S-TIER | ROGUE BUILD Pluie de flèches speedfarm (@Mattias) | SEASON 14

📊 Build
⚔️ Pit Pushing
5.0
S
💨 Speed Farming
5.0
S
🛡️ Survivability
5.0
S
💰 Budget
5.0
S
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Pit Pushing
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LEVELING | BUDGET | PIT PUSH | PIT 110 VOLEUR

Article by Kami

Rogue Rain of Arrows Build Overview

With his poisoned Rain of ArrowsRain of Arrows Rogue build, Mattias currently sits at the very top of Diablo 4's DPS leaderboard — a project that started out as just an idea for fun, but turned out to be a speedfarm monster. The numbers speak for themselves: roughly 50 trillion damage per second (50 trillion DPS), a boss that melts in an instant, and a record clear time of around 90 seconds in Pit tier 110 — while most builds already struggle to comfortably run tier 100, this one is aiming straight for tier 120 with perfect gear.

Mattias does warn, however: this is objectively the most demanding build to gear in the entire Rogue class, with an unprecedented number of cooldown and energy breakpoints to hit. Good news for players just starting the season: a Starter variant, playable without any particular gear, already lets you climb quickly up to Pit tier 12, before evolving into the Endgame setup detailed in this article as soon as a bit of luck — such as a mythic Etna's Lost Dagger — comes your way.

Pros and Cons

✅ Strengths

  • A colossal DPS nearing 50 trillion, currently placing this build at the top of the leaderboard
  • A fearsome speedfarm in Pit tier 110, with a record of around 90 seconds, and the ability to climb up to tier 120 with perfect gear
  • Bosses melted extremely fast thanks to continuously applied poison
  • A near-cooldown-free skill loop once the energy thresholds are met, for very smooth and mobile gameplay
  • A Starter variant playable without particular gear, accessible from the very first hours of the season

❌ Weaknesses

  • The most demanding build to gear in the entire Rogue class, with a large number of breakpoints to hit
  • Optimal performance is conditioned on precisely reaching 225 energy spent for 15 seconds of cooldown reduction on Rain of ArrowsRain of Arrows
  • An Endgame version that greatly benefits from lucky drops, such as a mythic Etna's Lost Dagger, to reach its full potential

Recommended Gear

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The gear for this Rain of ArrowsRain of Arrows Rogue build aims for one precise goal: stacking enough maximum resource and cooldown reduction to validate the energy loop detailed in the gameplay tips, while maximizing poison damage.

For weapons, Mattias equips the Etna's Lost Dagger — a unique on which he transfigured a Lucky Hit cooldown reduction roll, a nice bonus but one that isn't essential to the build's function. The other weapon carries the Crushing Aspect to boost raw damage.

Both rings rely on a Greater Affix of cooldown reduction, paired with the Aspect of Imitated Imbuement to boost poison damage and with the Conceited AspectConceited Aspect to further support the damage loop.

The chest armor and the Beastfall BootsBeastfall Boots share the same requirement: a Greater Affix of maximum resource, essential to secure the energy threshold needed for the build's mechanic. It's precisely this unique boot that spends the entire energy pool on every cast of Rain of ArrowsRain of Arrows, before it gets restored by the Aspect of Aftermath (mechanic detailed in the gameplay tips below).

The pants remain a standard choice, with nothing particularly noteworthy. The gloves, meanwhile, rely on attack speed — boosted by the Aspect of Alchemical Advantage — to chain Rain of ArrowsRain of Arrows casts as fast as possible.

For the helm, Mattias personally wears the Harlequin CrestHarlequin Crest, whose extra skill ranks are invaluable — his own even dropped with a cooldown reduction roll, a very hard one to get. For most players, a standard legendary helm combining cooldown reduction and maximum resource remains the most accessible solution, and more than enough to reproduce the build.

The amulet serves as an adjustment variable: if the number of Rain of ArrowsRain of Arrows ranks isn't enough to validate the cooldown loop, placing the Aspect of Aftermath there alongside maximum resource and cooldown reduction makes it easy to compensate. Across the board, Mattias also looks for as many pieces as possible with offensive skill ranks, both for damage and to feed the energy regeneration calculation of the Aspect of Aftermath.

Horadric Seal S14

Mattias' Horadric Seal is built around the Legacy of the Blind set, completed by the unique charm Cowl of the NamelessCowl of the Nameless to guarantee cooldown reduction and maximum resource on that slot. One useful note: this specific seal is a mythic, but only because it was the only six-charm-slot model he had on hand at the time of recording — its actual stats are, in fact, quite modest. No mythic seal is therefore required to reproduce this setup: a legendary seal offering six charm slots is more than enough.

Gameplay Tips

The core mechanic of this build relies on a loop between energy spending and regeneration. The Beastfall BootsBeastfall Boots spend the entire available energy pool on every cast of Rain of ArrowsRain of Arrows — remove them and the whole energy bar empties at once. The Aspect of Aftermath then comes in to restore that spent energy, creating a self-sustaining cycle as long as both pieces work together.

This energy spending isn't trivial: it directly feeds the class specialization Preparation, which converts every 75 energy spent into 5 seconds of cooldown reduction. By spending 225 energy at once (75 × 3), Mattias gets 15 seconds of instant reduction on every cast — more than enough to push Rain of ArrowsRain of Arrows' cooldown below the 15-second mark, which triggers an immediate reset of the spell. The result: as long as the spent energy is fully restored by the Aspect of Aftermath, the energy bar stays stable and Rain of ArrowsRain of Arrows keeps relaunching in a loop, without ever waiting for its cooldown.

To reach these 225 energy, the math goes through skill ranks: the Aspect of Aftermath generates energy proportionally to the rank of the ultimate skill used. With 30 ranks in Rain of ArrowsRain of Arrows (7.5 energy per rank), the numbers add up. If the available rank count is lower — for lack of sufficiently optimized charms — it's still possible to compensate by placing the Aspect of Aftermath on the amulet, where its energy-per-rank ratio is higher, or by seeking additional maximum resource and cooldown reduction on the amulet and charms. The goal to remember always stays the same: 225 energy spent for 15 seconds of cooldown reduction on Rain of ArrowsRain of Arrows.

Skill Tree

On the skill tree, no points are invested in Basic or Core skills: everything goes into mobility and poison. You'll find Shadow StepShadow Step for movement, ConcealmentConcealment — cast manually for its Fortify bonus and to knock down enemies —, as well as Dark ShroudDark Shroud for survivability, also activated by hand. Next comes Poison ImbuementPoison Imbuement, then Rain of ArrowsRain of Arrows itself, whose cooldown reduction node on the tree is essential to validate the energy breakpoints detailed above.

On the upgrade side, Mattias unhesitatingly recommends Crashing WavesCrashing Waves over MonsoonMonsoon, which is far slower to drop its arrows to the ground: enemies are made Vulnerable and the damage lands much faster. The remaining points boost cast speed and on-hit procs, to blanket the area as quickly as possible.

Mercenary S14

Mattias hires Subo, the Bounty Hunter, as his main mercenary, active with Power Shot to support ranged damage. As backup, he calls on Aldkin.

Paragon

On the paragon side, Mattias keeps a fairly classic plan for a poison Rogue, paying particular attention to mobility cooldown reduction. The first board, VersatilityVersatility, hosts the Cheap ShotCheap Shot node and the FluidityFluidity glyph. He then moves on to a board centered on mobility-related cooldown reduction, where he sockets the BaneBane glyph — a flexible choice that can be placed second or third depending on the setup. It's precisely this board that drops Shadow StepShadow Step's cooldown down to just 0.26 seconds, compared to a base of 3.26 seconds: a skill tree node already reduces its cooldown by 3 seconds on every cast, and the paragon's mobility bonus finishes the job, bringing it down to nearly zero. Enough to chain movement skills continuously to quickly cross dungeons and high-risk zones.

The fourth board, TrackerTracker, brings the Exploit WeaknessExploit Weakness node and the CannyCanny glyph, before wrapping up with Eldritch BountyEldritch Bounty as the final board.

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