Marauder Sentry Demon Hunter Guide


Marauder Solo Push
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The Embodiment of the Marauder Demon Hunter is one of the oldest builds for the class, reaching all the way back before Seasons. It dominated the leaderboards during Season 1 thanks to the auto-firing Sentries in combination with the "Slowball" Ball Lightning, before the set lost this ability. This however didn't prevent Marauder to shine during Season 2, using this time around Cluster Bombs with wall-bouncing strategies.

While it supports variety of different skills, it is most effectively used with Multishot and Cluster Arrow, which are performing at equal levels, although that balance has been shifted by Sanctified Cluster Arrow during Season 27 introducing Sanctified Powers.

The basic idea is to set up a Sentry line of defense that will boost your and their damage and fire your skills when you do. With the changes introduced in Season 25 giving the set back its auto-fire ability and boosting Sentry damage through the (6) Bonus, the main source of damage done became once again the turrets instead of the Demon Hunter's attacks. Unfortunately, this change also killed the Cluster Bombs build as Hellcat Waistguard does not work with Sentry attacks.

Huge AoE Coverage ✔
Has an Army of Pets ✔
Unique Pushing Playstyle ✔
Different Competitive Builds ✔

❌ Low Mobility
Difficult to Play
Requires Positioning
Long Recovery after Death

Core Setup

Core Item Build


  • Embodiment of the Marauder provides a 60,000% damage multiplier to Multishot, Cluster Arrow and Sentry with 5 turrets up.
  • Yang's Recurve is used for its 50% Resource Cost Reduction.
  • Manticore is the weapon for Cluster Arrow, adding a 300% damage bonus and 50% Resource Cost Reduction to the skill.
  • Bombardier's Rucksack gives us two more Sentries, effectively adding 66.6% damage (from 36,000% to a 60,000% multiplier). For Cluster Arrow it also adds another 200% damage multiplier.
  • Captain Crimson's Trimmings provides additional Cooldown Reduction, Damage, Resource Cost Reduction and Damage Reduction.
  • Ring of Royal Grandeur is required to combine the two sets.
  • Zoey's Secret provides 63% damage reduction from having all 7 pets.
  • Wraps of Clarity gives another 50% damage reduction after using a Generator.

Season 27 Sanctified Items

Angelic Crucibles are new consumables that drop anywhere once you're Level 70. Using them on items reforges them into Sanctified Items with Primal Ancient stats, and adds one of three new unique Class Powers listed below. For full details on how they work, check out this Seasonal Guide by Chewingnom!

Let's look at our Class Powers and see how they apply to our build:

  1. The best power for us is the Sanctified Cluster Arrow. It boosts our damage by combining the total weapon damage done (impact, rockets, grenades) into a single beam. This allows us to play with Cluster Bombs, which has a bigger total damage output.
  2. The Sanctified Vengeance helps us a little bit but it's not as good as the top power.
  3. The Sanctified Strafe power doesn't help us, so go for the one at the top.

Since you can only equip one of them, choosing the right item to craft it on matters! Great candidates are Weapons, Offhands, Jewelry or any item with an important multiplier. With that in mind, we recommend Sanctifying one of the following items:

  • Yang's Recurve
  • Bombardier's Rucksack
  • Wraps of Clarity

Global Stat Priorities

The offensive stat priorities are Sentry Damage > Critical Hit Damage > Fire Damage > Cluster Arrow Damage > Critical Hit Chance > Area Damage = Attack Speed = Damage > Dexterity = Cooldown Reduction (at higher Paragon and for Speedfarming more Dexterity should be replaced with CDR such as rolling mainstat off on Gloves/Shoulders). All remaining affixes go towards defense in the following order: All Resistance > Elite Damage Reduction > Vitality > Life % > Armor. Make sure to roll at least one item with Life per Hit (ideally Bracers) to get a bit of recovery.

While most skill bonuses are in the additive damage category, Sentry counts as a pet skill and thus provides a multiplicative damage bonus for all their attacks.

Assembling the Build

1. Do the Challenge Rift for the materials to cube Legendary Powers. You can complete this once a week for additional resources and we always update the guide for you!

2. Gather the full Embodiment of the Marauder set. Each piece can be gambled from Kadala for Bloodshards. Do not salvage any duplicate pieces you find! Instead convert them to another part of the set with Recipe 4 in Kanai's Cube. If you have extra materials you can use Recipe 3 to craft the remaining pieces, but this is expensive and not recommended for new players.

3. Gamble from Kadala in this order:

  1. The full Embodiment of the Marauder set
  2. Bombardier's Rucksack and Dead Man's Legacy
  3. Goldwrap and Zoey's Secret
  4. Nemesis Bracers, Wraps of Clarity and Warzechian Armguards
  5. Elusive Ring, Convention of Elements, Stone of Jordan, Focus, Restraint, The Compass Rose, Krede's Flame

4. Craft using Recipe 3 in Kanai's Cube in this order:

  1. Bows Yang's Recurve
  2. Amulets to get Squirt's Necklace, The Traveler's Pledge and The Flavor of Time
  3. Anything from the Gamble list in Step 3 that you haven't already acquired.

5. Do Bounties to acquire several important items for this build:

  • Act 1: Ring of Royal Grandeur
  • Act 2: Gloves of Worship (for your follower)
  • Act 3: Avarice Band
  • Act 4: Can drop any bounty item from any act
  • Bounty Turn In: Recipes for Captain Crimson's Trimmings, Sage's Journey und Cain's Destiny

Item Stat Priorities

Main-HandYang's Recurve
Dawn (Cubed)
Odyssey's End (Cubed)
1. Damage Range
2. Socket Ramaladni's Gift
3. Attack Speed
4. Damage %
5. Area Damage
6. Dexterity
Off-HandBombardier's Rucksack
Dead Man's Legacy (Cubed)
1. Sentry Damage
2. Critical Hit Chance
3. Cooldown Reduction
4. Area Damage
5. Dexterity
HelmMarauder's Visage1. Cluster Arrow Damage
2. Socket
3. Critical Hit Chance
4. Dexterity
GlovesMarauder's Gloves
St. Archew's Gage (Cubed)
1. Critical Hit Chance
2. Critical Hit Damage
3. Area Damage
4. Attack Speed
5. Cooldown Reduction
6. Dexterity
ShouldersMarauder's Spines1. Sentry Damage
2. Area Damage
3. Resource Cost Reduction
4. Cooldown Reduction
5. All Resistance
6. Dexterity
Chest Marauder's Carapace1. Sockets Flawless Royal Diamond
2. Sentry Damage
3. Dexterity
4. All Resistance
5. Vitality
6. Elite Damage Reduction
PantsCaptain Crimson's Thrust (Crafted)
Marauder's Encasement
1. Dexterity
2. Sockets Flawless Royal Diamond
3. All Resistance
4. Vitality
BootsMarauder's Treads
Captain Crimson's Waders (Crafted)
Sage's Passage (Crafted)
1. Cluster Arrow Damage
2. Dexterity
3. All Resistance
4. Vitality
Ring 1Focus
Avarice Band (A3 Bounties)
Rechel's Ring of Larceny
The Compass Rose
1. Socket
2. Critical Hit Chance
3. Critical Hit Damage
4. Damage Range
5. Area Damage
6. Attack Speed
Ring 2Restraint
Pandemonium Loop
Convention of Elements
Elusive Ring
Ring of Royal Grandeur (A1 Bounties, Cubed)
1. Socket
2. Critical Hit Chance
3. Critical Hit Damage
4. Damage Range
5. Area Damage
6. Attack Speed
BracersWraps of Clarity
Warzechian Armguards
Nemesis Bracers
1. Fire Damage
2. Critical Hit Chance
3. Dexterity
4. Life per Hit
5. All Resistance
6. Vitality
AmuletSquirt's Necklace
The Traveler's Pledge
1. Socket
2. Critical Hit Damage
3. Fire Damage
4. Critical Hit Chance
BeltCaptain Crimson's Silk Girdle (Crafted)
Zoey's Secret (Cubed)
Goldwrap (Cubed)
Sage's Ribbon (Crafted)
1. Dexterity
2. All Resistance
3. Vitality
4. Life %
PotionBottomless Potion of Kulle-AidFor breaking walls to pull enemies
and increase DPS


  • Enforcer is the main legendary gem, providing up to 60% multiplicative damage for Sentry.
  • Bane of the Trapped adds another 60% multiplier against slowed targets. With good Sentry Polar Station placement, this should be up permanently.
  • Zei's Stone of Vengeance adds another up to 80% multiplier depending on the distance of the target to the player character. Generally you will be positioned far away, easily maxing out the bonus on most targets.
  • Boon of the Hoarder and Bane of the Powerful are great swaps in Torment 16 Rifts.


  • Cluster Arrow Cluster Bombs is our main DPS skill.
  • Sentry Polar Station activates the Embodiment of the Marauder (6) bonus giving us a massive 60,000% damage multiplier when all 5 are out. They also slow enemies to activate Bane of the Trapped and Cull the Weak.
  • Vengeance is used for a timed 40% multiplicative damage increase and 50% damage reduction from Dark Heart. In speedfarming, Seethe is also an option for more Hatred.
  • Evasive Fire is our generator that activates Focus and Wraps of Clarity for 50% damage increase and damage reduction, respectively.
  • Companion gives us the full zoo: Raven (useless), Spider Companion (slows passively, AoE slow active), Boar Companion (Life Regen + 20% All Res passive, AoE Taunt active), Ferret Companion (10% Movement Speed passive, saves 20 points from Paragons), Bat Companion (1 Hatred Regen passive, 50 Hatred generation active) and finally Wolf Companion (15% multiplicative damage bonus for 10 seconds active). In total you will have 7 pets counting towards Zoey's Secret giving you up to 63% damage reduction, making a high roll on that legendary affix a priority (if not cubed). Since we get all runes from the Embodiment of the Marauder (2) Bonus, it doesn't matter which one you choose - all of the will provide their passive and active effects simultaneously. The main reason to use this skill is to activate the Wolf's damage bonus.
  • Vault Tumble gives us mobility, allows us to dodge attacks, aggro monsters and move into Oculus Rings.


  • Custom Engineering makes Sentry last 60 instead of 30 seconds and increases the maximum number of Sentries from 4 to 5 (when wearing a Bombardier's Rucksack). For the Embodiment of the Marauder (6) Bonus multiplier this means an increase of 25% DPS (48,000% -> 60,000%). Effectively this passive contributes around 50% extra damage.
  • Cull the Weak is another extremely strong damage passive giving 20% multiplicative damage against slowed enemies, which is easy to maintain on all targets from Sentry Polar Station.
  • Ambush is a generally useful passive, giving us a burst against high HP targets.
  • The last passive slot is flexible:
    • Numbing Traps is great defense and easily activated from a variety of effects, effectively adding 33% bonus toughness.
    • Awareness could be used if you prefer to have a cheat death.
    • Perfectionist if you want to get some unconditional extra defense.
    • Blood Vengeance is amazing for T16 Rifts.

Paragon Points

1. Movement Speed11. Cooldown Reduction1. All Resistance1. Area Damage
2. Dexterity2. Critical Hit Damage2. Armor2. Life per Hit
3. Vitality23. Critical Hit Chance 3. Life %3. Resource Cost Reduction
4. Maximum Hatred4. Attack Speed4. Life per Second4. Pickup Radius

1 You only need to put 30 points in Movement Speed (less if you have a roll on your Boots) as the 10% from the Ferret Companions counts towards the 25% cap.
2 Add a bit of Vitality if you feel too squishy (a total of 800,000 Life is recommended).


Patch 2.7.0 revamped the follower system giving all 3 hirelings new powers and the emanate system. The first thing you should do is read our complete follower guide and remember the key takeaways:

  1. The emanation system allows followers to share certain legendary and set powers with you. The most important ones are: The Flavor of Time, Nemesis Bracers, Avarice Band, Sage’s Journey and Cain’s Destiny. Click the guide above for the full list.
  2. Follower’s powers are based on their main stat (maxed at 25,000, but they have a 2.5x multiplier so you only need 10,000). This means we stack Intelligence on the Enchantress, Dexterity on the Scoundrel and Strength on the Templar.
  3. Guardian's Jeopardy (2) Bonus works for followers by improving their inherent stat multiplier from x2.5 to x3.5, making it slightly easier to hit the 25,000 main stat threshold if needed.
  4. Followers share 20% of their Experience, Magic and Gold Find stats with you.
  5. Legendary gems do not work on followers, except Esoteric Alteration and Mutilation Guard.
  6. With Enforcer equipped on the player it's much easier to keep followers alive even without an immortality relic. The 90% damage reduction counts for them, too.
  7. Cooldown Reduction does not work for any follower skill except the Templar’s Heal.
  8. Followers never deal significant damage; you’re on your own to clear the content.

Select Follower


  1. Cast Sentry 5 times to get the full benefit of Embodiment of the Marauder. Refresh them regularly (60 sec duration) and whenever you make a new pull to slow enemies through Polar Station. In long fights, set them up in corners to give them a good vision of the battlefield and allow them to hit the most targets visible while keeping at least one in the middle of a pack for the slow.
  2. Regularly cast Evasive Fire to maintain Wraps of Clarity at all times for the damage reduction and to aggro enemies from a distance.
  3. Make large pulls that you can mow down using Cluster Arrow. Use this whenever you have enough resources and enemies are in a good spot. You don't actually need to hit the enemies as almost all damage comes from Sentry attacks, but make sure you activate Restraint with it.
  4. Try to spawn Oculus Rings and position yourself in them when you nuke.
  5. Circle around a pull of enemies you want to kill so that they don't move away from your turrets.
  6. Use Companion when you are missing around 1/3 of your total Hatred to refill it and you are about to nuke.
  7. Activate Vengeance when you are ready for a big nuke phase.
  8. Keep up Squirt's Necklace as much as possible for the extra damage buff by standing behind your line of defense.
  9. Kite leftover enemies towards the next pull where you set up all your Sentries again and repeat.


The build can be played on Hardcore pretty well. You can add extra damage reduction either through Endless Walk + Elusive Ring or by changing runes from Vengeance Seethe to Dark Heart. Make sure to always run with Awareness; the best passives to replace are Cull the Weak to cut offense or Numbing Traps if you want to reduce your defenses instead.

Check out our dedicated Hardcore Survival Guide to learn more about how to succeed in this game mode!


Nephalem Rifts
T16 Rifts Multishot Setup

This setup uses Multishot and focuses on going super fast while doing most of the damage with the Demon Hunter's attacks, using Sentry mostly as a buff for the set.

We add Goldwrap along with other typical T16 items like Avarice Band (on the follower) and Boon of the Hoarder and Bane of the Powerful.

Preparation Focused Mind ensures a consistent high Discipline pool together with Blood Vengeance so that we can spam Shadow Power and Vault.

Set up your turrets and blast away with Multishot.

It's possible to run Smoke Screen Displacement if you don't enjoy Vault very much.

For more consistent damage reduction, Goldwrap can be replaced with Zoey's Secret.

In groups, swap Warzechian Armguards with Nemesis Bracers and Pandemonium Loop with Avarice Band. If you want to get more Death's Breath, also swap Captain Crimson's Trimmings with Sage's Journey.

It's also possible to play a T16 Embodiment of the Marauder build with Cluster Arrow Maelstrom at a similar pace. For that, replace Yang's Recurve and Dead Man's Legacy with Manticore and Echoing Fury and roll Cold instead of Fire on your items.

Speed GRs

Select Build Version

GR Solo Push
Fire Cluster Arrow Solo Push FnR

The setup focuses on high damage with a strategic playstyle. This is the version described in the main sections of the guide.

As described in the gameplay section above: Keep up your buffs (5x Sentry, Wraps of Clarity, Bastions of Will) at all times. Gather enemies with Evasive Fire and mow them down with Cluster Arrow when you have made a large pull. Activate Vengeance when needed for bigger bursts.

Focus on placing your turrets in the middle of a large pack so that the explosions hit the most targets possible.

Instead of Bastions of Will and Squirt's Necklace, you can also play a more relaxed version with Endless Walk and Convention of Elements. In this case, you can use your Wolf Companion as early as mid-Physical cycle to gain the benefit throughout all of Cold and Fire, too.

GR Group Push
Fire Cluster Arrow Group Push

We focus on dealing as much damage as possible by stacking Area Damage everywhere.

As described in the gameplay section above: Keep up your buffs (5x Sentry, Wraps of Clarity) at all times. Find a place to set up your turrets and place all of your Sentries exactly on top of each other. Ideally, they should be exactly in the center of a monster group.

Stand still as much as possible to increase the damage buff of Endless Walk. As the Fire cycle of Convention of Elements approaches, try to spawn an Oculus Ring and jump in to nuke during the buff. Activate Vengeance exactly in that moment for bigger bursts and survivability.

If a Support DH is present, avoid using Companion as you will unnecessarily taunt enemies with Boar Companion and the Wolf Companion buffs don't stack. All it does is make it harder to group enemies.

When no other Rift Guardian Killer is available, replace Zei's Stone of Vengeance with Bane of the Stricken. To increase your toughness, use Evasive Fire Hardened, which makes Hatred management slightly more difficult.

Echoing Nightmare
Echoing Nightmare Setup

For Echoing Nightmares we use a Multishot variant, just with Smoke Screen and more Resource Cost Reduction. For more information check out our full Echoing Nightmare Guide and take a look at our Echoing Nightmare Build Tier List and META post for the best builds and strategies!

Click Speed Pylon as soon as the challenge starts and all the other Pylons at around wave 90. At wave 122 you can stop attacking and run to the corner to let the timer run out.

Keep up your buffs (5x Sentry, Wraps of Clarity, Bastions of Will) at all times. Mow down enemies with Multishot whenever you see them and activate Vengeance when needed for bigger bursts. In general, place your turrets in corners with a good vision of the battlefield so that they hit the most targets possible with their cone-shaped AoE and kite enemies around in front of them. One turret in the center makes sense for the slow to keep them in place and activate your damage multipliers.

Video Guide


Embodiment of the Marauder (2) Bonus

  • Companion gains the active and passive effect of all runes:
    • Bat Companion passively grants you 1 Hatred per Second and 50 Hatred instantly on activation, which is great as we are starving for resource.
    • Boar Companion passively grants you 20% to all Resistances and 10,728 Life Regen. On activation, taunts all monsters within 20 yards for 5 seconds.
    • Wolf Companion grants you 15% separate damage multiplier for 10 seconds on activation, which also works for party members.
    • Ferret Companions pickup Gold for you and provide you with 10% Movement Speed, unfortunately counting towards the normal 25% Movement Speed cap. On activation, trigger a screenwide Gold and Health Globes pickup.
    • Spider Companion attacks and active effect applies respectively 60% and 80% Movement Speed Slows on enemies.
  • With Zoey's Secret, you gain up to 9% damage reduction per companion, stacking additively. In combination with Embodiment of the Marauder (2) Bonus, you're getting a 63% damage reduction buff as you have 7 Companions. Adding The Cloak of Garwulf for 2 additional Wolf Companions can even buff this damage reduction up to 81%!

Embodiment of the Marauder (4) Bonus

  • Sentries fire a Hatred Spender when you do. Sentry always shoots towards the closest enemy within line of sight, regardless of the distance.
  • Sentry Damage on your items is a separate damage multiplier for Sentries and Hatred Spenders they shoot.
  • Hatred Spenders fired by Sentries can proc Area Damage, but they cannot proc other effects such as Life on Hit or Hellcat Waistguard.
  • Hatred Spenders fired by Sentries benefit from Pet Damage like Enforcer.
  • The damage multiplier from Zei's Stone of Vengeance depends on the distance between the player and the monster at the moment of impact, the position of the Sentry is irrelevant.
  • The automatic attacks happen around once every second, or around 25% faster with Tasker and Theo equipped.
  • Sentries generally target the closest enemy, so they can easily get distracted by single enemies walking by. This is what makes positioning very important.
  • Multiple spenders can't be combined for automatic attacks, the sentries will choose only one of them (in the order of their Hatred cost).
  • Cluster Arrow fired by sentries has an infinite range as long as there is an unbroken line of sight between the turret and a target.


  • Keep up important buffs (Wraps of Clarity, Bastions of Will) at all times.
  • Set up your Sentry line of defense to benefit from your set bonus and mow down enemies.

I hope you enjoyed this guide and have fun with this classic Demon Hunter build.
Good luck!


Written & Updated by wudijo.
Contributions by Northwar, Raxxanterax & Chewingnom.


Aug 18th 2022
Updated for Season 27 / Patch 2.7.4.

Mar 23rd 2022
Updated for Season 26 / Patch 2.7.3. Cluster Speeds switched to Cold. Removed Physical Multishot Setup. Added Group Push Variant.