Build:Wizard Electro Stun God

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Guide Author: BrvzerX#1972
Original Posting: Diablo: IncGamer's Forums
Patch Number: Patch 2.0.5

About the Build[edit | edit source]

BrvzerX put together the Electro-Stun God build with his very first Wizard—a hero created long ago, but only recently revisited after the launch of Reaper of Souls. When returning to this character, he decided he wanted to take a less traveled route when it came to its play style. "I wanted something I could call my own, and use whatever items I could salvage from the vast items I was picking up from farming. And then I saw Myken's Ball of Hate (db)”

It always starts with a single drop, doesn’t it?


The Skills[edit | edit source]

While this build was originally submitted just prior to the 2.0.5 Patch going live, nothing has changed recently with the build's abilities that would affect its efficiency. You'll find the majority of skills are used to provide supplemental damage while allowing Electrocute to shine.

Active Skills

Electrocute (Chain Lightning)

  • The bread and butter of this build
  • While this helps generate Arcane Power as a generator, it also serves as a primary damage dealer

Storm Armor (Shocking Aspect)

  • Provides supplemental Lightning damage, innately and from additional Critical Hits

Familiar (Sparkflint)

  • Provides passive damage to increase DPS output
  • Provides a flat DPS increase to all abilities

Magic Weapon (Electrify)

  • Additional Lightning damage is always welcome
  • Provides a flat DPS increase to all abilities

Black Hole (Supermassive)

  • Provides much needed grouping to better enable Electrocute to hit as many enemies as possible
  • Additional Lightning damage plays well with the build
  • Can also proc Paralysis

Slow Time (Point of No Return)

  • Usable as a potential escape method
  • Stuns enemies who enter or exit its radius
  • Allows extra maneuverability for dodging hard-hitting projectiles

Alternative Skills

BrvzerX kindly provided additional options for tweaking his build during solo play:

Electrocute (Forked Lightning)

  • While this hits fewer targets than Chain Lightning, it provides a greater damage output on monsters that have been grouped up

Hydra (Lightning Hydra)

  • An additional DPS boost for solo runs
  • Capitalizes on bonus +Lightning damage

Passive Skills

These passives heavily compliment the intended control-focused play style. As always, feel free to experiment or tweak as you see fit!


  • This passive, combined with Electrocute, is the heart and soul of this build
  • Stuns offer crowd control, utility, and survivability


  • Additional Toughness is always welcome


  • Reduces the cooldowns on Slow Time and Black Hole; the more often these two are available, the better you can manage your enemies

Unwavering Will

  • Stunning enemies allows you to remaing stationary for longer periods of time
  • Additional damage and Toughness are netted as a result

The Items[edit | edit source]

Naturally, the best items to supplement this build play off of enhancing Electrocute, offering additional Lightning damage or providing even more ways to stun and control your enemies.


Core Items

The following items offer the largest benefits to this build, and each provides additional Lightning damage or otherwise synergizes with Electrocute to further propel you upward through Torment levels. Bear in mind these are goal items, and the build works quite well with just a couple of the following

Myken’s Ball of Hate

  • Essential for the build; this doubles the potency of Electrocute

Velvet Camaral

  • Further multiplies the potential of Electrocute, doubling the number of enemies the skill can jump to
  • Plays especially well with Chain Lightning

Thundergod’s Vigor

  • Integral for many Lightning damage builds; provides +Lightning Damage in a slot where it ordinarily isn’t available
  • As an added bonus, supplements damage with its Lightning discharge affix

Ancient Parthan Defenders

  • Additional armor provided for each stunned enemy means you’re constantly gaining survivability simply by doing what you do best


  • As a fully Lightning-based damage build, the Stun proc will be fairly constant from this item

Dovu Energy Trap

  • Doubles the duration of your Stuns, drastically increasing utility and crowd control

Complementary Items

These items are recommended to help fill in gaps, but aren't inherently necessary to the overall success of this build:

Countess Julia’s Cameo

  • Immunity to Arcane means no more dodging those pesky Arcane Turrets
  • Allows you to better capitalize on the Unwavering Will passive

Blackthorne's Battlegear

  • Can fill in missing core items while providing excellent survivability
  • With the 4-piece Set bonus, allows you to better capitalize on the Unwavering Will passive

Cain's Destiny

  • Can fill in missing core items while the 2-piece Set bonus provides Attack Speed
  • As a crafted Set, offers an early path to gearing up for this build


  • Recommended for the high chance to Freeze, providing additional crowd control

Thunderfury, Blessed Blade of the Windseeker

  • Lightning based proc fits in nicely with the build theme
  • Reduction in enemy Attack Speed and Movement Speed provides great utility, both in groups and in solo play

Ice Climbers

  • One of the few things that can stop your Stuns is the Frozen monster affix
  • Great for survivability

Recommended Stats[edit | edit source]

Specific items and affixes play best with this build, but there are plenty of regular affixes that can contribute greatly to its success:

  • Attack Speed benefits this build multiplicatively—it leads to more procs, more crits, and overall, more damage
  • +Lightning damage should definitely prove one of the higher affix choices on your gear, as skills deal Lightning damage across the board
  • +Damage to Electrocute should also be highly valued, since Electrocute will attribute to the vast majority of your damage dealing

Recommended Difficulty and Game Mode[edit | edit source]

Viable across every game type and difficulty, the only limiting factor to this build is your gear progression. However, an Electro-Stun God is welcome in every party, and they truly shine in group environments, such as Rifts and Bounties. While you'll find you're more comfortable between Torment I-IV for solo play, the utility and supplemental crowd control this build brings will allow you to reach a little higher with friends who are ready to tackle Torment V or VI.