Diablo II · Lord of Destruction · Resurrected — since 2002

Assassin Strategy

Author: Naliworld

One of the best things about an Assassin is their versatility. In this guide, I will try to cover the 8 main builds to the best of my ability. Please note that this isn’t a specialized guide on a particular build, more of a general outlook. Enjoy!

I will be using this general format for most of the guides:
1) Name of Build and a general look what it does
2) Experience playing/watching this build in action
3) Strategy section
4) Things to watch out for in this build
5) Skill planner, with some added statistics here and there
6) Stat planner, with some recommended equipment for that particular build
7) General Hell efficiency for the build (on a scale of 1-10)

Claw/Shield Martial Arts or Tiger Strike/Dragon Tail Assassin
(sticking to Martial Arts and Shadow Disciplines skill trees only):

Description of Build: Tried and tested in Hell. This build (more of a combo) has the potential for one of the highest damages an Asn can produce, but under many conditions (discussed later). This build is one of the best Asn cookie-cutters. All you have to do is charge TS to three orbs and release it with DT. Seems easy, right? Not really. An excellent STR/DEX score is also a crucial to this build. Claw dmg doesn’t matter that much, as you will usually only be using it to charge up your TS to 3 orbs. You also need to max both TS and DT to see their true power. Though these two skills are excellent for non-FI/PIs, when they come, you need another skill to deal with them (discussed a few lines below). If all these conditions are met, however, you will be Kicking Ass (pun intended) in the Exp-heavy areas in D2X (Cowruns especially).

Experience with this build: As such, use of PS is absolutely required for it to deal with PI (maybe groups of FI monsters). While traps are a good alternative, an MA TS/DT assassin usually won’t have enough skill points to invest into Traps. The many uses of PS are discussed in the Elementalist/Mindbender sections…

Strategies: An unspoken rule of this build: pick the weakest first. By the time you charge up to 3 orbs, usually, the monster would be dead. After you get 3 orbs, release them with DT on a stronger monster. If you happen to find a non-PI with a group of PIs, charge up TS on a PI, then release the orbs with DT on a non-PI. Also, using DT on a group of FIs isn’t recommended, since you would dmg only target, and the rest would be unaffected. Don’t use DT to release your PS, use the Normal Attack instead (the knockback could render your Meteors null, and <Normal Attack> is faster.

Dangers/Things to watch out for: As you have to charge up TS to a full 3 orbs, LEBs and their kind will be a pure nuisance to this build. The TS/DT combo is suited for small groups of monsters (2-5). Anything above that and you will risk getting block/stun-locked (easily solved with Faster Hit Recovery and Faster Blocking). PS has 2 of its charges specially attuned to such hot areas (discussed later in the Elementalist build).

A general template of this build would be:
20 TS
20 DT
10 SM
5-10 CM
20 PS
5-8 BoS
1 Fade
1 MB
1 DF
And their Prereqs.
This build would be good to go at around lvl 71-79.

Statpoint wise:
118-156 STR
157 DEX at lvl 71, 173 at lvl 79 (never put more than 213 DEX at any lvl)
With the rest into VIT
Base Energy

With 118 STR, you can use the Scissors Suwayyah, best claw type in the game. 149 lets you wear the entire Natalya set. 156 lets you use a 4D Monarch. Your STR really depends on your equipment. Remember though, you will be using C/S for most of your Asn’s life. Best equipment:
Headgear: VampireGaze/RockStopper/StealSkull/Natalya’s Totem Amulet: Cresent Moon/Rare Prismatic Asn Ammy
Weapon: Natayla’s Mark/1.09 Bartuc’s
Shield: Stormshield/1.08 Gerke’s/Moser’s Blessed Circle/Lidless Wall Rings: Bul Katho’s Wedding Band/Havoc Spiral(rare)/Shadow Master(rare)
Boots: 1.09 GoreRider/War Traveller/Natalya’s Soul/Aldur’s Advance Gloves: Sander’s Taboo/Magnus’ Skin/Laying of Hands
Armor: Natalya’s Shadow/Crow Caw/Duriel’s Shell

Overall, I would give the TS/DT build a 6.75/10 on general Hell use. On places like the Bloody Foothills and the Moo-Moo farm, however, this one earns a 9/10 easily.

Claw/Claw Martial Arts Assassin
(sticking to Martial Arts and Shadow Disciplines trees only):

Description of Build: An MA C/C Asn has a good number of options here, for both Physical and Elemental dmg. She has the TS/DC combo for high Physical dmg, and the choice of PS or CoT for a means of elemental dmg. The TS/DC combo, unlike its TS/DT counterpart, uses 99% Physical dmg, so it has a does less dmg in Hell. However, a C/C Asn has (non-penalized) access to CoT, a skill that rivals PS for pure elemental dmg. One of the best thing about this build is that pumping the finishing moves is not required (DC is effective even with just one point into it).

Experience with this Build: Using C/C in Hell, however, comes with serious disadvantages when compared to a C/S Asn. Things like good blocking, resists, -35% dmg reduction are lost to a C/C Asn. However, she has much more freedom in the skills she chooses, and the potential to do more dmg than a C/S or TS/DT Asn.

Strategies: Strategies on CoT can be found in the C/C Hybrid section. As for TS, my method is to run around while getting a few potshots on weaker monsters to charge up my TS, then release it on a boss/champion, or the strongest monster in the mob. Charging into a mob (like a TS/DT Asn), is definitely not recommended (you have no shield).

Dangers/Things to watch out for: A PI/LI is the worst monster that could appear for a C/C Asn using TS and CoT only. However, TS and PS using Asn will still kill these creatures easily. If the monsters had no immunity at all, though, the TS and CoT using Asn would win PS, in terms of dmg. As always, LEBs and their kind are to be wary of (especially since you do not get the resist benefits of using a Shield).

A general template of this build would be:
20 TS
1-20 DC
20 PS or CoT(or even BoI/FoF if you enjoy playing variants instead of CoT)
1-5 WB
10 SM
20 CM
8 BoS
1 MB
1 DF
1 Fade
Prereqs.
This build would be good to go at around lvl 75-98.

Statpoint wise:
149 STR
118 DEX
Rest into VIT
Base Energy

You definitely want to plan for the full Natalya set, to gain the benefits of the high dmg Natalya’s Mark. Since WB is unaffected by DEX, and C/C Asn’s don’t need to pump DEX that much. 118-150 DEX is ideal for hitting monsters in Hell. Best Equip:

Helm: Natalya’s Totem(use this only if you are going for the full set)/VampGaze/StealSkull/RockStopper Right-Hand Claw(the left side of your Invent screen): Natalya’s Mark Left-Hand Claw(the right side of your Invent screen): 1.09 Bartuc’s Cutthroat Amulet: Cresent Moon/Rare Prismatic Asn Ammy
Armor: Natalya’s Shadow(use this only if you are going for the full set)/Shaftstop/Duriel’s Shell/’Smoke’/’LionHeart’
Rings: Raven Frost/Rare Asn Ring
Gloves: Laying of Hands
Boots: War Travellers/Nat’s Soul/Aldur’s Advance/IMK Pillar

For a TS/CoT Asn, 7.5/10 in general(8.5/10 for Exp-heavy areas). For a TS/PS Asn, 8/10 in general(8/10 for Exp-heavy areas).

Trapper (Claw/Shield mainly, with points into all trees)

Description of Build: Proven to work in 1-4 Hell player games, this build is primarily long range(which also means this is an excellent build to choose in HardCore). Trappers use traps based on their situation. Some trappers use Blade Shield to protect them in Melee. When they come across a LI/FI, they turn to Melee(TS), or even more Elemental dmg(PS). If the monster isn’t <LI/FI>, however, he’d better watch out.

Experience playing/watching this Build: Due to the piercing of LS, groups are even better. The dmg of WoI is big, but its range is small(in tightly bunched groups, this is negated). Bosses fall easily to it though. One of the best things about a Trapper is that being one requires you to ‘think’, so it isn’t the mindless Firewalling of a Sorc. Keep in mind, trap setting speed is faster with more IAS. DS is also extremely useful in speeding up the process (and getting rid of corpses that can be reanimated).

Strategies: Placement of Traps is very important. While you could stack up LS in a single pile to release one single deadly bolt at a time, doing the same with WoI is not recommended. Against a boss, putting 5 WoIs all around in a circle him can be better. Keep it busy with an SM though. Putting out a ‘line’ formation of WoIs in cramped spaces (Tal Rasha’s Tombs) works wonders for groups of incoming enemies. For LS (against groups), though, placing traps all around a group will maximize the chance of piercing for an LS bolt. But always, remember, although you have PS, you are not a Melee fighter, and those skills are best used in a few circumstances so as to minimize the chance of putting yourself in danger. One of them is against harmless(e.g. not an LEB/MSLEB or any Act3 Doll/Act5 Suicide Bomber) bosses to speed up work killing the boss. Another is when your minions have been killed, you have been cornered without any chance to cast an MB/SM or a trap to help keep things under control. Charge up PS to three orbs on a monster on the thinnest part of the group, release, if there is a way out, get out ASAP, if not use DF or DT(along with PS Meteor/CL) to help you out.

Dangers/Things to watch out for: Fast enemies usually manage to evade traps and TS(sometimes PS). For this, you need a good tank to hold the monsters in place for your traps and to take the heat off you while you TS/PS the monster. An extremely horrible monster for this build would be a LI/CI/Stoneskin/Extra-Fast Frenzytaur(Hell Lord).

A general template of this build would be:
20 WoI
20 LS
1 DS
20 SM
1 BShield (optional)
20 BF (also optional)
20 PS
1-5 CM
1 Fade
1 DF
5-8 BoS
1 MB
1 CS
And their Prereqs.
This build would be good to go at lvl 65-95.

Statpoint wise:
79-118 STR
79-118 DEX
Rest into VIT
25-75 Energy

The near-perfect weapon for a Trapper would be a 1.08 Bartuc’s Cutthroat, with a 79 STR/DEX req. Of course, if you find that perfect claw(+2skills, +2traps, +3 WoI, +3 LS) stick with the latter. Best equipment:
Headgear: Harlequin Crest
Weapon1: <above>
Weapon2(if applicable): <above>
Amulet: Mara’s Ammy/Rare Prismatic Asn Ammy
Shield(if applicable): 1.08 Gerkes/Moser’s Blessed Circle/Lidless Wall Armor: Duriel’s Shell/Spirit Shroud/Skin of the ViperMagi/’Smoke’
Gloves: Frostburns
Boots: Silkweave
Rings: SoJs
Belt: Lenymo/Gloomstrap

Overall, 7.5/10. In Exp-heavy areas, 7.75/10. Don’t let this put you down though, it’s the fun factor of playing a Trapper that makes it worthwhile too.

Player vs. Player Asn (Claw/Shield, with points into all three trees)

Description of Build: At first glance, this looks like a mixture of the non-Elementalist MA builds and trappers…the strategies work much differently, though. As with nearly all other characters, this build has some trouble with a Zon (can be solved with ubergodly equip. and a LOT of luck though)…This build’s main power comes from her CM (with TS) and claw….DF can also be maxed and used effectively with TS (given you are lucky that the opponent is busy firing/casting, so you can catch him/her off-guard, it is impossible to target opponents that are running with DF)…CM works to increase dmg for each hit, since every good melee hit counts in a duel…

Experience playing/watching this build: This build is one of the best in dueling (duh!), but it isn’t the same case in lvling. It’s decent, to say the least, but this build will have some major trouble with PI/LI monsters(while PS is an excellent PvM skill, it’s worthless in duels, so no points here)…also, no DS for wreaking havoc, no DT either (it’s either DF or Normal Attack in PvP), and no PS, so this build will have a hard time with groups (esp. in the Moo-Moo Farm). You might say LS, but a PvP concentrates more on resistances/absorbs than on +skills, so it isn’t very dependable…

Strategies: You could make a whole book out of this section, so I’ll stick to Vs. arguments…

Vs. Sorceress: Keep her distracted with an SM and a group of LS. (you did max it, didn’t you?), try to sneak behind her. Your SM oftentimes gives away your position, so recast as needed to keep both your SM and the Sorc busy. Remember, never charge into a Sorc from the front, or you’ll get TS’ed/FO’ed. If you’re lucky, you won’t get hit by FO, but definitely by a TS bolt or two, so get some Lit. resists/absorbs. As soon as you get her on your screen, MB straight away, DF in, and do some claw sharpening (let your first hit stun her, then lay down an LS, then hit her again, lay trap, and so on and so forth, until she dies). Reset MB as needed.

Vs. Paladin: This one can get tricky, esp. if the pally is a Smiter (since smite stunlock is near-impossible to get out of). LS is useless here, since most Paladins have maxed resists (most likely 90% with GA), and a good pally will ignore an LS. You have to play stun with him here…Psychic Hammer him into a wall to prevent him from charging you, then MB him every 2-3 seconds while you close in for the kill. This is when a pally uses Holy Freeze to slow you down. Then it gets even trickier…do not let the pally get a single hit on you. If he does, all is lost When you do get close to him, MB…hit once or twice, release (with Normal Attack only, the delay of DF might cause the pally to get out of the stun). As for FoH pallies, get 90% Lit+absorbs then kill him (bear in mind, if he catches you with Conviction, run away before he FoHs you, only go into the Conviction radius when he is occupied with your SM and MB) with the above tactic is he decides to Melee.

Vs. Werewolf: 99% of the time, he will be using a Oak Sage and a grizzly. First things first, cast your SM into ths Grizzly’s face to keep both of them busy. The moment that is done, the werewolf is probably going for your throat, Psychic Hammer him out of the screen, then kill his Oak Sage ASAP. The moment that is done, MB the druid, cast LS’s all around it, stun him again with MB, and do the TS combo above(in the pally section, when facing him while he is pinned against a wall). Use the same precaution with pallies as with werewolves. A single Fury could kill you, even with -% Physical dmg gear, so don’t take any chances. Remember, if you see the Grizzly going for you, keep it busy with an SM, you cannot spare the werewolf any attention. Keep any Oak Sage(s) out of the battle as well, while it doesn’t dmg you, it will provide the Werewolf with much more life, lengthening the clawing/MBing process, possibly putting a huge dent into your mana supply.

Vs. Barbarians: Some Barbs have as much as 140% Faster Run, so they run faster than the server can register, and oftentimes teleport right into your face, then you’ll usually see the words ‘was slain by’. There is no cure for this, except getting the same/better speed than the Barb, but you might teleport into each other’s faces(which is bad, for an Asn), which can also be dangerous…for Barbs without that speed, WALK, don’t run, because running will cause your blocking % to drop significantly(and blocking is usually your only defense againstSome Barbs have as much as 140% Faster Run, so they run faster than the server can register, and oftentimes teleport right into your face, then you’ll usually see the words ‘was slain by’. There is no cure for this, except getting the same/better speed than the Barb, but you might teleport into each other’s faces(which is bad, for an Asn), which can also be dangerous…for Barbs without that speed, WALK, don’t run, because running will cause your blocking % to drop significantly(and blocking is usually your only defense against WhirlWind, given the Barb’s crazy AR). Usually, this duel ends in a deadlock, neither opponent damaging his enemy so much as to kill him. Barbs have crazy life+resists(no LS usage here), and getting near his WW is suicide. The Barb’s WW is slow, and easy to avoid. A deadlock usually happens unless either dueler makes a mistake, eg. a Barb chasing the Asn, an Asn can pounce on him with MB/Psychic Hammer, then claw him to death with TS while using MB as neccesary. Or, if the Asn makes a mistake, eg. gets too brave and decides to get try to get a potshot off him while he has just started/is WWing(ends with death to the Asn, of course)…

Vs. Necromancer: Can get bad, what with dmg around the two hundred range while you are cursed with LR. Usually, the Necro would use a Fire Golem, which is nothing to you. Just ignore it. Avoid all the Bone Spirits you can while getting to the Necro. A good Necro will usually throw a Bone Wall into your face while he Iron Maiden’s you. Just to reiterate a point, do not attack it. Your dmg will reflect tenfold back at you, and you risk a high chance of dying even with -% dmg gear. Just ignore ad go past it, and make your way to the Necro while putting your mind to avoiding his BS. When he is on your screen, Psychic Hammer him into a wall, while keeping a considerable distance away from him(it helps when dodging BS not to stay too close to the Necro, then MB him, set up LS, MB again, throw your own SM into his face, then claw time…

Vs. Burizon/Slowazon/Cheapazon: Hardest of them all. Honestly, I think it impossible to go against a Burizon(w/ slow) without her making a really bad mistake. A GA is much faster and stronger than a BS(which is pretty easy to avoid, provided you put your mind to it). Well, feel free to post/PM me with any ideas you have with this lot, but generally, if that Zon has very bad aiming and reflexes, the Asn would throw up an SM to attract GAs while you try to get the Zon on your screen, MB her, set up LS, MB, SM, claw time…but the bas thing is, you have a 99% chance to die/get slowed to oblivion while doing anything.

Vs. Assassin: Almost always, deadlock. A PvP Assassin will have good knowledge of the build and will make sure her resists/absorbs blot out LS. So, at the end of the day, the Asn with the better equipment (and luck) will win. If you manage to get in a decisive MB, however, the you could turn the tide of the battle quickly.

Naturally, there are many, many points which people will disagree with me on, so if you have another strategy you think would work, post it in the Assassin forum, or PM me.

A general template of this build would be:
20 TS
1-20 CM
20 SM
20 LS
8 BoS
1 Fade
1-20 DF
Prereqs.
This build would be ready at around lvl 66-99.

Statpoint wise:
156 STR
118 DEX
Rest into VIT
Base Energy

156 STR allows you to use StormShield, one of the best shields in the game. 118 DEX allows you to use Nat’s Mark, MB/Psychic Hammer your opponent first(with Bartuc’s), then when you are Meleeing him, change to this. Best equipment:
Weapon: <above>
Shield: StormShield/BlackOak
Helm: VampGaze/Harlequin Crest
Armor: 1.08 Arkaine’s Valor/Shaftstop/Guardian Angel
Gloves: Magnus’ Skin/Laying of Hands
Boots: Natalya’s Soul/IMK Pillar/Aldur’s Advance
Belt: SnowClash/ThunderGod’s Vigor/String of Ears
Ammy: Mara’s Ammy/Cresent Moon/Cat’s Eye/Rising Sun(Sorcs)
Ring1: Raven Frost
Ring2: SoJ(if you are MB heavy)/Bul Katho’s Wedding Band/Raven Frost(against a Sorc)

Sniper Viper (sub-build, can be used with both C/S or C/C)

Used to be a contender with PS and traps in 1.08, now, it is almost worthless, due to the poison change in 1.09. Regardless, I will include this for the people who still want to try this out. This sub-build involves maxing Venom and using it as the Asn’s main ‘Aura’ on PI’s(the Asn uses her main build for non-PI’s). A Sniper Viper has a 6PEmeralded bow in her secondary weapon slot to be used inconjuction with Venom(for some surprising results in 1.08). Since you only need to max Venom and use a 6PEmerald bow(choose the fastest bow/xbow available)to use this build, it was(and still is) called a sub-build. For statpoints, only enough DEX/AR to hit and use the right equipment is needed. This used to be very good for Trappers in 1.08, but that changed. Good luck if you are going for this…

Ninja (can be both Claw/Shield or Claw/Claw, going to all three trees, sub-build):

One of the least played builds, mostly utilized by an SM. The Blade tree has a lot of potential, but little else than that. Compared to TS/DT Asn’s, Trappers, even Sniper Vipers, this build loses in raw dmg in Hell. BShield can save your life countless of times, though, and BF is just cool to see. Even then, BShield is very buggy as of now, and both BShield’s and BF’s dmg is cut in half in Hell. Out of this sub-build of three skills, one is already useless(BSentinel). The other two, however, are somewhat salvageable. Being a Ninja requires 24-44 points. It is mostly :
20 BF
1-20 Blade Shield
4 Prereqs.
<With your main build>
If you are going with this sub-build, I wish you luck!

Hirelings/Mercenaries: This is really your choice, but my favourite is an Act2 Holy Freeze Merc (NM, Defensive)

Abbreviations used in this guide

SD – Shadow Disciples tree
MA – Martial Artist/Art<s> tree
TS – Tiger Strike
PS – Phoenix Strike
CoT – Claws of Thunder
CS – Cobra Strike
BoI – Blades of Ice
FoF (also called FiF) – Fists of Fire
DF – Dragon Flight
DT<ail> – Dragon Tail
DS – Death Sentry
DC – Dragon Claw
DT<alon> – Dragon Talon
SW – Shadow Warrior
SM – Shadow Master
BoS – Burst of Speed
CM – Claw Mastery
BF – Blade Fury
BS<entinel> – Blade Sentinel
BS<hield> – Blade Shield
MB – MindBlast
WB – Weapon<Claw> Block
CoS – Cloak of Shadows
LS – Lightning Sentry
WoI – Wake of Inferno
WoF – Wake of Fire
C/C – Claw/Claw or Dual/Two Claw
C/S – Claw/Shield or One Claw
Assy/Asn – Assassin
PI – Physical Immune
FI – Fire Immune
CI – Cold Immune
LI – Lightning Immune
LE – Lightning Enchanted
LEB – Lightning Enchanted Boss
MSLE – Multi-Shot Lightning Enchanted
MSLEB – Multi-Shot Lightning Enchanted Boss (read: pure evil)
AR – Attack Rating
DR – Defense Rating
SoJ – Stone of Jordan, unique spellcaster ring, also the unofficial trading currency NM – NightMare <difficulty>
IMK – ImMortal King <set>
PvM – Player versus Monster
PvP – Player versus Player
PK – Player-Kill<er/ing>
LoH – Laying of Hands (Disciple Set)
IAS – Increased Attack Speed
FHR – Faster Hit Recovery
FB – Faster Blocking
GA – Guardian Angel/Guided Arrow
D2X – Diablo 2 eXpansion

Thanks to

-Oksanna and his amazing guide which built up my interest in the Asn.
-Chippydip and his skill planner, I don’t know what I would do without it -Spirea and his Blocking/DT dmg calculators, saved me a ton of time -Kalbear for his discoveries/features (as well as his huge guide at the AB forums) of the Asn, and his suggestions for a C/C Hybird (or WoI/TS/CoT Assy)
-SonOf-Rah and his Martial Ninja guide, helped me with my Elementalist/Mindbender guide, as well as giving me the inspiration to start one of my own, and his ideas on a Psycho Assy build(I will be adding this in the next version, after some research)

Here ends this guide…if you have read this far, thanks for your interest! These are just raw builds, so feel free to modify them. If possible, PM me, post them in the Assassin forum, so we can also try them out. With your permission, I will also add your ideas the updated version of the guide. I can be reached at (email address removed) but try not to email me (I rarely check it). Instead, send me a PM. Any suggestions, comments, corrections and constructive criticism are welcome. Hope you’ve benefited from reading this guide.

Original D2Sector reference. This article describes the historical game version indicated; some advice and external resources may be outdated.