Demon Hunter Elemental Arrow Build with Unhallowed Essence and Kridershot (Patch 2.4)
The Unhallowed Essence set twists the Discipline mechanic of Demon Hunters into a potent source of damage, taken to great heights with the lightning-oriented Elemental Arrow build.
This massive sustained damage playstyle is unlocked through the following pieces:
- Helm:
Accursed Visage
- Chest:
Cage of the Hellborn
- Gloves:
Fiendish Grips
- Boots:
Hell Walkers
- Pants:
Unholy Plates
- Shoulders:
Unsanctified Shoulders
This build is no longer viable. We are leaving it on the website for documentation purpose, but it has been removed from the menus.
About the Author
This build is presented to you by Deadset, one of the very few professional Diablo 3 players. Deadset regularly publishes video guides on Youtube and streams on Twitch, where you can see how this and other builds play out in practice.
Video Guide
The following video guide was created to accompany the present written guide and demonstrate how to play the build in-game.
Build
Active Skills |
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Passive Skills |
Strategy, Skills, and Runes
This predominantly group-based setup relies on continuous use of Elemental Arrow
Ball Lightning, periodically weaving in
Multishot casts to
prevent the Bastions of Will set bonus from falling off.
Preparation is taken mostly as a damage buff, as the passive Discipline increase from
Invigoration directly benefits the Unhallowed Essence set 6-piece bonus. Three additional active damage buffs fit nicely into the build —
Companion
Wolf Companion,
Caltrops
Bait the Trap and
Marked for Death
Contagion. Use
Contagion liberally,
Caltrops when you find
a safe spot to fire from, and the
Wolf Companion cooldown in the more significant fights.
The main source of damage in the build comes from Elemental Arrow, turned into a generator with the
Kridershot bow and with the
Ball Lightning rune amplified to monstrous heights by a dedicated legendary quiver,
Augustine's Panacea. The base 300%
Ball Lightning damage
will be either near, or more than tripled the closer you are to the perfect 30% slowdown of the projectiles. In practice, this turns
Ball Lightning into
one of the highest sustained damage skills in the game, provided you can root yourself in place and shoot uninterrupted.
A spender skill is also implemented in the build, and none fits better than the set synergistic Multishot. As previously stated, the damage focus of
the build lies elsewhere and this skill is mostly taken as a way to proc the Bastions of Will jewelry set. The suggested rune is
Arsenal — while not
elementally synergistic with the build, it will still yield the most damage per shot, and every extra bit DPS on top is welcome. In a solo environment, consider
taking the cold rune Burst Fire to proc your
Iceblink legendary gem, and subsequently —
Cull the Weak passive.
On one hand, with the Unhallowed Essence set every bit of additional Discipline translates into a source of damage; on the other, Preparation is
already a utility mainstay in Demon Hunter builds, as survivability often hangs on the Discipline resource. Taking the
Invigoration rune is a win-win
for both those aspects, as it extends your Discipline pool with an additional 15.
Often rooting itself in place for extended periods of time, this Demon Hunter build takes good advantage of an on-ground buff like Caltrops
Bait the Trap.
For the dirt cheap price of 6 Discipline, this skill offers a sizable 10% increase to Crit Chance and excellent 6 second uptime, making it easy to manage even
if you have to reposition from time to time.
Another damage modifier — and arguably easier to manage, as it debuffs an enemy and requires nothing of the Hunter himself — comes in the form of
Marked for Death, with the excellent spread of the
Contagion rune. Even easier on resource management with its meager 3 Discipline cost,
Marked for Death tops its positives off with a fire-and-forget duration of 30 seconds.
The swiss knife Companion skill takes on a role of a damage buff by taking the
Wolf Companion rune, providing you with a sizable 30% damage
increase. While the
Wolf Companion buff sports a generous 10 second uptime, this build generally eschews Cooldown Reduction on gear — so try to pop
the
Companion active in key moments like elite fights, or heavy trash density.
As a final note, lack of mobility might hurt your group performance, and is certainly unviable solo. Depending on which skill you are more comfortable with
on the move, you can substitute either Caltrops or
Marked for Death for a mobility tool of your choice. While
Vault
Tumble will allow you
to cover greater distances,
Smoke Screen gives you a brief moment of invulnerability and does not disrupt shooting when used in place; thus, pick
according to your own preferences.
This concludes the overview of the Active Skills, now let us look through the Passives.
A standard defensive choice, Awareness will grant you a second chance against random one shots or difficult elite affixes. It is a cheat death on a
standard 60 second cooldown, with a brief window of safety and life regeneration after the proc, and will become an indispensible companion in Greater Rifts
attempts.
Steady Aim is a solid, pure damage passive in the Demon Hunter arsenal; it offers a 20% additive damage bonus as long as you maintain the short
distance prerequisite of 10 yards, which comes to Unhallowed Essence gameplay naturally as you try to maintain your 4 piece bonus.
Cull the Weak is another Demon Hunter staple, amplifying your damage against Slowed or Chilled enemies by 20%. In group play, this potent multiplicative
passive usually gets triggered by your support teammates; when soloing, you will have to assist it with the
Iceblink legendary gem, the
Intimidate slows from your Templar companion, and secondary stats on your gear.
The final passive in the standard damage amplification trio is Single Out; a helpful addition in prolonged single target fights like Champion Elites
and Rift Guardians, it edges over
Archery with the sheer size of the Crit Chance modifier, despite its conditional nature.
A final passive worth mentioning is Ambush, a helpful addition to the build during the initial stages of a fight. The 40% damage increase that the
passive offers is multiplicative in nature, highlighting its usefulness and making it a clear recommendation if you obtain a well-rolled
Hellfire Amulet of Dexterity. The unique property of these amulets is rolling a passive for the respective class (essentially allowing you a free, fifth
passive).
Best in Slot Gear and Alternatives
The build incorporates the complete Unhallowed Essence set, taking all six available pieces and opening up the jewelry for the Bastions of Will set and its
damage multiplication bonuses. Rolls-wise, this Hatred independent set takes good advantage of Discipline, Increased Attack Speed and Area Damage affixes. Attack
Speed is taken as the fourth primary on the Fiendish Grips, alongside Dexterity, Crit Chance and Crit Damage. Discipline and high Dexterity are the only
notable requirements on the
Cage of the Hellborn, and an Area Damage roll can be helpful on the
Unsanctified Shoulders. The
Unholy Plates can
be devoted completely to Toughness, and would ideally include Slow % in the Secondary rolls. The
Accursed Visage and
Hell Walkers can roll
Elemental Arrow % bonus, and it is highly advisable to seek these stats out.
Not skipping on any of the pieces required to obtain the 6 set bonus allows you to use a powerful offensive combo in the jewelry: the Bastions of Will set,
Focus and
Restraint. These rings provide an impressive 2.25 independent damage multiplier as long as you alternate between a primary and spender
attacks — so as tempting as it is to hold
Elemental Arrow down, make sure to cast
Multishot at regular intervals. Aim for Crit Chance, Crit
Damage, and an open Socket.
Completing the jewelry, you have a number of options for the amulet slot. The two that come with the highest recommendation are a
Hellfire Amulet of Dexterity with one of the aforementioned passives, or
The Ess of Johan, whose monster grouping utility will benefit the slow moving
Ball Lightning projectile greatly. Double Crit stats, an open Socket, and either Lightning % or Dexterity are the desired rolls for the slot.
The best in slot bracer for the build also happens to be the rarest: Lacuni Prowlers. Offering five Primary stats instead of the usual four and
guaranteed to roll with the valuable Attack Speed, these bracers will help you get the most
Ball Lightning shots per second possible.
The belt slot choice mirrors the reasoning behind the bracer; we will be taking The Witching Hour, the belt with the highest glass cannon potential in
the game. Naturally rolling Crit Damage and the synergistic Attack Speed, this belt will sacrifice Toughness that the Demon Hunter is rarely concerned with
anyway. A more common, but significantly weaker alternative is the elementally synergistic
Thundergod's Vigor. The ideal case, a Freeze % roll, will
also be present in the Secondary stats of the belt slot.
To complete the image of a true endgame build, this Unhallowed Essence variation demands the rarest bow in the game, Kridershot. An irreplaceable
centerpiece of the build, this elusive weapon turns
Elemental Arrow into a Hatred generator that counts for both the Bastions of Will set and the
Unhallowed Essence 2 piece bonus. Rolls-wise, aim for the ever-important Discipline in the Secondaries, and an IAS roll will be ideal with the standard
recommendation of high Damage range, Damage % and Dexterity Primaries.
Matching the harsh requirements for the weapon, the quiver slot will be just as demanding: you will have to obtain Augustine's Panacea, a key item that
significantly slows the
Ball Lightning projectile. The unique property ranges between 30-40% slowdown, and should not be underestimated as minor
difference, as each % closer to the perfect 30 increases the damage by roughly 8%. As for the other rolls, Discipline in the Secondary stats, along with Crit
Chance and
Elemental Arrow % are the most desired stats.
Stat Priorities per Gear Slot
Slot | Pieces | Stat Priority |
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Head |
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Shoulders |
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Torso |
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Wrists |
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Hands |
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Waist |
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Legs |
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Feet |
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Amulet |
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Ring #1 |
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Ring #2 |
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Weapon |
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Off-hand |
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To help you with farming the gear you need for your builds, we have two very useful guides that you can access by clicking the links below: a Salvage Guide to help you quickly check whether or not you can safely salvage a piece of gear and a Legendary Farming Guide to help you efficiently farm legendaries and set items.
Paragon Points
Slot | Paragon Points |
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Core |
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Offense |
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Defense |
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Utility |
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Gems
Your three jewelry sockets will be taken up by the legendary gems Bane of the Trapped,
Zei's Stone of Vengeance and either
Iceblink when
soloing, or
Bane of the Powerful in groups. The first two are extremely powerful as they are their own multipliers in your total damage calculation.
The utility of Iceblink is threefold: first, it offers a way to proc
Cull the Weak without the need to implement unsynergistic skills like
Sentry
Polar Station; second, it offers a steady and reliable 10% increase to Crit Chance; and third, it brings a powerful slow that scales with the rank
of the gem, offering some additional safety. In groups, its Crit bonuses and slows are overshadowed by those brought by support characters, and
Bane of the Powerful is the suggested alternative to speed up the lengthy elite fights.
Slot | Gems |
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Jewelry |
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Helm | |
Torso and Pants | |
Weapon |
Kanai's Cube
- Weapon:
Calamity
- Armor:
Strongarm Bracers
- Jewelry:
Convention of Elements
Follower
For more information regarding followers, we advise you to read our Follower Guide, which contains detailed advice for choosing the skills and the gear of your follower.
Changelog
- 12 Jan. 2016: This build lags too far behind the Fire-variation of Unhallowed Essence. We no longer deem it viable.
- 24 Aug. 2015: Added Kanai's Cube recommendations for Patch 2.3.
This build is presented to you by Deadset, one of the very few professional Diablo 3 players. Deadset regularly publishes video guides on Youtube and streams on Twitch, where you can see how this and other builds play out in practice.
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