Demon Hunter Leveling Build Guide (Patch 2.7.7 / Season 31)
Welcome to our Demon Hunter leveling guide, where we give you an efficient build for easily leveling to Level 70, with plenty of explanations.
This guide is part of our Demon Hunter Seasonal Progress Guide, which also includes early builds for fresh 70 characters.
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Leveling Build
Active Skills |
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Passive Skills |
Note that while the skills and runes recommended in the build are specifically chosen to be available at an early level and remain a solid pick throughout the leveling and early character progression, you will have to temporarily work with other skills as the build gradually unlocks. To familiarize yourself with the class, experimentation is strongly encouraged.
Rotation
The build revolves around the use of Chakram
Twin Chakrams as a
resource-efficient spender; an oft-underrated skill with excellent spread and
quick projectile. Supplement its damage with your
Sentry
Spitfire Turret
charges, whose automated damage will often turn the tide of battle even if you
have to fall back. When engaging elites, activate your
Wolf Companion for
a temporary damage boost. Maintaining distance will be done through judicious
use of
Vault, as you will only have your natural Discipline regeneration
to rely upon.
Preparation will be used strictly for Hatred restoration
with the
Punishment rune. If you find yourself starved for resources
still, you will have a strong Hatred generator at your disposal:
Evasive Fire
Hardened.
Skills, Runes, and Passives
The basis of every build lies in its chosen damage dealing skills. As they invariably require resource or cooldown management mechanics of some sort, and such are scarce for low level and less geared characters, you will focus on fewer damage dealing abilities early on. The typical early game build will feature a dominant damage dealer, a mobility skill, buffs and/or shields, and resource generators (either active or passive). The recommended split is:
- Slot 1 — Damage dealing ability:
Chakram shares the top spot for resource efficiency with
Elemental Arrow but unlocks several levels earlier (level 12 vs. level 20). While
Chakram takes a little more time getting used to, its curved trajectory is easier to take advantage of with the good spread of
Twin Chakrams, and as a Fire rune this skill will synergize with powerful legendaries that you collect over time for endgame builds, such as
Spines of Seething Hatred and
Cindercoat.
- Slot 2 — Generator: Your damage-dealing resource, Hatred, can
be problematic early on; unlike some other classes, the inclusion of a generator
is almost necessary for a Demon Hunter. While you can take any primary skill you
fancy, you will gain the biggest defensive advantage out of
Evasive Fire with the
Hardened rune, offering a whopping 25% increase of your Armor as early as level 21. If you notice yourself struggling with resources by using the base 4 Hatred per generator shot, you can take
Focus at level 42 — and use the other 7 Hatred generators,
Hungering Arrow
Serrated Arrow (level 17),
Grenade
Tinkerer (level 22) or
Bolas
Thunder Ball (level 24) earlier on.
- Slot 3 — Supplementary damage: Nearly as effective as Witch
Doctor pets, you have a mechanical menagerie to set up in battle in the form of
Sentry, available at level 25. You can take it a step further with the
Spitfire Turret rune almost immediately (level 28), and its homing rockets will provide the biggest supplementary DPS increase out of all the runes, not to mention elemental synergy with your main damage dealer,
Twin Chakrams.
- Slot 4 — Mobility: Keeping distance is of utmost importance for
the Demon Hunter, the glass cannon of Diablo 3.
Vault unlocks at level 9, and will be the mobility tool of choice not only for beginner, but endgame characters as well. Starting from level 33, the Discipline-efficient
Tumble rune will allow you to cover good ground before you run into resource issues.
- Slots 5 & 6 — Utility: Early on in your progression, you
might end up pushing your rare items to their limits. Do not neglect the value
of a
Companion at your side, available at level 17. For the early leveling, you can use
Companion for resource utility — the
Bat Companion rune (level 29) will provide a passive and active Hatred regeneration effect, allowing you to spam
Chakram for longer. From level 59 however,
Wolf Companion will provide you with a short-term multiplicative damage boost that will noticeably speed up elite or high density fights. Aside from
Companion,
Preparation (level 13) will be another tool at your side for resource management.
Punishment (level 25) flips the traditionally Discipline oriented skill into a Hatred management tool, and lowers its base cooldown by 25 seconds.
- Passives: Leveling and early progression farming go hand in hand with
mobility, and Demon Hunters benefit from a powerful speed passive as early as
level 10 —
Tactical Advantage. Adding
Blood Vengeance (level 13) for Hatred and Discipline management through health globes will solidify your role as an agile, battle-aware slayer. At level 16,
Steady Aim supplies you with a powerful, 20% multiplicative damage increase as long as you fulfill a modest range requirement — a gameplay range adjustment you will have to learn anyway as a sharpshooter. Finally, at level 40 you can slot
Custom Engineering in your setup to have one more
Sentry in your roster, adding more autonomous damage to the build.
Variations
While this guide focuses on the elemental synergy between Twin Chakrams
and
Spitfire Turret to provide the bulk of the damage, there are several
build variations you can deviate into, as dictated by the gear you find. Several
skills stand out as strong recommendations:
- While
Chakram is the recommended spender for the build if you start out with absolutely nothing (no shards to gamble with, no materials to craft with), you are guaranteed to get either
Karlei's Point or
Lord Greenstone's Fan if you follow our Beginner Seasonal Guide advice and upgrade rare daggers with your Challenge Rift materials. The ideal case scenario is that you get
Karlei's Point at level 1, use
Impale as your Hatred spender, and then gamble your Challenge Rift Blood Shards for a
Holy Point Shot at level 31, skyrocketing your leveling journey. With a
Lord Greenstone's Fan, you should work
Fan of Knives into your build and use it as a nuke when it stacks up.
- If you find your resource management decent with only
Reaper's Wraps,
Blood Vengeance and a generator, you can swap out
Preparation
Punishment for
Spike Trap
Scatter. The skill takes advantage of your
Custom Engineering passive, so you can have double the amount of traps in the battlefield. It also benefits from the
Helltrapper, a decent starter weapon you can farm from Act V bounty caches.
- If you do a few Greater Rifts
early on, which is highly advisable to get started with Legendary Gems, you can
try to fit
Bane of the Trapped in a jewelry socket. Skill-wise, swap out
Spitfire Turret for
Polar Station and
Tactical Advantage for
Cull the Weak. While it does not fit elementally with your gear, unlocking the powerful multipliers of
Bane of the Trapped and
Cull the Weak will be a great boost to your overall damage.
- Last but not least, if you play Hardcore or have general Toughness concerns,
replace
Tactical Advantage or
Blood Vengeance for
Awareness. A cheat death on a decent 60-second cooldown, this passive will give you a 2-second long
Smoke Screen to reposition as well.
Gear and Stats Priorities
As the leveling process in Diablo 3 is relatively quick, specific legendary recommendations are not necessary. During leveling finding upgrades is frequent, so your gear will be swapped in and out within the span of a few minutes. Following the in-game comparison system and the stat priorities outlined in the tables below will result in a solid character throughout the leveling journey.
The table below is meant to point you in a general correct direction and is by no means indicative of the exact rolls you want to go for. They can vary greatly from build to build and it is always preferable to refer to our exact guide page. If you simply use the rolls below however, and roll for skill damage on the applicable pieces:
Chakram,
Impale,
Rapid Fire,
Elemental Arrow,
Strafe,
Cluster Arrow,
Multishot on helms and boots;
Fan of Knives,
Companion,
Spike Trap,
Sentry,
Rain of Vengeance on shoulders and chest;
Hungering Arrow,
Bolas,
Entangling Shot,
Grenade,
Evasive Fire on belt and pants.
Wherever it says 'Elemental damage', match it to the rune of your damaging skill of choice. You will come out with a functional spec, and probably not too far off from what we would recommend in a dedicated build!
Slot | Stat Priority |
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Head |
|
Shoulders |
|
Torso |
|
Wrists |
|
Hands |
|
Waist |
|
Legs |
|
Feet |
|
Amulet |
|
Rings |
|
Weapon |
|
Off-hand |
|
Note that skill damage and elemental damage recommendations only apply if the
majority of your damage is done through that skill or element. For alt characters
however, sockets take priority above all other attributes, since you can slot
high level gems and benefit massively from their stat increase. For the purposes
of an alt character, leveling a Gem of Ease to level 25 and socketing it in
a level 70 weapon will be the single biggest boost you can provide to the
leveling process.
Changelog
- 10 Jan. 2024: Reviewed for Season 30.
- 15 Sep. 2023: Reviewed for Season 29.
- 22 Feb. 2023: Reviewed for Season 28.
- 10 Dec. 2021: Revised for Season 25.
- 23 Jul. 2021: Reviewed for Season 24.
- 02 Apr. 2021: Reviewed for Season 23.
- 13 Mar. 2020: Reviewed for Season 20.
- 22 Nov. 2019: Page added.
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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