Arachyr Firebats Witch Doctor Skills and Runes
On this page, we explain how to choose and use your skills when playing Arachyr Firebats Witch Doctor in Diablo 3. Updated for Patch 2.7.8 and Season 34.
Active Skills |
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Passive Skills |
Rotation
Apply Soul Harvest for the invaluable damage reduction of
Lakumba's Ornament, and try your best to strengthen it by casting the
skill on a pack of monsters, rather than singular stragglers. This will
maximize your protective stacks. Due to the powers of
Shukrani's Triumph, you have near limitless mobility and safety in your
Spirit Walk state, so you can pick and choose where and when to fight.
Even better, you gain a damage multiplier while you are in
Spirit Walk
form. While you will exit the form when you attack or approach an elite (as
per the offhand legendary power), you have an additional grace period that
will be as long as your default cast of
Spirit Walk (can be lengthened
if you choose to run the
Jaunt rune). When you have settled on a
particular fight, use
Horrify and
Soul Harvest to buff yourself
up, pull enemies in with
Piranhas
Piranhado and apply
Locust Swarm on the targets. This will trigger the damage
multiplication of
Ring of Emptiness, so you can spam supremely empowered
Firebats on the pull.
What is important to keep in mind about this build is the effect the Arachyr set itself exerts over your playstyle. Note the tethering mechanic between yourself and the Spider Queen from the 2-piece bonus, and try to form the biggest possible pull that your survivability can handle. After that, infest them by circling around the pull, with the tether passing through the enemies; you can keep track via the small black particle effect at the base of infested monsters. Make sure to keep the infestation active via the webbing the Spider Queen leaves behind. While it has a generous 15-second duration, it will provide the basis of both your AoE DPS as well as your own survivability, so you cannot afford to neglect it. Remember that you can only leave the web in short, 4 second sprints, as that is the maximum duration of the damage reduction afforded by the Arachyr set 4-piece bonus.
Skills and Runes
Firebats is among the creature skills buffed by the Arachyr set
6-piece bonus, and complemented by synergistic items like
Bakuli Jungle Wraps and
Staff of Chiroptera it becomes a Greater
Rift pushing-worthy damage dealer. You will be taking the hardest hitting of
the runes, the Fire-based
Cloud of Bats.
Firebats itself engulfs
a 15-yard range around the Witch Doctor, enforcing a close range fighting
playstyle; its damage ramps up over a period of 3 seconds, which firmly roots
you in place if you want to do any meaningful DPS (further reinforced by the
Endless Walk set). It is important to note that the skill's Attack Speed is
snapshotted when you start channeling, so any applicable buffs will affect
your channeling until you stop, even after the buff's expiry. This is
especially important with
Pain Enhancer stacking in mind, which comes
into play during group pushing; you will be aiming to reach the highest
possible breakpoint of the skill, 3 frames per animation, via 47+ stacks of
the legendary gem at the start of channeling.
The build dedicates one skill slot to trigger the crucial damage
multiplication bonuses of Ring of Emptiness. Your best candidate for the
slot is the spreading effect of
Locust Swarm, either with the
protective
Cloud of Insects or with the improved spread and Mana
efficiency of the
Pestilence rune.
A grouping skill is never amiss in a Greater Rift progression build, and
Witch Doctors have a single skill for the purpose — Piranhas
with the
Piranhado rune. Try to time your grouping skill just prior to
your burst window as described in the Rotation above, as
Piranhado has
a fairly long base cooldown. Note that
Piranhado is one of the few
pulls in the game that can stack enemies in a collision-overwriting manner,
making the tightest possible clumps (the so-called "pixelpulling"). To make
the most of its pull, aim at a spot free of enemies; casting on top of an
occupied spot will deprive you of the pixelpull.
Two skills are dedicated exclusively to buffing up the Witch Doctor as he
spreads his webs of death and carnage. Soul Harvest empowered by a worn
or cubed
Sacred Harvester is a staple of the class, as it buffs you up
with a 30% Intelligence increase for a reasonable 10 enemy Harvest, and also
doubles your Armor via the
Languish rune and reduces incoming damage
by up to 80% through
Lakumba's Ornament. The final buff is adaptable to
your preferences; a high-end GR pushing option is
Big Bad Voodoo, which
provides a tremendous combat advantage whenever it is active; note that you
will have to account for its long cooldown and time its use more carefully
with big, important fights. Two runes are very comparable contenders; you can
use
Ghost Trance early on when you are getting used to the build for
more survivability, and transition to
Slam Dance when you grow
confident and seek to push your damage to its upper limits. Another option
that is easier to play with (considering the massive downtime of BBV) is our
default recommendation,
Horrify
Frightening Aspect, which will bring
considerable survivability to the build on demand, with duration that overlaps
the downtime even with the basic Paragon CDR investment. For Season 25, it is
recommended that you use
Horrify (or
Hex
Jinx) for the hard
crowd control effect in order to proc the CC-reliant bonuses of the
Remnant of Pain Soul Shard.
Spirit Walk is another Witch Doctor staple, and its moderate
cooldown is compensated by its versatility: it renders you invulnerable,
removes enemy collision and increases your movement speed by 50%. You have
some freedom in your rune of choice. The recommended rune is
Honored Guest, in order to add a source of emergency Mana regeneration
to the build. Once you grow confident in your Mana management, you can switch
to the rune
Jaunt for a lengthier period of safety and extra damage
from your
Shukrani's Triumph power.
Note on the Helltooth Variation
If you prefer to play this build while using the Helltooth set variation,
you will only need to change one skill (and, of course, swap your equipped set
to Helltooth). Horrify (or
Big Bad Voodoo, depending on the
choice described above) will be replaced by
Wall of Death
Communing with Spirits in order to trigger the Helltooth set
damage reduction and the damage boost for your Mana spender with the Necrosis
debuff.
Passives
Conveniently matching the fighting radius of Firebats, the
Confidence Ritual passive will reliably increase damage by 25%.
Arachyr Doctors take Creeping Death during Greater Rift progression
to extend the effect of
Locust Swarm on their targets for the duration
of the entire fight, removing the necessity to re-apply
Locust Swarm
for the
Ring of Emptiness benefits every couple of seconds. Because of
this passive, it needs to be cast just once per engagement (and potentially
less, as
Locust Swarm can jump to the next fight over).
Grave Injustice is an elegant source of Cooldown Reduction,
synergizing with the mid-range playstyle of the Corpse Spiders build. For each
enemy killed in a 20-yard radius of the Witch Doctor, it not only reduces your
cooldowns by a second, but also replenishes your health and mana reserves by
1%. Take notice of the pickup radius synergy and try to obtain that stat in
the secondaries of your gear.
You have some freedom in your last passive slot, which you can adapt either
to additional damage, or extra toughness. Our general recommendation is to
take Blood Ritual, whose Mana cost mitigation ties in with the Cpt.
Crimson set bonus, which scales your overall damage reduction according to
your resource cost reduction bonuses. Other viable options include
Swampland Attunement (additional resistances, but notably exclude
Lightning and Arcane), or
Bad Medicine (which can benefit the whole
party in group play). Of course, a cheat death is never a bad option with
Spirit Vessel.
Changelog
- 20 Jan. 2025: Skills and passives reviewed for Season 34.
- 23 Oct. 2024: Skills and passives reviewed for Season 33.
- 10 Jul. 2024: Skills and passives reviewed for Season 32.
- 10 Apr. 2024: Skills and passives reviewed for Season 31.
- 10 Jan. 2024: Skills and passives reviewed for Season 30.
- 13 Sep. 2023: Skills and passives reviewed for Season 29.
- 22 Feb. 2023: Skills and passives reviewed for Season 28.
- 26 Aug. 2022: Skills and passives reviewed for Season 27.
- 14 Apr. 2022: Guide reviewed for Season 26.
- 06 Dec. 2021: Revised skill recommendations and enriched the guide.
- 22 Jul. 2021: No changes required for Season 24.
- 01 Apr. 2021: No changes required for Season 23.
- 19 Nov. 2020: No changes required for Season 22.
- 01 Jul. 2020: No changes required for Season 21.
- 14 Mar. 2020: Skills adjusted to reflect the changes to Ring of Emptiness.
- 12 Mar. 2020: No changes necessary for Season 20.
- 22 Nov. 2019: Reviewed for Season 19.
- 23 Aug. 2019: Reviewed and approved for Season 18.
- 17 May 2019: Guide was reviewed and approved for Season 17.
- 18 Jan. 2019: Information was reviewed and approved for Season 16 with no changes required.
- 12 Nov. 2017: Revised skill recommendations.
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