ENDGAME | PIT PUSH | SPEED FARM SACRESPRIT
Build Overview
Season 13 — Lord of Hatred — changed everything for the Spiritborn. The expansion brought a deep rework of the class and unlocked a long-awaited synergy: a truly viable endgame poison build that is fast, fluid, and devastating. The Evade Counterattack build popularized by @imortilize is currently one of the strongest options available on the Spiritborn, capable of farming The Pit 105 on loop and pushing Tower 114+ in the hands of a well-geared player.
The concept is as elegant as it is effective: you have permanent Evade thanks to Spiritborn mechanics, granting you unmatched mobility on the battlefield. While moving,
Counterattack and
Bane continuously spawn pestilent swarms that poison everything in your wake.
The Devourer amplifies the duration and potency of poison stacks, while
Ravager acts as an offensive trigger to ramp up attack speed and maintain pressure on Bosses. The result: a build that is beginner-friendly yet capable of excelling in high-end content.
Season 13 also introduces the Bloodied Sigils mechanic, which enriches the Horadric Seal with additional effects on set charms. The build notably leverages the grace of the Kwatli set to multiply poison damage, making the synergy between
Counterattack and
Bane absolutely deadly over the course of fights.
Whether you just finished your Ancestral progression or are looking to push the limits of The Pit in full endgame, this guide covers the entire journey: from the first steps in Starter all the way to Mythic optimization, including rotation details, paragon management, and mercenary tips.
Pros and Cons
✅ Pros
- Exceptional mobility thanks to permanent Evade — you barely run anymore, you glide endlessly across the battlefield
- Ultra-fast Pit farming (Pit 100-110): one of the fastest Spiritborn builds in Season 13
- Beginner-friendly with a low gear requirement at Starter and Midgame
- Excellent single-target poison DPS thanks to the
Counterattack +
Bane +
The Devourer combo - Very strong in AoE content: the pestilent swarms hit all grouped enemies simultaneously
❌ Cons
- Defensive durability needs work in late endgame — some one-shots are possible without the right resistance and armor levels
- Heavily reliant on a few key unique items (Ebewaka's Harmony, Widow's Veil) that are hard to obtain before Midgame
- Slightly less powerful on very high-rank Bosses (T12+) compared to some dedicated single-target builds
- Rotation requires a bit of practice to keep poison stacks at maximum at all times
Recommended Gear
Loot Table
The gear for this build follows a clear three-step progression. In Starter, well-chosen legendary pieces are enough to get going. In Midgame, the first key unique items are introduced. In full Endgame, the synergy between the four core uniques reaches its full potential.
Starter — Affixed Legendaries
All pieces are accessible legendaries. The helm receives the
Aspect of Pestilence to amplify the poison damage of each swarm. The chest carries the
Snowveiled Aspect, which improves your overall resistance to incoming damage, ideally with a Greater Affix X2 Armor Destruction. The gloves carry the Aspect of Supremacy with Greater Affixes X2 Dexterity, X2 Life, X2 DoT Damage and X2 Damage to Vulnerable — these gloves are your most important gear piece from Starter. The pants receive the
Aspect of Tenacity for survivability. The boots carry the
Aspect of Kinetic Suppression, crucial for maintaining your Evade cadence. The legendary amulet (Ocelot's Eye) carries the
Aspect of Pestilence with Greater Affixes X2 Dexterity and X2 DoT Damage. The first ring is the unique
Ring of Writhing Moon — a must-have, find it as early as possible. The second ring is a legendary with the
Aspect of Unyielding Hits. The weapon carries the
Aspect of Infestation with Greater Affixes X2 Dexterity and X2 Life.
Midgame — First Uniques
The Midgame transition happens as soon as you obtain Ebewaka's Harmony for the helm — this unique considerably amplifies swarm generation during your Evades. The chest picks up the Aspect of Debilitating Toxins with a Greater Affix X2 Armor Destruction. The pants switch to the
Aspect of Apprehension (Greater Affix X2 Armor Destruction). The amulet upgrades to the unique Widow's Veil with the
Aspect of Kinetic Suppression as a bonus, accompanied by Greater Affixes X2 Dexterity, X2 Life and X2 DoT Damage. The remaining gear slots stay identical to Starter.
Full Endgame — Maximum Synergies
Endgame sees the introduction of Emissary's Path on the boots in place of the legendaries, boosting mobility and movement bonuses. The Ebewaka's Harmony helm gains an additional Greater Affix Dexterity. The Widow's Veil amulet keeps its Greater Affixes X2 Dexterity, X2 Life and X2 DoT Damage with the
Aspect of Kinetic Suppression. Ring 2 replaces the
Aspect of Unyielding Hits with the
Aspect of Pestilence with a DoT Affix. The legendary weapon reaches its peak potential with the
Aspect of Infestation and Greater Affixes X2 Dexterity, X2 Slow Weapon Damage 2H Polearm and X2 Life.
In summary, the four unique items to target by priority are:
Ring of Writhing Moon (from the start), Ebewaka's Harmony (Midgame), Widow's Veil (Midgame) and Emissary's Path (Endgame). Among aspects, the
Aspect of Pestilence, the
Aspect of Kinetic Suppression and the
Aspect of Infestation are the most important to imprint as a priority on your legendary pieces.
Horadric Seal S13
The Horadric Seal for this build exploits the synergy of the Kwatli's Grace set to maximize poison damage. In Starter, the unique Protean Heart sits in the large central slot, surrounded by the set charms Phoba of Slaughter, Fer of Slaughter and Mlor of Slaughter (Small_PreTorment_Generic01 family) activating the 3/4 and 4/4 set bonuses. The Bloodied Sigils (Soul Torturer, Entropy Star, Hailstone Spine) round out the setup and further amplify poison pressure on targets. A magic charm with the Bloody Sanctum power occupies the free slot to guarantee movement bonuses. Make sure to optimize the secondary stats Jaguar's and Harmonious on your charms to maximize Attack Speed and constant poison damage.
Gameplay Tips
The rotation for this build is simple to learn but requires some consistency to become perfectly fluid. Your absolute priority is to keep
Counterattack permanently active by chaining Evades without interruption. Each Evade spawns a swarm thanks to the Counterattack of the Swarm upgrade — the faster you evade, the more DoT damage you stack.
Use
Rushing Claw as soon as your Evade charges start to deplete: the Charge Refund upgrade restores them immediately. Follow up with
Ravager to trigger Ferocity Minimum and boost your attack speed, which further accelerates the rate of swarms generated.
The Devourer is ideally activated once swarms are already stacked on the target to maximize poison duration.
On dense packs, aim for the center of the group before starting to evade in a spiral — the
Bane swarms spread automatically to adjacent enemies. On isolated Bosses, maintain maximum poison stacks before activating
Ravager for the damage burst. In Endgame, place
Crushing Hand on groups before beginning your Evades to trigger the Barrier and Resolve bonus.
For Paragon progression, prioritize leveling the
Bane glyph on the Convergence board, then
Colossal on Start for the boost to maximum life and overall damage.
Fester on Viscous Shield becomes the next priority once you reach rank 50 — its impact on poison DoT damage is massive for Pit 100+ farming.
Skill Tree
The skill tree for this build evolves in three stages. In Starter, you lay the foundations of the poison kit with the most accessible skills. In Midgame, you reinforce the scaling of
Counterattack and
The Devourer. In Endgame, you integrate
Crushing Hand to add an extra layer of AoE damage and resilience.
Starter
To start, you invest one rank in
Vortex to benefit from the 1000 Year Storm synergy and the Knockdown.
Scourge goes straight to rank 15 — it is your main swarm generator. It picks up the Hive Mind upgrade (for vulnerability) and Vulnerable, making every enemy vulnerable from the first swarm hit.
Thunderspike is taken at rank 1 for the Lightning Dancer upgrade, which boosts movement speed during your Evades.
Rushing Claw at rank 1 primarily serves to replenish your Evade charges via the Charge Refund upgrade and to extend Incarnation duration.
Armored Hide at rank 1 provides a welcome defensive barrier for survivability early in the season.
Ravager goes to rank 15 and is your main offensive trigger: it continuously boosts attack speed via Ferocity Minimum and increases the rate of swarm generation.
Concussive Stomp at rank 1 provides an additional barrier and regenerates your Resolve gauges. Finally,
Counterattack goes to rank 15 with the Counterattack of the Swarm upgrade (fundamental for spawning a swarm on every Evade) as well as the cooldown reduction and damage bonus.
The Devourer stops at rank 9 in Starter: it improves poison duration via Poisoning Duration and enables self-healing via Healing.
Midgame
The transition to Midgame slightly simplifies the layout:
Thunderspike and
Concussive Stomp are removed to free up points.
Vortex goes to rank 2,
Scourge stays at rank 15,
Rushing Claw and
Armored Hide remain at rank 1.
Ravager and
Counterattack keep their rank 15.
The Devourer reaches full rank 15, strengthening poison duration and passive healing output. This is the core of the versatile build that allows a comfortable transition into Ancestral content.
Endgame
In Endgame,
Crushing Hand enters the build at rank 15 with the 100 Crushing Hands, Barrier and Resolve upgrades. This massive AoE skill perfectly complements the AoE pressure from
Bane on large enemy groups.
Vortex drops back to rank 1 to free up points,
Ravager drops to rank 11 in favor of
Crushing Hand, and
The Devourer is reduced to rank 2 (the upgrades do most of the work).
Counterattack stays imperatively at rank 15 — it is the central pillar of the build and its main damage lever in endgame.
Mercenary S13
Varyana is the main mercenary for this build. An aggressive melee specialist, she brings two devastating skills:
Whirlwind, which deals constant AoE damage around her and amplifies your poison DPS through stacked adjacent bleeds, and
Rend, which lacerates nearby enemies to accelerate DoT stack buildup. Her two allocated passives reinforce her survivability and single-target effectiveness, which slightly compensates for the build's weaknesses against very high-health Bosses.
Aldkin is selected as the reinforcement mercenary. His defensive-offensive kit can absorb certain critical hits that might one-shot you in endgame, while amplifying AoE poison damage during his interventions. The synergy between Varyana's melee kit and Aldkin's support presence covers both combat archetypes — dense monster packs and isolated Bosses.
Paragon
The Paragon system for this build is progressively built around five strategic boards. Priority is first given to leveling the glyphs, then to optimizing nodes to reach the skill thresholds of the most important glyphs.
Spent 165 — Early Setup
At the initial stage (165 points spent), you activate the Start board (23 nodes), the Prodigy's Tempo board (50 nodes) with the
Guzzler glyph at rank 1, the Convergence board (64 nodes) with the
Bane glyph at rank 1 — this glyph is fundamental for amplifying the poison damage of swarms. The Drive board (22 nodes) and Viscous Shield board (15 nodes) complete the defensive foundation. At this stage, no glyph is yet active on Start, Drive or Viscous Shield.
G15 — First Glyph Threshold
With 195 points spent and glyphs leveled to rank 15, the Start board receives
Colossal (rank 15), which massively boosts your maximum life and overall damage. The Prodigy's Tempo board receives
Canny (rank 15), a key glyph for increasing active skill damage. Convergence keeps
Bane (rank 15) and Drive now receives
Guzzler (rank 15) to reinforce resource regeneration. The Viscous Shield board remains without a glyph for now.
G50 — Fester Activation
At 235 points and glyphs at rank 50,
Fester enters the build on the Viscous Shield board (44 nodes, rank 50). This glyph specialized in poison and bleed damage considerably amplifies the damage ticks from swarms. The other boards keep their glyphs and continue growing in allocated nodes: Start 28, Prodigy's Tempo 47, Convergence 69, Drive 51.
G100 — Intermediate Peak Power
At 285 points and glyphs at rank 100, all boards are at full maturity: Start (35 nodes), Prodigy's Tempo (52 nodes), Convergence (79 nodes), Drive (61 nodes), Viscous Shield (62 nodes).
Colossal,
Canny,
Bane,
Guzzler and
Fester all reach rank 100 — this is the recommended threshold to start farming Pit T110+ efficiently.
All Spent 342 — G150 Full Endgame
In absolute Endgame (342 points, glyphs at rank 150), the board order slightly reorganizes to maximize nodes in Viscous Shield (74 nodes) and Convergence (93 nodes), which become the two main boards. Drive reaches 69 nodes and Prodigy's Tempo 66 nodes.
Fester on Viscous Shield and
Bane on Convergence are the two most impactful glyphs in endgame — their combination drives poison DPS to extraordinary levels against Pit Bosses.
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