Utilises Demon form to cast large amount of screen covering crit based
Fireball's while maintaining a strong 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 assumes you are at least level 80.
Shin's Arch-Demon Fireball Infernalist 0.3 UPDATED
Build Overview
Strengths and Weaknesses
- Strong defence
- Screen wide fireballs
- Manic joy
- We BURN, They BURN, EVERYTHING BURNS!
- Expensive to get going (10-20DIV)
- Screen wide fireballs
- Your friends wont like it
- Cannot run "Reduced recovery" Maps
Equipment
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 use for out survival. Getting one with 30 to Spirit is important as it will allow us to utilise
Raging Spirits on top of our
Cast on Critical. At least 10% recoup roll is needed, you can get 12% on corrupted if lucky.
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 the first unique charm, it will allow us to remove bleed and drop a Consecrated ground which provides us with additional life regeneration.
Forsaken Bangle is another great source of additional Recoup. This time its 50% of chaos damage prevented returned as Recoup.
Maligaro's Virtuosity last but definitely not least! This pair of gloves gives our fireballs a massive 250% Bonus critical damage. This is how we can make Fireballs work in the current balance. This 250% Bonus Crit damage is flat and replaces any other bonus crit damage source, so "bonus critical damage" on items and tree is overwritten. Because of this, These gloves should be REPLACED as soon as our total Crit damage bonus is 250% without the gloves.
Non-Unique's:
IMPORTANT: DO NOT GET MANA or Increased MANA rolls. Aim to have all Gear as Energy Shield.
Also, General rule of thumb, If you can fit in increased rarity, go for it! Its an endgame farmer after all.
Amulet: Anoint
Infused Flesh and get a "Damage taken Recouped as life" roll. Try get one with "+ to Level of all Spell Skills" if possible. For the rest of the rolls, focus on resistances and life.
Rings: For the rings we want to get resistances, life and life regen rolls. As high as you can.
Belt: The belt can roll "Fire damage taken recouped as life", so make sure you get one with that roll. For the rest, focus Resistances and life.
Charm: We only have one slot left so get freeze resist.
Boots: Movement speed is a given. Then focus Life regen, Life and Resists.
Helmet: Try to get as much shield and possible so we can get the most out of
Illuminated Crown. Then as normal, focus Life and Resistances.
Wand: Make sure you get a
Dueling Wand as we need the
Spellslinger skill. Priority is "+ to level of fire spells". Try to get % Damage as extra X to allow for more overall damage output. Other roll can be filled with % increased fire/spell damage.
Focus: The two most important rolls are "+ to level of all spell skills" and "increased critical hit chance"
The rest can be filled by Increased fire/spell damage rolls and any resistances you may still need. You could also try get one with high energy shield to get the most out of
Warding Fetish.
Staff: Any
Chiming Staff for the
Sigil of Power skill. Even a white one would work.
REPLACE GLOVES!: Once we get to 250%+ Crit damage from gear and passives, we no longer need
Maligaro's Virtuosity so its time to get new gloves! Focus on more Critical Damage bonus!
CHASE ITEMS:
Headhunter is a no brainer chase item for any build, we can definitely use it well.
Rathpith Globe will increase our damage to insane levels.
Rakiata's Flow will fit in to a fireball skill quite well, but as of writing this, its very expensive so it fits in this section.
Skill Gems
Support Gem Requirements:
Str 35
Dex 30
Int 130
Fireball
Spellslinger
Flameblast
Snap
Cast on Critical
Elemental Weakness
Sigil of Power
Raging Spirits
Demon Form
Skills Explained:
Here i will go over each skill and explain its best use.
Fireball
Links: Pinpoint Critical > Unleash > Wildshards II > Fire Mastery > Fork
This is our main spell and the button we will be holding down constantly. It is also the skill that will trigger our
Cast on Critical
Fireball. The Wildshards II and Unleash will make sure we send out large quantities of
Fireball's which we will empower with the new Infusing mechanic.
Spellslinger
Links:
Fireball > Pinpoint Critical > Boundless Energy II > Arbiter's Ignition > Wildshards II
This is the second most pressed button and the skill that allows us to activate
Archon of the Flame. We should be casting this with our main
Fireball so that they are simultaneous. I set my main
Fireball on my Left-click and
Spellslinger on my Right-click so i can just hold both buttons down and go ham with constant casting. So 2
Fireball spells at the same time.
Flameblast
Links: Pinpoint Critical > Inevitable Critical > Considered Casting > Momentum > Searing Flame II
This is the boss killer, we cast it every 15 second and it hits like a truck. Make sure you move 2 metres to make use of Momentum.
Snap
Links: Harmonic Remnants II > Magnified Area I > Cooldown Recovery II > Fire Mastery > Ignite III
This skill has three uses and is our 3rd most used skill.
First is the Fire Remnant generation it provides when killing a enemy that is currently ignited.
Second is the large AOE explosion that spreads Ignite and damages enemies.
Third and last is the ability to cast it without a target which we use to generate Recoup stacks at map start and while travelling between packs. This is vital to keep our recoup number up.
(see "how it works" section for mor detail on Recoup)
Cast on Critical
Links:
Fireball > Pinpoint Critical > Fire Mastery > Boundless Energy II > Sione's Temper
Yet another
Fireball, this one being cast when we hit enough crits on our other skills, Which happens quite often. Linked with Sione's Temper to allow for some nice screen wide balls!
Elemental Weakness
Links: Heightened Curse > Cursed Ground > Focused Curse > Magnified Area II > Rapid Casting II
Our local curse. We can cast two at a time and they are so large that they can cover an entire ritual zone with little issue. I bind this to my Q key so i can constantly cast as i move.
Sigil of Power
Links: Prolonged Duration II > Rapid Casting II > Magnified Area II > Cooldown Recovery II
This thing is great. It counts
Spellslinger as "Spending mana" so we can stack it to 4 pretty quickly. Its a must have to pop down on boss fights and rituals.
Raging Spirits
Links: Infernal Legion III > Fire Exposure > Searing Flame II > Ignite III > Minion Instability
These just do their thing quit nicely, and their thing is making sure more enemies have the ignite debuff for our
Snap. The added POP at the end of their life is pretty funny too.
Demon Form
Links: Second Wind II > Cooldown Recovery II
Our demon form. Just cool to have Tbh. Adds a lil spell power and cast speed to our attacks while active.
Passive Tree
The Tree!
First lets start with the Jewels:
We use 3 Unique jewels that will set you back a few divine. The Most important being the
Heroic Tragedy jewel with the "Line of OLROTH" roll. This is mandatory to reduce our overall mana so that
Pyromantic Pact total Infernal Flame wont be high. See "How it works" section for more detail.
Next we have
Megalomaniac with
Unnatural Resilience. You can get whatever other passives you want, but
Unnatural Resilience is the main.
Unnatural Resilience will allow us to get to 80% fire resistance when paired with
Molten Carapace and that helps allot with all the fire damage we take.
Last we have
From Nothing with
Elemental Equilibrium. This allows us to get
Enduring Archon,
Resurging Archon,
Shredding Force and
Warding Fetish without the smaller passives leading up to it.
The other jewel slot should be used to increase our ES and have a 3% recoup roll on it.
The Nodes explained:
For Energy shield:
We grab
Enhanced Barrier,
Patient Barrier,
Illuminated Crown,
Warding Fetish,
Heavy Buffer and
Melding.
Melding serves a dual roll as it allows us to decrease our total Mana further. For stun threshold we grab
Eldritch Will, which should be enough to prevent all but the super boosted stuns. We should now have a fair chunky Energy Shield.
Our Recoup Nodes:
We grab
Heart Tissue,
Loose Flesh,
Pliable Flesh,
Glazed Flesh and
Infused Flesh(anointed) to increase our total Recoup and recoup speed. We also grab
Storm Driven to allow additional Energy shield recoup when we deal elemental damage to ourselves, which is always. Next is
Soul Bloom which allows us to increase the rate that our Energy shield regenerates while recoup stacks are active.
By far the most important node is
Chaos Inoculation which turns to "Knightly Tenants" with our
Heroic Tragedy. This prevents all INT from adding mana.
Our Trigger and Damage Nodes:
Most of our damage comes from "Critical Damage Bonus", so we need to work with that. So we grab
Careful Assassin,
Stormcharged for Crit chance, then
Desensitisation and
Shredding Force for the Bonus Crit Damage. For Added Elemental damage we grab
Molten Carapace which pairs well with our
Unnatural Resilience and
Stormcharged. Lastly we grab
Dynamism for the extra energy for our trigger gems.
Pre-90 & Post-90
If you are level 80, you can get everything except
Dynamism and
Desensitisation. Get them on your path to 90.
For levels 90+ we have two possible routes:
Crit Chance + Energy Gain Route:
Get
Evocational Practitioner and surrounding small passives. Get the remaining small Recoup nodes next to
Heart Tissue and
Taut Flesh.
Crit Chance and Crit Damage Route:
Get
For the Jugular,
True Strike and all but 2 of the smaller passives around them. Use the remaining points for small Recoup nodes next to
Heart Tissue and
Taut Flesh.
Ascendency:
We grab
Pyromantic Pact to trigger our Recoup (See "How it works" for more details") and
Demonic Possession to get our sexy Demon form. We grab
Altered Flesh and
Grinning Immolation to Add more Crit Chance and Crit Damage.
A note on
Mastered Darkness: You are more then welcome to use
Mastered Darkness in place of
Grinning Immolation. This however, will make your survivability allot less viable due to the large amount of degen and pressure to maintain high enough recoup at all times. Its personal choice. Go nuts!
Campaign Buff choices:
Act 2: Increased Charm Effect in Valley of Titans
Act 3: Stun Threshold from Venom Crypts
Act 4: Choose the Attributes in Halls of the dead & Get +30% Increased Life recovery from flasks in Abandoned prison
Interlude: Get 15% Increased Global Defences in Qimah
Additional note: You can avoid getting the 5% increased mana from Halls of the Dead but its not a big deal if you do pick it up.
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,
Spellslinger,
Snap and
Elemental Weakness with the first two ideally being simultaneous casts and the last two rotating.
This allows us very large recoup which out heals most damage incoming and makes for screen wide
Fireball's!
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 yourself before the other stacks expire. Recoup lasts a total of 8 seconds per stack 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 stack, 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
Chaos Inoculation with "Knightly Tenants" 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
Soul Bloom,
Storm Driven 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 Critical 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 Critical Is simple enough, it triggers energy build up on a critical. With the Critical chance on our main
Fireball bring around 30% its not very high. However we make up for that in the sheer amount of
Fireball's we send out. So building the Energy to trigger our
Cast on Critical is quite easy.
Spellslinger works by gaining energy as we cast spells and it can stack up to 4
Fireball casts if we don't use the spell. Unlike
Cast on Critical,
Spellslinger is manual cast, so we tend to cast our main
Fireball then cast
Spellslinger as soon as it has any energy. I normally hold down both Right and Left-click with the
Fireball and
Spellslinger bound so that
Spellslinger will be constantly cast.
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 is newly added in 0.3. It allows us to become a ARCHON and deal increased fire damage while converting all other elemental damages to Fire.
We gain
Archon of the Flame by using a new 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. We improve our Archon with the addition of
Resurging Archon and
Enduring Archon which we get with our
From Nothing with
Elemental Equilibrium.
It is beneficial for us to have % Damage as extra X on our wand to maximise the damage Archon can covert to fire.
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
Video Guide
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