished Lords and Lucion.

    Seasonal Powers

    Mana Shield gives us 10,000-15,000 max mana and that becomes our Life and Mana source. If we don't take any form of damage for 2 seconds, we activate 5000% mana regen.
    • You are basically unkillable with this as long as you had good mana regen (Why we have Wizard Blizzard for 500+ a second)

    Advanced Techniques grants us increased core damage per rank we have in the skill, at the cost of costing way more mana to cast. Which is not a problem due to mana shield/Inferno. Ranks to core/Incinerate are EXTREMELY IMPORTANT. Can Provide 8-10x damage.

    Power Siphon grants us 2x core damage, at the cost of reducing our max mana by 20 per cast for 6 seconds. This max mana reduction effect stacks, but the entire stack doesn't refresh upon cast. It's like a rolling amount. Again, because of mana shield... we are moisturized and unbothered.

    Explosive Combinations - casting a basic increases all of our damage by 20% for 5 seconds, stacking up to 3 times for 60%
    Every 5 seconds you will cast Firebolt 3 times and then go about your business until it expires. In farm content you can probably just ignore doing this.

    Elixir/Incense

    Elixir - Not much of value, so Resourcefulness II for mana cost reduction
    Incense 1 - Sages Whisper for 100 Intelligence. Use 60 All stats one if you need to hit paragon reqs
    Incense 2 - Song of the Mountain for 300 armor
    Incense 3 - Soothing Spices for all resistance, max all resistance, and some armor

    Changelog

    9/18/25 - Build created for S10

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