Shadow Impale Demon Hunter Skills and Runes
On this page, we explain how to choose and use your skills when playing Shadow Impale Demon Hunter in Diablo 3. Updated for Patch 2.7.8 and Season 34.
Active Skills |
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Passive Skills |
Rotation
The Shadow Impale playstyle is quite different from other Demon Hunter
builds, almost exclusively pursuing Elite enemies to take advantage of its
massive single target potential, and skipping many disadvantageous trash
fights. When in need of immediate crowd control, or simply to move through the
rift at an efficient pace, do not forget to pre-cast Impale —
this will make
Vault free for 2 seconds with the power of
Chain of Shadows. When you come across an elite that you consider
killable, focus it down with carefully positioned
Impale spam to
maximize the
Holy Point Shot shotgun effect and your Endless Walk set
benefits. Position and manage your resources with the cycles of
Convention of Elements and the damage increase of
Wolf Companion
in mind, as the two buffs active at the same time make up your big burst
window.
Shadow Power needs to be activated only once per run, but you
will have to manually reapply your other two defensive buffs —
Vengeance and
Fan of Knives
Bladed Armor — as soon as they
are off cooldown.
Skills and Runes
Impale is the primary damage dealer of the build, augmented by the
Shadow set 6-piece bonus to
inflict massively boosted damage on the first target hit, resulting in the
signature assassination playstyle. For the current guide, we are taking the
cold rune
Overpenetration due to its superior AoE potential. Note that
the Fire-based
Chemical Burn is also quite viable, and focuses on the
build's single target potential instead; should you choose to go this route,
change all elemental rolls on gear to Fire.
The Swiss knife Companion skill takes on a role of a damage buff by
taking the
Wolf Companion rune, providing you with a sizable
multiplicative damage increase. While the
Wolf Companion buff sports a
generous 10-second uptime, this build runs a moderate amount of Cooldown
Reduction on gear — so try to reserve the
Companion active for
key moments (preferably your chosen
Convention of Elements cycle).
During solo GR pushes Vault is quite necessary in order to find,
navigate or simply skip fights; as for the rune, you can either go with the
cheap
Tumble (saving yourself some
Chain of Shadows interplay
when inconvenient), or with the crowd control of
Rattling Roll. Always
keep in mind the power of the
Chain of Shadows belt (see this build's gear page for more information), allowing you to
negate the Discipline cost of
Vault for a 2-second window after using
Impale, allowing you to cover significant ground for free.
Unsurprisingly, Shadow Power is a major part of a Shadow set
playstyle, as the 4-piece set bonus grants you the effects of all the runes
and makes the skill last forever. This makes the rune choice purely cosmetic,
since they produce differently colored wings. You should activate
Shadow Power immediately upon entering the rift to passively enjoy its
damage reduction bonuses, movement speed increase, and increased Life per Hit
that notably scales with your Life on Kill from gear. Remember that the
benefits of
Night Bane will still only apply for the listed 5 seconds,
so you can use
Shadow Power as a situational 8 Discipline active skill
to proc
Bane of the Trapped,
Cull the Weak and
Numbing Traps.
The class staple Vengeance reinforces dominance in yet another
build, favored by Impale Demon Hunters for the 50% damage reduction of the
Dark Heart rune. Its crowd control immunization properties will also
allow you to run the strong protection of
Stone Gauntlets in the Cube,
while negating the item's considerable downsides. Note that early on in
character progression, as you are still getting used to the build, you can run
the
Seethe rune in this slot and use
Visage of Gunes in the
Cube. This will allow you to manage your resources more freely, while still
retaining the considerable protection necessary for endgame content.
You can adjust your final active skill slot according to content. In solo
Greater Rift pushes, consider
taking Fan of Knives for the toughness boost of
Bladed Armor
— you can make it permanent with a minor CDR investment, and it offers
perfect synergy with
Numbing Traps and
Cull the Weak. Another
strong, but considerably glassier option for high-end GR pushing is
Marked for Death
Contagion for cheap source of extra damage versus
afflicted enemies. Last but not least, you can introduce a generator to the
build — i.e.
Grenade
Cold Grenade for an easy
Cull the Weak
proc — so you can use a more offense-oriented jewelry combo like
Focus and
Restraint during GR speed farming.
Passives
Demon Hunters are notoriously frail, and the Shadow Hunter playstyle has
the odds stacked against it with its daredevil dive in, dive out gameplay.
Awareness is our default recommendation, serving as a cheat death on a
standard 60-second cooldown. Alternatively, you could play with
Leech to a source of great health sustain in the build.
Cull the Weak is taken in both solo and group GR progression for the
20% multiplicative damage increase against Slowed or Chilled enemies. In
groups, said crowd control will be applied by support party members. When
soloing, it needs to be applied passively in point blank range from the
15-yard
Bane of the Trapped slow, and active use of
Fan of Knives
and
Shadow Power.
While you solo push and farm, Ambush will be a great addition
against single target, higher health enemies like Champions and Rift
Guardians. Its 40% bonus damage against the first 25% of the target health
pool is multiplicative in nature, allowing you to chew through the first
quarter of the fight very efficiently.
Your final passive slot will vary according to content. In solo GR
progression, it is recommended you take Numbing Traps for the
consistent 25% damage reduction from surrounding enemies. During GR speed
farm, you would take
Tactical Advantage in this slot for the speed
boost.
Changelog
- 19 Jan. 2025: Skills and passives reviewed for Season 34.
- 22 Oct. 2024: Skills and passives reviewed for Season 33.
- 09 Jul. 2024: Skills and passives reviewed for Season 32.
- 10 Apr. 2024: Skills and passives reviewed for Season 31.
- 08 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.
- 13 Apr. 2022: Guide reviewed for Season 26.
- 09 Dec. 2021: Guide revised for Season 25.
- 21 Jul. 2021: No changes required for Season 24.
- 01 Apr. 2021: No changes required for Season 23.
- 18 Nov. 2020: No changes required for Season 22.
- 06 Jul. 2020: Reverted guide recommendation back to the lightning version of the build; included additional clarifications for variant playstyles of the build.
- 30 Jun. 2020: No changes required for Season 21.
- 12 Mar. 2020: No changes necessary for Season 20.
- 21 Nov. 2019: Changed default run for Vault.
- 23 Aug. 2019: Reviewed for Season 18.
- 16 May 2019: Guide was reviewed and approved for Season 17.
- 17 Jan. 2019: Updated for Season 16.
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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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