LoD Frozen Orb Wizard Skills and Runes
On this page, we explain how to choose and use your skills when playing LoD Frozen Orb Wizard in Diablo 3. Updated for Patch 2.7.8 and Season 34.
Active Skills |
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Passive Skills |
Rotation
You will start runs with an activation of Storm Armor and
Magic Weapon, both of which are to be kept up throughout the rift. Note
that
Halo of Karini has a range requirement and try to keep track of
your positioning relative to enemies so that the defensive buff does not drop
off. Scout out the rift and try to attract the attention of enemies to form a
large pull, and then group it up in a stack with a
Black Hole for the
convenience of your nuke. Make a point to maintain your
Triumvirate
damage bonuses via
Spectral Blade use at least once every 6 seconds.
Teleport around the battlefield as necessary.
In order to optimize your damage, try to position yourself at a 40-yard
distance range from the enemy. This will grant you the maximum possible
benefit from Zei's Stone of Vengeance while also positioning the final
Frozen Orb detonation (its most damaging point) exactly on the pull.
Ideally, in any given fight you will be able to take down smaller enemy first,
which nets you a proc of
Oculus Ring to move into for another damage
multiplier.
Skills and Runes
The main damage dealer and namesake of the build is
Arcane Orb
Frozen Orb — a long range projectile attack that hurls a
pulsating orb of frost, exploding at the end of its 40-yard travel distance.
Do your best to internalize the length of the
Frozen Orb shot to
maximize the benefits of said detonation, as it is stronger than the piercing
projectile while it is moving. Make a point to always cast
Arcane Orb
after you fully stack
Triumvirate, especially if the Cold cycle of
Convention of Elements is coming up.
To counteract the considerable Arcane Power spending of Frozen Orb
— 30 AP per shot — you will be including a primary attack in the
build, adding a resource generation angle to it through Arcane Power on Crit
on gear (see this build's gear page for more
information). You have a good number of viable primary attacks for the slot,
including the protective
Spectral Blade
Barrier Blades (our general
recommendation), the crowd control synergy of
Magic Missile
Glacial Spike, or the superior proc coefficient of
Shock Pulse
Piercing Orb.
Magic Weapon offers an attractive, long-lasting damage buff by
default, which branches out even more nicely into defense via the rune
Deflection — highly desirable in order to safeguard your
Squirt's Necklace damage buff. Note that this protective effect is
doubled via the worn
Ashnagarr's Blood Bracer, if you choose to wear
it.
Black Hole will be taken into the build as means of crowd
controlling the enemy and building up large pulls. Our general recommendation
is to take the rune
Absolute Zero for the elemental damage buff it
provides to Cold spells, synergizing with your main damage dealer. That being
said,
Spellsteal is also a fine option as it offers a balanced split
between an offensive and defensive buff.
As consistent means of protection, you will be adding Storm Armor to
the build. With a fire-and-forget duration of 10 minutes and a negligible
damage proc, it can be easily overlooked if not for the massive damage
reduction properties of
Halo of Karini (see this build's gear page for more information). You will be
taking the rune
Power of the Storm for the Resource Cost Reduction, but
you can also consider alterations such as
Shocking Aspect for the
superior uptime of the procs for the Karini buff, or
Scramble for the
additional movement speed.
Last but not least, Teleport will round out your skill
selection with valuable maneuverability across the battlefield; either to
engage, reposition, or simply move away from an unfavorable fight. The
preferred rune is the protective
Safe Passage, which — coupled
with the cooldown-resetting powers of the
Illusionist passive —
allows you to maintain distance from the enemy along with a helpful damage
reduction buff on top.
Passives
Added with similar reasoning to Magic Weapon
Deflection (mainly
Squirt's Necklace buff maintenance),
Galvanizing Ward introduces
a solid damage buffer that benefits from the doubled effectiveness via
Ashnagarr's Blood Bracer.
Another powerful survival tool is hidden in your Illusionist
passive, feeding additional CDR into your
Slow Time and turning
Teleport from a strategic cooldown into a constantly available
asset. The requirement of 15% life taken per hit is calculated prior to
mitigation and translates into “any hit taken” in high Greater Rifts. The
additional 30% movement speed after using some of the build's core abilities
is just icing on the cake.
Elemental Exposure is taken to bolster your damage through your
myriad of elemental damage sources. Notice that the passive bumps damage in 5%
increments per element used; you fulfill the cold with
Frozen Orb,
lightning with
Storm Armor, and arcane with
Barrier Blades. The
final bump will come from the damage type of your weapon,
Unstable Scepter — a lucky roll (or reroll) of the base damage
from another type (i.e. physical or arcane) into fire will bring the last
piece of the damage buff. In Hardcore, you can consider dropping this passive
for
Unstable Anomaly.
Finally, take Power Hungry — it is the mirror of
Audacity, reworked into a multiplicative damage increase against
enemies further than 30 yards. This passive synergizes excellently with the
long range orientation of the build, based on the
Frozen Orb
mechanics.
Reverse Archon Variant
Active Skills |
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Passive Skills |
Another option for this build is the so-called "Reverse Archon" playstyle,
which takes advantage of Archon skill simply as means of a powerful
damage buff for your main nuke,
Frozen Orb. While there is no focus on
Archon damage, or indeed any expectation to kill monsters during Archon uptime
(it is strictly treated as a buff), you will generate Archon stacks due to the
Fazula's Improbable Chain mechanics.
The Swami keeps your Archon
stacks for 20 seconds outside of Archon form, meaning every second
Convention of Elements full cycle (16 seconds in total per full cycle, 4
seconds per element) you can be supremely buffed by these temporary bonuses.
With optimized cooldown reduction (see this variant's paragraph in the gear page for more information), you will be
able to enter at the Fire CoE cycle and exit at the Lightning CoE cycle,
giving you a few seconds to finish the pull with
Black Hole (you spend
your time in
Archon drawing monster aggro and setting up the fight).
You then have one burst cycle on the Cold rotation and one Cold rotation
without Archon stacks, and re-enter Archon at the next Fire cycle, repeating
the process all over again (this is the so-called 48 second cycle).
The remainder of your skill usage is identical to the base build: keeping
up the shields ( Storm Armor,
Deflection,
Barrier Blades), grouping monsters with
Black Hole, and blasting
away from a 40-yard distance with
Frozen Orb. Note the change in the
passives from
Illusionist to
Evocation.
It goes without saying, but this timing-intensive, high skill cap alteration is only meant to push this build to the outer limits of its power, and is not recommended for casual play.
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: Reviewed for Season 25.
- 30 Oct. 2021: Enriched the guide with additional information.
- 22 Jul. 2021: Added S24 Ethereal recommendation.
- 02 Apr. 2021: Skill and passive selection revised.
- 20 Nov. 2020: Guide added.
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