Natalya Spike Trap Demon Hunter Guide


Natalya Spike Traps Solo Push
View all variants

In Season 28, Natalya's Vengeance has been completely reworked into a Spike Trap set. Before that, the set was renowned for its versatility by providing a massive generic damage multiplier that could support any skill which didn't fit any of the other Demon Hunter sets. With this rework, builds like N6M4, N6GoD4, N6 RF and N6 FoK vanished to make room for something new - and frankly, that wasn't a huge loss.

The new build combines Spike Trap as a powerful nuke ability with Caltrops for utility to enable a true trap-based playstyle. While this setup is relatively slow-paced, the build can still move around quickly because of all the extra Discipline generation from the (2) Bonus, allowing you to spam Shadow Power, Caltrops, Vault and Smoke Screen nearly all the time.

In order to deal the most damage through the (6) Bonus, you have to set up a chain reaction of up to 10 Traps (with Custom Engineering + Scatter from Trag'Oul Coils) and detonate them with a Hatred Spender, usually by tapping Strafe Drifting Shadow. Thanks to the set's (4) Bonus you even create your own pulls for more Area Damage!

The main sections of this guide cover the regular, easier solo push version using Dawn for permanent Vengeance uptime. The high-end push version and other setups are described in more detail in the variants below.

Unique Playstyle
High Skill Ceiling

Huge Area Damage

Satisfying Big Nukes

❌ Many Buttons
Needs Setup Time
❌ Not Beginner Friendly

❌ May Apply Unwanted Knockbacks

Core Setup

Core Item Build


  • Natalya's Vengeance (2) Bonus removes all costs and cooldowns for Spike Trap, increases its damage by 100% when combined with Caltrops and refills Discipline rapidly all the time.
  • Natalya's Vengeance (4) Bonus allows Caltrops to pull in enemies when hit by Spike Trap and provides 75% damage reduction.
  • Natalya's Vengeance (6) Bonus provides a 10,000% damage bonus to Spike Trap and increases their damage by 25% for consecutive explosions of the same chain reaction.
  • Chanon Bolter provides a 200% damage bonus to Spike Trap and taunts enemies.
  • The Demon's Demise provides another 200% damage bonus of Spike Trap and triggers explosions an additional time, effectively doubling damage again.
  • Trag'Oul Coils adds yet another 200% damage bonus to Spike Trap, increases the deployment speed and adds the Scatter rune for free.
  • Dawn offers massive cooldown reduction for Vengeance to ensure permanent uptime.
  • Aughild's Authority is a strong secondary set choice that adds extra damage and defense, which is included in most variants of the build.
  • Ring of Royal Grandeur is required to combine Natalya's Vengeance with additional sets and free up more item slots.

Season 28 Altar of Rites

Season 28 brings a brand new progression feature called the Altar of Rites that grants tremendous powers to your entire account in exchange for sacrifices. It requires you to farm Bounties, kill the Ubers, craft the Staff of Herding, and more. Completing all 26 of these tasks, along with sacrificing 6 Primal Ancients grants you unbelievable Damage, Defense, Quality of Life, Increased Drops, 3 Potion Super Powers, and the juicy Wings of Terror. Read the full guides on Unlocking the Altar and the Altar Mechanics by Raxxanterax and Chewingnom to learn everything about this fantastic Season!

Note: The suggested path assumes you are playing Solo and used the Challenge Rift Cache to help you level up.

Optimal Path

Node 2: Choose Anointed to gain a full set of 70 yellows from level 18-70!

Node 6: Rush to gain double Bounties to help unlock other Nodes in the Altar.

Node 7: Take Vigor to help your build sustain its resources.

Nodes 8-14: These are the last Nodes you can gain until the Challenge Rift resets. Take at least 1 Node at the bottom of each path to unlock all 3 Potion Super Powers. Pick up the Mirror Node at the top for a colossal 41% extra XP all season. Remember to unlock Father once you clear GR70 solo and have your first Primal!

Nodes 15-26: Pick up the final Quality of Life, Damage, and Defense Nodes (in that order) to finish the Altar.

Potion Super Powers: Take Father first, then Mother, and finally Mortal.

Disclaimer: The Mortal and Mother Potions require you to salvage 2 and 3 Primals respectively. Unlock them as soon as you have those materials as they don't cost a point!

Recommended Altar Path
Use the Scroll Bar to see Altar Progression

Compared to the nonseason version of the build, there is no need to run with Strafe or Vault after unlocking Revelation. This allows us to switch the Hatred spender to Elemental Arrow Nether Tentacles or Multishot Wind Chill for some added effects and enables a 4man Trash Killer setup running the Cold instead of Fire Spike Trap.

In addition, Vigor makes life much easier than usual because of the extra Hatred gain, so Resource Cost Reduction is not such a high priority.

Lastly, on the high-end of pushing, the Father potion upgrade massively buffs the push version without Dawn due to the extra CDR provided by Empowered Shrine, bringing back permanent Vengeance uptime and enabling Multishot Wind Chill to be used in solo pushing. This build is a bit stronger than the regular setups but requires more fishing. You can find more details in the variants section below.

Global Stat Priorities

Stack the typical damage stats such as Critical Hit Chance, Critical Hit Damage and Cold Damage on every piece possible. In order to reach permanent Vengeance uptime, roll ~37% Cooldown Reduction with a perfect Dawn or ~47% Cooldown Reduction for setups without Dawn. On Chest and Shoulders, add Spike Trap Damage and fill remaining affix slots with Average Damage (Rings) or Area Damage where possible.

Resource Cost Reduction on Shoulders and a Weapon can help to smooth out the build's playstyle and increases toughness with Captain Crimson's Trimmings. Other than that, we prefer Vitality > Life % = All Resistance on armor pieces for more defense.

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 Natalya's Vengeance 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 your last missing set piece is a weapon, ring or amulet - don't gamble for them! Instead gamble for a cheap and easy item, like the Pants, and once again covert it with Recipe 4. 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 Natalya's Vengeance set
  2. Nemesis Bracers, Trag'Oul Coils and Warzechian Armguards
  3. Omryn's Chain
  4. Convention of Elements, Natalya's Reflection, and The Compass Rose

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

  1. Hand Crossbows to get Dawn, The Demon's Demise, Natalya's Slayer, Danetta's Spite and Danetta's Revenge
  2. Crossbows to get Chanon Bolter
  3. Amulets to get Squirt's Necklace, The Flavor of Time and The Traveler's Pledge
  4. 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, Aughild's Authority, Guardian's Jeopardy and Cain's Destiny + Sage's Journey (for your follower)

6. Use Primordial Ashes in Kanai's Cube with the new Curiosity of Lorath Nahr recipe to obtain a free Crafted Primal Ancient. Since you can only equip one of them, choosing the right item to focus matters! Great candidates are Weapons, Offhands, Jewelry or any item with an important multiplier. With that in mind, we recommend getting one of the following items:

  • The Demon's Demise
  • Natalya's Slayer
  • Dawn

Item Stat Priorities

Natalya's Slayer
Danetta's Spite
Chanon Bolter (Cubed)
1. Damage Range
2. Socket Ramaladni's Gift
3. Cooldown Reduction
4. Area Damage
5. Dexterity
Off-HandThe Demon's Demise
Danetta's Revenge
1. Damage Range
2. Socket Ramaladni's Gift
3. Area Damage
4. Resource Cost Reduction
5. Cooldown Reduction
6. Dexterity
HelmNatalya's Sight
Aughild's Spike (Crafted)
1. Socket Flawless Royal Topaz
2. Dexterity
3. Critical Hit Chance
4. Vitality
GlovesNatalya's Touch1. Critical Hit Chance
2. Critical Hit Damage
3. Area Damage
4. Dexterity
ShouldersAughild's Power (Crafted)1. Spike Trap Damage
2. Cooldown Reduction
3. Area Damage
4. Resource Cost Reduction
5. Dexterity
Chest Natalya's Embrace1. Sockets Flawless Royal Diamond
2. Spike Trap Damage
3. Dexterity
4. Elite Damage Reduction
5. Vitality
PantsNatalya's Leggings
Captain Crimson's Thrust (Crafted)
1. Sockets Flawless Royal Diamond
2. Dexterity
3. Vitality
4. All Resistance
BootsNatalya's Bloody Footprints
Captain Crimson's Waders (Crafted)
1. Dexterity
2. All Resistance
3. Vitality
4. Armor
Ring 1Natalya's Reflection1. Socket
2. Critical Hit Chance
3. Critical Hit Damage
4. Damage Range
5. Area Damage
Ring 2Convention of Elements
The Compass Rose
Ring of Royal Grandeur (Bounties A1, Cubed)
1. Socket
2. Critical Hit Chance
3. Critical Hit Damage
4. Damage Range
5. Area Damage
BracersAughild's Search (Crafted)
Guardian's Aversion (Crafted)
Warzechian Armguards
Trag'Oul Coils (Cubed)
1. Cold Damage
2. Critical Hit Chance
3. Dexterity
4. All Resistance
5. Vitality
AmuletSquirt’s Necklace
The Traveler's Pledge
1. Socket
2. Cold Damage
3. Critical Hit Chance
4. Critical Hit Damage
5. Dexterity
BeltGuardian's Case (Crafted)
Captain Crimson's Silk Girdle (Crafted)
Omryn's Chain
1. Dexterity
2. All Resistance
3. Life %
4. Vitality
PotionBottomless Potion of Kulle-AidFor breaking walls to pull enemies
and increase DPS


  • Bane of the Trapped is a strong damage option, giving up to 60% multiplicative damage increase against crowd-controlled targets.
  • Zei's Stone of Vengeance offers another up to 80% damage increase against distant targets.
  • Bane of the Stricken is required to kill the boss in solo pushes.
  • In groups, this is replaced by Bane of the Powerful for extra damage or (same as in solo speed runs) by Molten Wildebeest's Gizzard to protect the Squirt's Necklace buff.
  • In Nephalem Rifts, all these damage options are replaced by Boon of the Hoarder, Wreath of Lightning and Gogok of Swiftness utility choices for more cooldown and speed.


  • Spike Trap Echoing Blast is our main damage dealer. We use the Cold rune because it has the highest damage output when combined with Trag'Oul Coils and the Natalya's Vengeance (6) Bonus stacking effect.
  • Once you have unlocked Revelation, Elemental Arrow Nether Tentacles is the spender of choice to trigger the already laid traps, as it costs little Hatred and heals us for each enemy hit. Before that, this is replaced by Strafe Drifting Shadow. In groups, Multishot Wind Chill can be used and dropped for the Support Demon Hunter for another skill.
  • Caltrops Bait the Trap enables the Natalya's Vengeance (2) and (4) Bonuses for double damage and pulling in enemies while buffing us with extra Critical Strike Chance.
  • Vengeance Dark Heart combined with Dawn and at least 37% Cooldown Reduction gives permanent 40% damage bonus, 50% damage reduction and crowd control immunity.
  • Smoke Screen Displacement is our main defensive and mobility skill which we can spam nearly all the time thanks to Natalya's Vengeance (2) Bonus.
  • Shadow Power Gloom increases our survivability. In speedruns, we use the Shadow Glide instead.


  • Custom Engineering is a must-have for this build to increase the number of Spike Traps you can have out for the Natalya's Vengeance (6) Bonus consecutive explosion effect.
  • Cull the Weak adds a powerful 20% multiplicative damage bonus.
  • Numbing Traps is a great defensive choice, offering 25% damage reduction. In speedruns, this is replaced by Tactical Advantage.
  • Ambush is an allround great damage passive to include. Alternatively you can run with Awareness for better survival instead.
  • In T16, speed is paramount, so we run the combo Tactical Advantage, Hot Pursuit, Blood Vengeance and Custom Engineering.

Paragon Points

1. Movement Speed1. Cooldown Reduction1. All Resistance1. Area Damage
2. Dexterity2. Critical Hit Chance2. Life %2. Pickup Radius
3. Vitality13. Critical Hit Damage3. Armor3. Resource Cost Reduction
4. Maximum Hatred4. Attack Speed4. Life Regeneration4. Life per Hit

1 Aim for a decent HP pool (~900,000 HP in Solo Push).


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


Important: Do not spam your Hatred Spender mindlessly, instead use it only occasionally to detonate Spike Traps. The main damage done comes from Spike Trap and you run out of Hatred fast with no way to regain it besides slow passive regeneration and Vigor.


  • Activate Vengeance Dark Heart immediately and refresh it once every 20 seconds.
  • Whenever engaged in combat, activate Shadow Power Gloom once every 5 seconds for extra damage reduction.
  • Use Smoke Screen frequently to move around and reduce incoming damage. With the Discipline generation from Natalya's Vengeance (2) Bonus you can spam this nearly all the time.

Pulling Enemies:

  • In order to pull in enemies and create large pixelstacks with Natalya's Vengeance (4) Bonus, you need to time Spike Trap's detonation with Caltrops. Enemies can ONLY be pulled into Caltrops that haven't sprung yet, which has ~0.5sec delay if you place them with nearby enemies.
  • When you find a pack of enemies, start laying Spike Traps below them, then tap Elemental Arrow and Caltrops together at the same time so pull them in. Repeat this process until you have all nearby monsters stacked up. Try to put Caltrops exactly on top of each other so that you keep pulling monsters into the same spot.
  • Avoid setting up too many Spike Traps at once at this step because the later explosions in the chain reaction cannot pull enemies in after Caltrops has sprung. 1-2 uses is the optimal number to move enemies around quickly.
  • Pay attention to monsters that can't be pulled, such as Golgors, Armaddons or Juggernaut elites. If possible, stack other enemies on top of them so that you can defeat them with the extra Area Damage.

Dealing Damage:

  • Once you have prepared the pull, lay your Spike Traps around the area underneath enemies. Avoid using this skill more or less than exactly 5 times in a row to create a perfect chain reaction, then detonate them by tapping Elemental Arrow once.
  • If more enemies remain outside of the Caltrops area, repeat the above step with smaller chain reactions to pull them in. When playing with Convention of Elements, the best time to do this is during the Physical cycle to nuke during Cold right after.
  • Once all nearby enemies are stacked up in the Caltrops, reposition for better Zei's Stone of Vengeance value and starting spamming 5x Spike Trap + 1 tap Elemental Arrow repeatedly to deal damage. If an Oculus Ring appears, move there for the damage buff.
  • Kite leftover enemies along with you if they are too healthy and make a new pull in a fresh location.


This build isn't very tanky but has great mobility and lots of tools to play around dangerous enemies. Make sure to use Awareness at all times!

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


Nephalem Rifts
Spike Trap T16

This build isn't great for T16 and if you have other setups such as GoD DH or Multishot available, you should go with those instead.

In Torment 16 we want to go fast, so this setup differs from the GR versions. We include Danetta's Hatred, turning out Vault Action Shot into a spender than can detonate Spike Trap while we move. Omryn's Chain creates Caltrops automatically to make enemies fly to us whenever we detonate traps.

Keep up your buffs Shadow Power, Preparation Focused Mind and Vengeance as much as possible. Vault around to hunt elites and valuable monster packs. Whenever you engage in combat, drop a few Spike Traps around the area and detonate them with Vault.

Whenever you have enough leftover Discipline, spam Smoke Screen Displacement for extra speed.

If you need more damage, replace Wreath of Lightning with Zei's Stone of Vengeance.

If you don't feel tanky enough, replace Hot Pursuit with Awareness and Warzechian Armguards with Trag'Oul Coils to free up the armor cube slot for Goldwrap.

In groups, replace Warzechian Armguards with Nemesis Bracers to spawn elites from shrines and pylons.

GR Solo Speeds
Spike Trap GR Speeds

This setup is similar to the solo push version described in the main sections of the guide, but aims to complete GRs in faster runs lasting around 3 minutes. Reduce the set-up time in favor of more damage output and don't worry about Convention of Elements rotations. In addition, Bane of the Stricken isn't necessary so that gem gets replaced by Molten Wildebeest's Gizzard to protect the buff from Squirt's Necklace.

To increase run speed, we change the Shadow Power rune to Shadow Glide and drop Numbing Traps for Tactical Advantage.

Important: Don't hold down Strafe unless you have Channeling Pylon or you run out of Hatred quickly. Only tap it to detonate Spike Trap just like in the solo push version.

Keep up the buffs from Vengeance and Shadow Power while searching valuable monster packs and elites. When you find some, place a few Spike Traps around the area, then tap Caltrops + Strafe simultaneously to pull them in.

Once you have set up a pull, place Caltrops in the center and spread 5x Spike Trap around the area, then detonate them with 1 tap of Strafe for maximum damage output. Repeat this until all enemies are dealt with and move on. Activate Smoke Screen whenever necessary to reduce incoming damage.

At higher Paragon (2,500 or more), Guardian's Jeopardy should be replaced by Captain Crimson's Trimmings for more damage, cooldown and resources.

If you have too much trouble keeping up the Squirt's Necklace buff or staying alive, you replace Molten Wildebeest's Gizzard for Bane of the Powerful and Numbing Traps or Ambush for Awareness.

GR Solo Push

Select Build Version

GR Group Trash Killer
Spike Trap Solo Push

This is the setup is similar to the one described in main sections of the guide but more optimized for group play in high GRs. Most of the hard work is done by your Supports and instead you simply focus on dealing the most damage. With party buffs, the setup is significantly tankier, so we include Endless Walk and drop Dawn.

If a Support Demon Hunter is present it'll be the zDH's job to place Caltrops in the center of the pull so that you can benefit from Natalya's Vengeance (2) Bonus. You simply have to focus on positioning, timing and dealing damage. Because you already bring Multishot Wind Chill and the debuff doesn't stack, the zDH can drop that skill in favor of Caltrops.

Instead of pulling enemies around yourself, coordinate with your team to deal heavy bursts during the Cold Convention of Elements cycle. In order to play this setup with Vengeance on a 48sec cycle, you need to have at least 47% Cooldown Reduction.

Keep up Shadow Power whenever enemies are present. Wait for your supports to prepare a pull, then start cycling 5x Spike Trap + 1 tap of Multishot to deal damage. While doing so, make sure to protect yourself with Smoke Screen as much as possible.

Optimally, prepare the pull and 10 Spike Traps right before the Cold Convention of Elements cycle. This way you can detonate them immediately when the cycle changes and repeat the process two more times for the highest damage output. Every 48 seconds, activate Vengeance at the start of the Cold Convention of Elements cycle to have it up for 2 out of 3 rotations.

Once the density thins out, move on to find new enemies and prepare the next pull with your team. Whenever Oculus Rings appear, reposition into them for more damage and use Smoke Screen frequently to stay alive.

At lower Paragon (2,500 or less), Captain Crimson's Trimmings should be replaced by Guardian's Jeopardy.

If you want to include Awareness in the setup, drop Numbing Traps for it.

A more high-end version of the build replaces Natalya's Slayer with Dawn and drops Endless Walk for Natalya's Reflection + Squirt's Necklace. Like this you don't have to worry about standing still for extra damage and have permanent Vengeance uptime again, but now have to protect the Squirt's Necklace buff with the shield from Molten Wildebeest's Gizzard (replacing Bane of the Powerful). This setup is recommended if you are at the point where you speedrun GR150s in only a few minutes. However, if you can't keep up the amulet's buff most of the time, you should stick the the regular setup.

If you're playing in a team as the only damage dealer or for some other reason have to kill the boss, include Bane of the Stricken instead of Bane of the Powerful and switch the Hatred Spender back to Elemental Arrow Nether Tentacles.

Video Guide


Natalya's Vengeance

  • Natalya's Vengeance (2) Bonus removes all costs and cooldowns for Spike Trap, increases its damage by 100% when combined with Caltrops and refills Discipline rapidly all the time.
    • The 100% damage bonus can be triggered by other Demon Hunter's Caltrops.
    • The Discipline recovery happens unconditionally at the time of each detonation.
  • Natalya's Vengeance (4) Bonus allows Caltrops to pull in enemies when hit by Spike Trap and provides 75% damage reduction. Holding down Spike Traps continuously resets and increases the timer of the damage reduction buff up to a maximum of 10 seconds.
    • The pulling effect only works on unsprung Caltrops, so they have to be placed at the same time as you trigger your Spike Traps if there are enemies in the area.
    • Too long chain reactions detonate with too much delay which prevents the later Spike Trap explosions from pulling in enemies. The optimal way to pull enemies together is detonating small chains with 2-4 Spike Traps while setting up new Caltrops.
    • The pulling effect pixelstacks enemies (ignores their collision boxes) and has around 50-60 yards range (roughly the distance from the center to the edge of the screen to the left or right).
    • This pulling effect does not work for the Lightning Rod rune.
  • Natalya's Vengeance (6) Bonus provides a 10,000% damage bonus to Spike Trap and increases their damage by 25% for consecutive explosions of the same chain reaction.
    • The consecutive bonus is multiplicative with all other bonuses but additive with itself.
    • This bonus can stack up to 9 x 25% = 225% bonus for the final tick of the chain reaction, raising the average damage of all Spike Traps in a full chain reaction by 112.5%.
    • This stacking damage effect does not work for the Lightning Rod rune.

Chanon Bolter

  • The Taunt effect focuses enemies attention towards the center of the Spike Trap that taunted them.
  • Taunt is a crowd control effect that raises monsters' crowd control resistance. This directly interferes with other, more desirable effects such as the knockbacks from Natalya's Vengeance (4) Bonus or Ground Stomp Wrenching Smash from a Support Barbarian in groups, so they might not always work as expected.

The Demon's Demise

  • After getting hit by Spike Trap, this weapon produces a secondary explosion emanating from the enemy hit. The timer is indicated by a small icon above an enemy's head.
  • This explosion deals the same damage as the original hit that triggered it.
  • Multiple explosions can stack up and occur over time if the enemy is hit frequently.
  • Lightning Rod only produces one extra explosion per trap even if all 3 ticks hit an enemy, making the item significantly weaker for this rune.
  • While it's a proc, this effect can trigger Area Damage.

Trag'Oul Coils

  • The "deployed twice as fast" line doubles the effective attacks per second for laying Spike Traps.
  • Scatter's 1160% weapon damage is overwritten by the selected rune.
  • A full chain reaction of 10x Spike Trap takes ~65 frames (~1.1 seconds) to complete.


  • Keep up your buffs from Vengeance and Shadow Power as much as possible.
  • Stack up nearby enemies by placing 1-2x Spike Traps below them, then tapping Caltrops and Strafe together at the same time.
  • With a fully prepared pull, set up 10 Spike Traps, detonate them with a Hatred spender, and repeat to deal damage.
  • Use Smoke Screen frequently to move around and survive.
  • Only tap Strafe so you don't run out Hatred or use it to move through enemies when they block you.
  • Kite leftover enemies to the next pull or move on without them if they're too slow.

I hope you enjoyed this guide! Although the Spike Trap has a setup time, it offers a unique and powerful playstyle that has been missing from the game for years. With this build it's all about the right timing to create fantastic damage bursts.
Good luck!


Written by wudijo.
Review and contributions by Northwar.


Feb 24th 2023
- Split solo push versions between regular & high-end - Added seasonal versions + Altar of Rites sections

Feb 22nd 2023
Reworked the Guide with new findings from the Live Patch: - Moved build from S to A-tier for solo pushing - Changed Caltrops rune to Bait the Trap in all variants - Standard Setup is now Cold instead of Lightning - Group Setup is now Fire instead of Lightning - Added clarifications for undocumented changes made to Lightning Rod rune - Massively expanded the Gameplay section and variants with more details - Added Resource Cost Reduction in stat priorities - Various smaller adjustments and fixes - Removed the Disclaimer at the top of the guide