[ROS & 2.0] Wizard Builds & Items Compendium

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There are many viable specs for the wizard now, so I am compiling a compendium with builds and items. If you want to add to this list simply link your build with a brief description and I will add it with due credit. The goal of this post is to make a one stop for all returning or new wizards to browse for a new or different build.

Before picking a build, here is a list of debuffs to expect from each of the damage types:

Arcane - Slow (80% with Temporal Flux)
Cold - Slow and Freeze (varies with builds and runes, generally 60% slow from chill)
Fire - More damage (6% more chance to be critically hit with Conflagrate)
Lightning - Stun (15% chance with Paralysis)

Another consideration before picking a build would be the legendary items ("build-changing legendaries") and the % bonus to damage items that you have found or crafted. It is effective to have several pieces working together for one particular element type. See below for a list relevant to wizards.



Builds - with brief description taken from the author's own post.


* Arcane-Based Builds *

Archon - Pure Power & Disintegrate - Chaos Nexus

Arcane Orb - Arcane Orbit

Arcane Orb - Arcane Orbit & Arcane Torrent - Cascade

Arcane Torrent - Cascade & Wave of Force - Arcane Attunement

Arcane Torrent - Cascade

Arcane Torrent - Disruption

Disintegrate - Chaos Nexus

Arcane Torrent - Disruption & Disintegrate - Intensify

  • Combination Strike Arcane Build by Madholm #1953
    Post: https://us.battle.net/d3/en/forum/topic/11985788619
    Spec: https://us.battle.net/d3/en/calculator/wizard#eRQjS!XdU!acacZ
    The premise of the build is similar to the Monk passive combination strike. You maximize the benefit of having 2 different 'nukes' by choosing the runes that complement one another. Individually, each of these nukes has it's advantages and disadvantages. Disintegrate is terrible against 'waller', but for arcane torrent; it's a free affix. Arcane torrent, on the other hand, is awful against 'fast', but disintegrate can easily target 'fast' mobs. These two skills actually complement one another to make up for the weakness of the other.

Energy Twister - Raging Storm

Wave of Force - Arcane Attunement


* Cold-Based Builds *

Arcane Orb - Frozen Orb

  • 87min full game clear by Zoidburg#1405
    Post: https://us.battle.net/d3/en/forum/topic/11915301886
    Spec: https://us.battle.net/d3/en/calculator/wizard#cgQTkX!db!cbZYcb
    38% cooldown reduction (20% passive rest form gear) its enough to always have a speed skill up to use. after a wormhole use diamond skin. these 2 stack as diamond skin is its own speed buff separate from the illusionist passive. swapped in 4-5 other legendary's with 4-5% cooldown reduction was as much as i could get. this lets you maintain a permanent 50 -110% move speed bonus by rotating all the skills. (faster with shrines!) diamond skin after a wormhole tele as diamond skin is separate from the illusionist passive so they stack! zoom zoom! fun!

Ray of Frost (Light of Grace)

Ray of Frost - Sleet Storm


* Fire-Based Builds *

Explosive Blast - Chain Reaction

Arcane Orb - Scorch

Meteor - Meteor Shower

Magic Missile - Conflagrate


* Lightning-Based Builds *

Meteor - Lightning Bind

Meteor - Lightning Bind & Black Hole - Supermassive

Electrocute - Chain Lightning

Arcane Orb - Spark & Meteor - Lightning Bind

Wave of Force - Static Pulse & Hydra - Lightning Hydra

Hydra - Lightning Hydra & Energy Twister - Storm Chaser


* Mixed Element Builds *
(2 or more arcane power spenders of different elements)


* FAQs and Information Addendum *



This compendium is still a work in progress, and I welcome all feedback and suggestions. Thank you for reading!
Good to have, Hope, but this is just my opinion...

I think it's a little early for one of these. You're likely going to be doing a lot of editing in the next few months...

And it's not just that. I think you'll be better off compiling a list of builds that don't require specific items. Like Melkor's Chainpocalypse build must, must, must have Wand of Woh. BDF's Arcane Orbit build also requires numerous arcane boosting items, along with Moonlight Ward.

If you're going to take into account every viable build, you're going to be swamped with work.

Off the top of my head, I can add three lightning build variations just because I have a lot of lightning gear. I can also throw in a few more builds that I could run up to T3 in pre-nerfed Torment levels during RoS's Beta. But most require specific legendary items or specific skill boosting items.

Are you prepared?
Diablo III MVP | Forever a Wizard
YouTube Channel: http://youtube.com/Jae7ch
Twitter: @Jaetch | Twitch: http://twitch.tv/jaetch
* Elemental/Skill Bonuses and Gear Slots *

Non-Legendary Items

Helms & Boots
Arcane Orb, Arcane Torrent, Disintegrate, Ray of Frost, Wave of Force, Energy Twister, Meteor

Shoulders & Chest Armors
Blizzard, Hydra, Familiar, Explosive Blast, Black Hole

Belts & Pants
Magic Missile, Shock Pulse, Spectral Blade, Electrocute

All of the above skills

Bracers & Amulets
Arcane/Cold/Fire/Lightning skills deal 10-15% more damage (legendary 15-20%)


Legendary Items with Elemental % Increase

One of the Elements


https://us.battle.net/d3/en/artisan/blacksmith/recipe/utars-roar (crafted)

https://us.battle.net/d3/en/artisan/blacksmith/recipe/devastator (crafted)



Legendary Items with Specific Skill Bonuses

Increases Disintegrate Damage by 15–30%

Increases Spectral Blade Damage by 15–30%

Increases Black Hole Damage by 10–15%

Enemies damaged by Black Hole are also slowed by 60–80% for 3 seconds.

3 additional Explosive Blasts are triggered after casting Explosive Blast.

You may have one extra Hydra active at a time.

Frost Hydra now periodically casts Frost Nova.

Ray of Frost now pierces.

Magic Missile fires 1–2 extra missiles.

Electrocute can chain to enemies that have already been hit.

Double the number of enemies your Electrocute jumps to.

Lesser enemies are now lured to your Meteor impact areas.

Energy Twister now travels in a straight path.

Automatically cast Diamond Skin when you fall below 35% Life. This effect may occur once every 15–20 seconds.

Your Mirror Images have a chance to multiply when killed by enemies.

When you use Archon, you mesmerize nearby enemies with your skill, causing them to jump uncontrollably for 6–8 seconds.

Reduces the cooldown of Slow Time by 50–70%.

Reduces cooldown of Teleport by 1–4 seconds.
Taking damage has up to a 15–20% chance to reset the cooldown on Teleport.

https://us.battle.net/d3/en/artisan/blacksmith/recipe/cosmic-strand (crafted)
Teleport gains the effect of the Wormhole rune.


Legendary Items with Element-Related Effects


Prevent all Arcane damage taken and heal yourself for 20–25% of the amount prevented.

Hitting an enemy within 15 yards has a chance to ward you with shards of Arcane energy that explode when enemies get close, dealing 240–320% weapon damage as Arcane to enemies within 15 yards.


Prevent all Cold damage taken and heal yourself for 10–15% of the amount prevented.

Gain immunity to Freeze and Immobilize effects.

Performing an attack has a 20–25% chance to hurl a Frozen Orb.

10% chance to shatter and instantly kill lesser enemies that are Frozen.

20.0–25.0% Chance to Freeze on Hit

Your Chill effects have up to a 34–45% chance to Freeze instead of Slow.

Enemies killed by Cold damage have a 15–20% chance to release a Frost Nova.


Prevent all Fire damage taken and heal yourself for 10–15% of the amount prevented.

Picking up a Health Globe releases an explosion that deals 300–400% weapon damage as Fire to enemies within 20 yards.

Burn the ground you walk on, dealing 100% weapon damage each second.


Prevent all Lightning damage taken and heal yourself for 10–15% of the amount prevented.

Lightning damage has a chance to turn enemies into lightning rods, causing them to pulse 167–222% weapon damage as Lightning every second to nearby enemies for 6 seconds.

20–40% chance to Chain Lightning enemies when you hit them.

Getting hit has a chance to charge you with Lightning, causing you to deal 190–250% weapon damage as Lightning every second for 5 seconds to nearby enemies.

Chance on hit to blast your enemy with Lightning, dealing 279–372% weapon damage as Lightning and then jumping to additional nearby enemies. Each enemy hit has their attack speed and movement speed reduced by 30% for 3 seconds. Jumps up to 5 targets.

Lightning damage has a 13–17% chance to Stun for 1.5 seconds.

Increases duration of Stun effects by 20–25%.

Summons shadow clones to your aid when you Stun an enemy. This effect may occur once every 30 seconds.


Prevent all Poison damage taken and heal yourself for 10–15% of the amount prevented.

Chance on hit to release a Poison Nova that deals 100–130% weapon damage as Poison to enemies within 10 yards.

When 3 or more enemies are within 12 yards, you release a vile stench that deals 240–320% weapon damage as Poison every second for 10 seconds to enemies within 15 yards.

After killing 10 enemies, you release a Poison Nova that deals 1050–1400% weapon damage as Poison to enemies within 30 yards.


Elemental skills have a chance to trigger a powerful attack that deals 200–250% weapon damage:
* Cold skills trigger Freezing Skull
* Poison skills trigger Poison Nova
* Lightning skills trigger Charged Bolt


* Wizard Set Bonuses *

Tal Rasha's Elements
  • (2) Set:
    Cold skills deal 5% more damage.
    Fire skills deal 5% more damage.
    Lightning skills deal 5% more damage.
    Arcane skills deal 5% more damage.
  • (3) Set:
    +100 Resistance to All Elements
    Increases Arcane Power Regeneration by 2.00 per Second (Wizard Only)
  • (4) Set:
    Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.

Firebird's Finery
  • (2) Set:
    +500 Intelligence
  • (4) Set:
    When you die, a meteor falls from the sky and revives you. This effect has a 300 second cooldown.
  • (6) Set:
    Enemies killed by Fire damage explode and set nearby enemies on Fire, dealing 300% weapon damage over 5 seconds.

Vyr's Amazing Arcana
  • (2) Set:
    +500 Intelligence
  • (4) Set:
    Archon gains the effect of every rune.

Chantodo's Resolve
  • (2) Set:
    +250 Intelligence
    Reduces damage from elites by 10.0%
    Your shields heal for 25% of their remaining amount when they expire.


* Paragon Points Allocation Suggestions *

Core: Movement speed to 25% > Intelligence > Max Arcane Power
Offense: Crit Chance > Crit Damage > Attack Speed > Cooldown Reduction
Defense: All Resist > Life Regen > Armor > Life %
Utility: Area Damage > Life on Hit or Resource Cost Reduction

You should optimize these stats based on your determination of overall effectiveness, what is most beneficial per point, what is missing from your gear and what best enhances and/or synergizes with your build mechanics.

For a more in-depth discussion, see this thread about spending Paragon Points by Melkor#1521:

See this thread by BDF#1838 for a spreadsheet that calculates whether putting points in All Res or Armor is better: https://us.battle.net/d3/en/forum/topic/12471007413


* Stat and Slot Priority*

Int + Crit Chance > Socket, Vit, Skill Bonus, Arcane Power on Crit,

Int > All Resist, Armor, Vit, Life %, Resource Cost Reduction, Cooldown Reduction, Skill Bonus, Area Damage

Chest Armors
Int + 3 Sockets (All Resist or Int Gems) > Vit, Life %, All Resist, Armor, Life Per Second, Reduced Damage from Elites > Skill Bonus

Int > Vit, 12% Life, All Resist, Armor > Life Per Second > Skill Bonus

Int + 2 Sockets (All Resist or Int Gems) > Vit, All Resist, Armor, 12% Life > Life Per Second, Skill Bonus

Int > Vit, All Resist, Armor, Skill Bonus > Life Per Second

Int + 6% Crit Chance + Elemental % > Vit, All Resist, Armor, Life on Hit

Int + Crit Chance + Crit Damage > Vit, All Resist, Armor, Cooldown Reduction, Resource Cost Reduction, Attack Speed

Int + Crit Chance + Crit Damage + Elemental % > Average Damage, Cooldown Reduction, Resource Cost Reduction, Life on Hit, Life %, Attack Speed

Int + Crit Chance + Crit Damage > Life on Hit, Average Damage, Cooldown Reduction, Resource Cost Reduction, Attack Speed

Damage + Int + Socket with Crit Damage Gem [130%] > Life on Hit, Cooldown Reduction, Resource Cost Reduction, Area Damage, Attack Speed

Damage + Int + Crit Chance > Vit, Skill Bonus, Arcane Power on Crit, Cooldown Reduction, Resource Cost Reduction, Area Damage


* Max Legendary Values at 70 *

- Attribute: 750
- Attack Speed: 7% gloves/rings/amulets [weapons]
- Critical Hit Chance: 6% on rings/bracers/helm, 10% on gloves/amulets/offhand
- Critical Hit Damage: 50% on rings/gloves, 100% on amulets [35% on legendary weapons only]
- Cooldown Reduction: 8% on shoulders/gloves/ring/amulet [10% on weapons]
- Resource Cost Reduction: 8% on shoulders/gloves/ring/amulet [10% on weapons]
- Area Damage: 16% on shoulders/ring/amulet [18% on weapons]
- Elemental Damage: 20% on Bracers/Amulet
- Skill Damage: 15% on Helm/Shoulders/Chest/Belt/Pants/Boots/Offhand
- Armor: ?
- All Resistance: 100
- Life %: 12% shoulders/chest/belt/ring, 16% amulet/offhand
- Movement Speed: 12%
- Life Per Hit: 1980 [2971 on 1H weapons]
- Weapon Damage %: 10%


* Effective DPS Test *

If you are curious about the damage output of different setups, for example an item that causes you to lose some sheet DPS but adds some % damage, you should do some effective DPS tests. Your damage output can vary depending on your attack speed, skill selection, proc rates on legendaries and other synergies.

Make a game on Act 3, Quest 3, Kill Ghom. Teleport to Keep Depths 3, start a timer when you engage, and stop when he dies. Divide his HP by number of seconds it takes to kill him, and that's your effective DPS. It might be best to do this on a difficulty where you don't have to move out of his gas clouds, so it's more like hitting a test dummy. Remember that Ghom counts as an elite, so your +% bonus to elites will factor into the results.

If you want to test on only non-elite mobs, make a game on Act 1, Quest 1, Rumford at the Gates, and time your kills on the non-elite zombies that spawn after talking to Rumford.

Here's the stop timer I usually use:


* FAQs and Information Addendum *

Frequently Asked Questions (after patch 2.0) by Jaetch#1861

How to Create a Build and create build variations by Jaetch#1861

Mechanics and Game Information Compendium by apo#2677

Proc coefficients of different wizard skills (scales with "on-hit" effects and life on hit) by apo#2677

Legendary Property/Proc Mechanics Collection by Kanjihack#1673

RoS Wizard Tools by dolynick#1290

Tooltip Math and what gear to use (elemental % vs. sheet DPS) by Loroese#1415

A note about spending Paragon Points by Melkor#1521

Mirror Images Synergy by tictactucrac#2270

Max cooldown reduction (72%) by BDF#1838

[Guide] Area Damage Explained by Amiar#1992

[RoS Gems] Complete Stat List by Davlok#1847

Thanks for this! Even though the builds are still being worked out with 2.0 loot but before RoS loot, this is really useful. It's hard to find all the builds people are working on. Good job. But don't feel like you have to keep this update daily. A weekly update would be fine!
I have to agree with jaetech, there is going to be tons of builds coming out now and things will also change in a few weeks with ros.

Personally ur build and mine are both pretty similar with a few twists.... but then i dont even play my build the same if im doing t6 or lower faceroll t levels as the survivability needed isnt the same.

but here add mine to the arcane section too if u want.

I missed the lightning-based one you had recorded a video for, Jaetch, and I added it now. Also added yours, ximae.

Obviously, this is just a starting point, not the end-all and be-all. There are going to be variations based on utility, group/solo and personal preferences. But people are going to get various legendaries that add to different skills, like a Moonlight Ward or an Azurewrath, and they're going to want to experiment with different elemental builds.

The things that will change in a few weeks with RoS are level 70, Black Hole as an active and some new passives and one new passive slot. The basic idea of building around an element (or multiple elements) won't change.
Added a few more builds and cleaned up formatting.
I see that the builds are organized by elemental types.... I would like to see a "defensive / survive-ability" section as well... as some one who generally is a little slower a high damage but die a lot build dose less damage over all than a decent damage good defense build because I live longer.

Have been running a ww / freeze build which still works very well, since I normally run with a ww barb who kills every thing while i keep it stun locked in place. I have been looking to see what new kinds of builds are out there to see about upgrading and utilizing new skills... I have yet to find a good survive-ability build around since 2.0
03/08/2014 09:11 PMPosted by Rúh
I would like to see a "defensive / survive-ability" section as well... as some one who generally is a little slower a high damage but die a lot build dose less damage over all than a decent damage good defense build because I live longer.

I have not seen a lot of builds that are very defensive/survival-oriented, although there are a few that incorporate multiple (three or so) defensive/utility moves, like the "Ultimate Crowd Control" build.

If there are more of them out there, I can definitely add a section for it. Currently after 2.0, wizards seem to no longer be top for party crowd control and support. I think monks and witch doctors are better at it now.
03/08/2014 09:18 PMPosted by Hope
If there are more of them out there, I can definitely add a section for it. Currently after 2.0, wizards seem to no longer be top for party crowd control and support. I think monks and witch doctors are better at it now.

That's great if you have a monk or WD but if you are solo or running with say a Barb like me it dosen't help too much.

2.0 is a huge learning curve for me, as I've always run my wizard as cc/support to be able to survive. I've tried a couple of the builds here in the thread and an archon one my friend suggested (I absolutely detest archon) and I keep dying, so I went back to my old build for now until I can muddle through a lot of the changes and do more research to see how others are doing.

The way I see it... sure raw damage numbers for a blasty build may be higher... but you don't get any damage if you are dead.
03/07/2014 03:23 PMPosted by Jaetch

Jaetch, this build really intrigued me so I made some modifications and this is what I ended up with.


Raging storm is pretty freakin' fun but it's highly situational. It's bad against bosses and in wide open spaces. But ohhhhh baby when you can spam it in a small area, it's nice. The actual playstyle, for situations when you can't just spam ET (AKA most of the time), is to channel disruption for 1-4 seconds at a time with intermittent raging storms. That way you get more damage per twister if you can keep them uncombined for a few seconds. Cast sig of choice (siphoning blade with TF or elec. with paralysis) as needed. Thanks, never thought raging storm would be viable!
Added FAQ section.
Thanks for compiling this info Hope!
You could add my Lightning-Based Build, too:

Will add some more in the near future ;-)
Added your build, Deamon.
Hope... you've included an assortment of builds that are... not quite so intuitive.

But, oh, well. Can't hurt for more options for people to mess with.
Diablo III MVP | Forever a Wizard
YouTube Channel: http://youtube.com/Jae7ch
Twitter: @Jaetch | Twitch: http://twitch.tv/jaetch
Yeah, some of the builds are more for "flavor" than for effectiveness. I will clean up some of the builds that people have abandoned themselves.
Hope you removed one of the Sleet Storm builds. Was that just "flavor"?
03/11/2014 11:35 AMPosted by imporous
Hope you removed one of the Sleet Storm builds. Was that just "flavor"?

The sleet storm build was an older guide from D3V and had references to older runes that were removed in patch 2.0.

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