Utilises
Demon Form to cast large amount of screen covering
Fireball's while maintaining an almost IMMORTAL defence with Powerful Life and Energy shield Recoup. This is a powerful endgame farming build capable of doing juiced maps and Pinnacle bosses.
This guide is designed for endgame and assumes you are at least level 85+.
[05.5] IMMORTAL FIREBALLER! - Shin's Arch-Demon FIREBALL Infernalist
Build Overview
Strengths and Weaknesses
- Almost Immortal
- Screen wide fireballs!
- Manic joy
- We BURN, They BURN, EVERYTHING BURNS!
- All Content Viable
- Expensive to get going (10-30DIV)
- Screen wide fireballs.
- Your friends wont like it
- Cannot run "Reduced recovery" roll on Maps
Gear explained:
In this section we will cover the gear and possible chase items you could add.
Unique's:
Sacrosanctum is our one and only chest choice as it will allow us to get "Damage taken Recouped as Life is also Recouped as Energy Shield". This one line enabled the Recoup that we NEED for our survival. Make sure the Recoup roll is maximum!
Blood of the Warrior is the chosen flask as it synergise with our recoup. It will run for its full duration regardless of our life level and will allow any damage we take during its effect to return to us at 30% Recoup. An easy addition.
Sanguis Heroum is our only unique charm, it will allow us to remove bleed and drop a Consecrated Ground which provides us with additional life regeneration.
Lavianga's Spirits is used to make use of "Increase spell damage during flask effect" from belts. This turns our completely useless mana flask slot in to a large damage increase.
Megalomaniac is used to get access to either
Unnatural Resilience or
Molten Carapace to allow us to get +2% Max Fire resistance
Heroic Tragedy Is used to get access to the
Knightly Tenets unique passive which is unique to "The Line of Alroth" Roll. So make sure your jewel has that line.
Non-Unique's:
Below we will list the rolls you MUST HAVE and the priority of the extra rolls.
In terms of +level of skills, Aim for level 30+ Fireballs
IMPORTANT: DO NOT GET MANA or Increased MANA rolls. Aim to have all Gear as Energy Shield.
Roll Priority:
Must have rolls (listed below)
Resistances
Energy Shield
Life
Rarity of items found
Amulet:
Anoint
Heavy Ammunition
Damage Taken Recouped as Life
Level of all Projectile skills
Rings:
Cast speed
Fire Damage
Belt:
Fire Damage recouped as life
Spell Damage during any flask effect
Charm:
Freeze resist
Stun Resist
Boots:
Movement speed
Helmet:
Elemental damage taken recouped as energy shield
Gloves:
Increased Projectile Damage
Increased Projectile Speed
Rune: 2% Maximum Fire Resistance
Wand:
+Level of all Fire Spells
% Increased Fire Damage
Cast Speed
% Increased Spell Damage
Rune: +Level of all Spells
Foci:
+Level of all Spells
% Increased Fire Damage
Staff:
Any
Chiming Staff for the
Sigil of Power skill. Even a white one would work.
CHASE ITEMS:
Headhunter is a no brainer chase item for any build, we can definitely use it well.
Mageblood Another no brainer chase item.
Rakiata's Flow will fit in to a fireball skill quite well. Replace Fire Penetration II with it.
Skill Gems
Support Gem Requirements:
Str 50
Dex 30
Int 50
Demon Form
Level 20
Fireball
Level 20
Spellslinger
Level 17
Snap
Level 20
Cast on Elemental Ailment
Level 20
Sigil of Power
Level 18
Flameblast
Level 19





























Skills and supports explained:
Fireball
Links: Fire Penetration II > Unleash > Wildshards II > Fork > Fire Attunement
Our main damaging spell and the spell we will want to be CONSTANTLY CASTING. We use Fire Penetration II to ignore resistances so we don't have to worry about then at all. This is used on most of our skills. The rest of the supports are about increasing the amount of Fireballs and Firebolts we can send out. If you can get a Rakiata's Flow, feel free to swap out Fire Penetration II for more damage.
Living Bomb
Spellslinger
Links: Boundless Energy II > Overabundance II > Arbiter's Ignition > Fire Penetration II
Linked to
Dueling Wand
Spellslinger, This is our main source of Fire Infusions. We want to be casting this simultaneously with
Fireball (I have
Fireball on my left click and
Spellslinger on my right) so that we are constantly applying the
Living Bomb's. It is also our source of
Archon of the Flame from Arbiter's Ignition.
Snap
Links: Harmonic Remnants II > Magnified Area II > Cooldown Recovery II > Ignite III > Fire Penetration II
Another source of Infusions, we pop this when we are not getting enough Infusions from
Living Bomb. It is also a VERY GOOD way to spend Infernal flame to trigger our Recoup. It does not seem to have a cooldown if its not used on something, so it can be constantly cast to get quick Recoup Stacks.
Cast on Elemental Ailment
Links:
Fireball >
Fireball > Sione's Temper > Fire Penetration II > Boundless Energy II
Our Cast on Setup! This will trigger quite often as we are igniting so regularly. It will trigger the 2 fireballs and will also benefit allot from the higher WILDSHARD chance from Sione's Temper. All in all, MORE FIREBALLS = MORE IGNITE! MORE IGNITE = MORE FIREBALLS! MORE FIREBALLS = MORE FUN! (and damage i guess..)
Flameblast
Fire Attunement > Ignite III > Fire Penetration II > Considered Casting >
Momentum
Not a needed skill, but it sure is fun!
Sigil of Power
Links: Prolonged Duration II, Magnified Area II
Pop this at your feet in boss arenas or rituals to give you much more damage.
Demon Form
Links: Second Wind II > Cooldown Recovery II
Links for this is really user choice. You can probably get away with just using Cooldown Recovery II. I prefer to have the extra cast as soon as demon form drops when i have Second Wind II linked.
Passive Tree
Above tree is for level 90.
(not including the extra skill point from league sacrifice)
I have ordered the Nodes in level of importance so you can use it even if you are below 90. It mainly pushes all the extra damage to last because we get quite a bit from
Demon Form stacks, so defence and recoup are more of a priority.
From 90-100 I recommend getting
Dynamism,
Total Incineration &
Intense Flames
JEWELS:
Megalomaniac is used to get access to either
Unnatural Resilience or
Molten Carapace to allow us to get +2% Max Fire resistance
Heroic Tragedy Is used to get access to the
Knightly Tenets unique passive which is unique to "The Line of Alroth" Roll. So make sure your jewel has that line.
For your Rare Jewels:
Get % to Maximum Fire Resistance
Get % Increased Damage while Shapeshifted
Get % Increased Fire Damage
Quest Rewards
How it Plays
Constant casting is mandatory to maintain our Recoup stacks, But that is easy with the fact we don't need to worry about mana at all. We are constantly casting
Fireball,
Living Bomb with
Spellslinger &
Snap with the first two ideally being simultaneous casts and the last when we need extra infusing.
When hitting Max Infernal Flame we will take 100% of our life and ES as fire damage which will trigger our recoup. We want to constantly be trigging incoming damage to stack recoups which will last around 3 seconds each. We can reach recoup numbers of around 6k life/es per second which makes us almost IMMORTAL!
How it Works
There are three main mechanics we use in this build and they are Recoup, Triggers and ARCHON. Here ill explain how each work and how they fit in the build.
Recoup:
Recoup is our main defensive sustain, its how we keep our life up for
Demon Form and how we can heal through most damage. With this setup, we also have infinite "mana" with
Pyromantic Pact.
So how does it work?
We use
Sacrosanctum to allow recoup to work on Energy shield as well as Life, then we us
Pyromantic Pact to damage ourselves to stack Recoup. The Recoup stack is only limited to how much you can damage ourselves before the other stacks expire. Recoup lasts around 3 seconds per stack (with our tree setup) and will require constant upkeep to maintain high enough stacks to be a viable counter to our own self damage as well as any other possible damage sources.
This is achieved in two ways.
First, we need to make sure we have NO Additional Mana or % Increased Mana on items. This is because
Pyromantic Pact is scaled off total mana amount, and we want the smallest amount of Infernal flame as possible so we can trigger
Pyromantic Pact damage on Maximum Infernal Flames. Too much Infernal flames means we cannot trigger the damage enough to get a decent recoup stacks, which would mean recoup would be fairly useless. To assist us in minimising our mana we need
Heroic Tragedy with "Line of OLROTH" roll. This will replace
Conduit with
Knightly Tenets Which prevents all INT from adding mana. Its VERY IMPORTANT we get that jewel.
Secondly, We need to maximise the amount and effectiveness of our recoup. The goal is to have 100% recoup with items like
Blood of the Warrior and passive nodes like
Infused Flesh and
Heart Tissue. But even with 100% that's not enough to maintain the recoup numbers we need. So we need to increase its recoup speed as well. Getting nodes like
Left Ventricle and
Pliable Flesh are an absolute must have otherwise the incoming damage will out do the rate we gain ES/Life.
Triggers:
We use Triggers in the form of
Cast on Elemental Ailment and
Spellslinger. Both of these require energy to activate and we need to build that energy so we can have them activate often enough to make a big difference in our over all Damage output.
Cast on Elemental Ailment Is simple enough, it triggers energy build up on a ignite. This is very easy for us with many of our passives increasing the chance to apply Elemental ailments as well as our use of
Archon of the Flame
Spellslinger works by gaining energy as we cast spells and it can stack up to 4
Living Bomb
We invest only slightly in energy nodes, but enough to make sure we get consistent use out of our spells.
Dynamism is all we really need.
Archon:
Archon of the Flame was added in 0.3. It allows us to become a ARCHON and deal increased flammability which in turn increases ignite and our out going damage with our chosen passives.
We gain
Archon of the Flame by using a support gem called Arbiter's Ignition linked to our
Spellslinger skill. This allows us to gain archon without spending the 5 passive points normally needed.
Changelog
13/01/2025:
Updated overview to show what build is for and what its not for.
06/01/2025:
Added min-max gear goals and written details
Updated Skill gems and written details.
Added levels 75-90 to the passive tree and written details.
07/02/2025: No nerfs, still cookin
21/09/2025: Complete rework on the build. Updating in progress
21/09/2025:
Gearing section updated
Skills section updated
How to play section updated
How it works section updated
Overview updated
Passive tree section ongoing update
22/09/25: Passive tree updated, pending video update.
22/09/25: Video added and guide published to 0.3
Added line for when to replace
Maligaro's Virtuosity
08/10/26: Complete overhaul of the build.
Comments
2Can run this build with mageblood ? or the recoup is more important on this belt?
Mageblood can be swapped in with very little loss.
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