Crushing Hand Gorilla Spiritborn Endgame Build Guide
Welcome to the Crushing Hand Gorilla Spiritborn Endgame Guide! This build relies on Gorilla Skills and combines extreme speed with high AoE damage by spamming combos of 3x Crushing Hand that trigger Prodigy's Tempo, resetting all our cooldowns easily and making this one of the fastest speedfarming builds in the game.
This build doesn't need much to get started besides one Dungeon Codex Power, but Spiritborn has access to many strong aspects that amplify this build. Unyielding Hits and Redirected Force are powerful legendary effects that buff our damage by stacking armor and block chance. Later on, we include Harmony of Ebewaka to combine the effects of three Spirits including primary Centipede and secondary Jaguar at the same time to benefit from various synergies.
Our resources are solved differently depending on the tools available to us, starting with Vital Strikes and various ways of triggering Vulnerable which is later replaced by Prodigy's Tempo and the Rod of Kepeleke + Ring of the Midnight Sun combo. This allows us to permanently crit with massive extra damage on every attack once we reach a high enough resource generation threshold.
All in all, the Crushing Hand Gorilla Spiritborn represents a fun AoE machine that excels at speedfarming but still packs a punch against tough enemies. Let's get started!
This build guide assumes you have a Level 60 Character and unlocked Torment 1. To get there, level up with one of our Spiritborn Leveling Guides. See how this Build compares against others with our various Build Tier Lists.
Witchcraft Powers
Season 7 is the Season of Witchcraft. It features two separate borrowed power mechanics in the forms of Witchcraft Powers and Occult Gems. Both Seasonal mechanics are unlocked and improved by new NPCs found at the Tree of Whispers after collecting resources from Headhunt Zones, Seasonal areas similar to Helltide that appear across Sanctuary.
There are 25 Witchcraft Powers, 6 of which can be equipped at a time. Each Power belongs to one of four Schools (Eldritch, Growth & Decay, Psyche, and Lost), tags that promote synergies within themselves and with Occult Gems. Each School has a single Unique Witchcraft Power, only one of which can be equipped at a time. These Unique Powers max out and gain an additional effect at rank 5, while the other Powers max at rank 21 and gain their bonus effects at various levels. To unlock and improve Witchcraft Powers, defeat Headrotten or complete Whispers within the Headhunt Zones to collect Restless Rot. Lost Powers are an exception, requiring you to randomly encounter a Forgotten Altar in Dungeons to unlock them.
Best-in-Slot Witchcraft Powers
- Soul Harvest - This Power dramatically increases Core Stats based on monster density and is a reliably strong choice, especially for builds which can group mobs together e.g. with Vortex. Gather a large pack at the start of a run and refresh the stacks until the end.
- Breath of the Coven - A massive attack speed boost (cap 2) when combined with all three types of Witchcraft powers.
- Aura of Siphoning - Deals negligible damage, but activates the "Growth & Decay" part for Breath of the Coven, adds more damage with Dust Stone and heals us even more.
- Abyssal Resonance - Activates the "Eldritch" part and pulls in enemies regularly.
- Aura Specialization - Improves the radius of our auras, but more importantly adds a massive crit multiplier.
- Vengeful Spirit Servant - Activate the "Psyche" part for Breath of the Coven and grants extra life regularly.
Alternate Witchcraft Powers
- Twilight Warding - Allows us to passively build a barrier as an alternative to Que, helping with keeping up Auspicious and Viscous Shield.
- Hex of Shattering - The damage reduction provides great extra defense.
- Piranhado - Can replace your unique power to unleash mayhem and pull enemies for you!
Occult Gems
Rarely, Headrotten Bosses appear with a still-attached Fugitive Head stolen from the Tree of Whispers. Slay these enemies and return the Heads to Gelena to unlock and upgrade Occult Gems. These Gems are socketable in Jewelry and each provide +160 Armor and +8% Resistance to All Elements. More importantly, each Occult Gem grants a unique effect that synergizes with your equipped Witchcraft Powers to provide a variety of Offensive, Defensive, and Utility-based bonuses.
Best-in-Slot Occult Gems
- Dust Stone - Provides a straightforward damage buff with all the auras and hexes we include in the setup.
- Moonlight Ward - Adds lots of extra defense.
- Hungering Void - Regularly pulls in enemies so we can attack them more easily.
Alternate Occult Gems
- Friend of the Bog - With some tweaks to your powers, you can include this for a sizable gain in damage and defense.
Learn more details about the season theme in our full Season Guide.
Skills & Gameplay
- Crushing Hand is our main ability. It's a simple skill that creates two AoE effects on your sides which overlap in the center. Focus elites while smaller enemies just explode on the side. With more Resolve stacks its damage increases, so way aim for a high count at all times. We also build extra barriers while attacking with this skill.
- Ravager adds chip damage against targets we hit. It also allows us to dash into packs using Crushing Hand and increases resource generation while active. This is an important part of the infinite resource engine with Ring of the Midnight Sun and we aim for 100% uptime.
- d4-skill id=1871801]Scourge[/d4-skill] grants us lots of extra damage and healing, but fears enemies away.
- However, we have Vortex to keep everything grouped up and pull in far away enemies.
- Armored Hide is our defensive tool and main source of Resolve. Keep an eye on your stacks and activate it as needed for a powerful defensive buff from Perseverance and offensive with Colossal. Rock Splitter can be used early on to gain Vigor and a block chance buff and more Resolve stacks if needed. In the lategame, there is no need for a generator.
- The Hunter is our Ultimate Ability. It does a good amount damage on its own but is mainly used for a large range of offensive buffs: Supremacy, Resolution, Intricacy and Harmonious Hunter.
- Before the above final setup comes online by acquiring Ring of the Midnight Sun, we play with Soar (over Armored Hide), The Seeker (over The Hunter), Rock Splitter (over Counterattack) and Vital Strikes (over Prodigy's Tempo) to solve our resources.
Skill Rotation
- Use Crushing Hand to deal damage. Ideally, overlap the two AoEs on elites and cast it 3x in a row every time to trigger Prodigy's Tempo.
- Keep Ravager active at all times for resources and to jump from pack to pack.
- Use Scourge on tough elites.
- Activate Armored Hide when low on Resolve stacks, when you're crowd controlled or when taking heavy damage.
- Activate The Hunter as often as possible for various buffs like Supremacy and Resolution.
- Press Counterattack to dodge all incoming hits (doesn't work against ground effects).
Spiritborn Spirit Hall
Primary: Centipede adds damage reduction and slow, making us very tanky in long fights and allowing us to profit from various passives on the tree.
Secondary: Jaguar grants us more Ferocity and together with Harmony of Ebewaka we can also benefit from Jaguar passives.
Learn more details and how to unlock this system in our full Spiritborn Spirit Hall Guide.
Paragon & Glyphs
Carefully check your Paragon Boards to ensure correct board rotation. Glyphs go from a radius of 3 to 4 at level 15 and from 4 to 5 at level 46. Some of them cannot be activated before reaching these thresholds! Progress through The Pit to rank up your Glyphs.
Use the slider to see the progression steps. At around Paragon 200, leveling slows down significantly and all important Rare clusters, Legendary nodes and Glyph sockets should be unlocked. Afterwards, you can min/max your build with minor tweaks and by picking up additional smaller nodes.
Crushing Hand Gorilla Spiritborn Endgame Paragon
Some Glyph position swaps, board changes and other pathing adjustments may occur as you unlock your full potential. The setup displayed by default is the final version of the build before spending additional points that do not significantly impact your character's power.
Glyph Leveling Priorities
To Level 15
- Fitness
- Spirit
- Outmatch
- Colossal
- Turf
To Level 46
- Spirit
- Outmatch
- Fitness
- Colossal
- Turf
There are a total of 328 Paragon Points. After reaching level 60, you gain up to 300 Paragon Levels, 24 from Renown and 4 from Altars of Lilith. Check out our dedicated in-depth guides to learn more about Paragon Boards and Glyphs.
Runes
You can have up to two Runewords in your setup, each consisting of one Ritual and one Invocation Rune. Socket them in Two-Handed Weapons if your build calls for them, otherwise place them into your Armor pieces to replace normal gems. The Crushing Hand Gorilla Spiritborn focuses on the following combos:
Best in Slot
- Poc + Thul - We constantly spend all of our resources, triggering Frost Nova to freeze everything, apply Vulnerable and apply extra damage taken to enemies
- Xol + Jah - With the free Teleport cast we can go even faster and jump from pack to pack while oneshotting screens
- Ohm or Xal - Can be used instead for the War Cry damage or extra life buff if needed, especially in pit pushing
Alternative choices
As long as you haven't unlocked the final setup or found the top Runes, you can also benefit from these options:
- Wat - Decrepify helps with stagger, defense and allows execute at 10% HP. When combined with Xol in your other Runeword it also generates large amounts of offering
- Cir - Generates a large amount of offering regularly
- Igni - Another good way of generating offering
- Gar - For more crit (before Rod of Kepeleke)
- Tam - We spam our core skill all the time
- Yul - Another efficient way of generating offering
Learn more about Runes and how they work in our dedicated Runewords Overview and Runewords Tier List.
Mercenaries
Mercenaries are unlocked during the Vessel of Hatred campaign and assist you in battle. There are 4 separate Mercenaries to choose from, each with their own skill trees and abilities. You can have one hired (permanent) mercenary during solo play and a reinforcement who assists you from time to time in certain situations.
Hired: Raheir
He provides us with Fortify, Stuns, some extra damage, more armor for Unyielding Hits and prevents us from getting oneshot every 30 seconds thanks to Valiance. Beware that he's not present when playing in groups and make sure you remain armor capped without him.
Reinforcement: Varyana
We choose Earth Breaker for extra crowd controls which preferably happens exactly when we cast Scourge so monsters don't run away.
Learn more about Mercenaries and how they work in our dedicated Mercenaries Overview.
Stat Priorities & Item Progression
To enable the Crushing Hand Gorilla Spiritborn to perform optimally, hunt for these stats on your gear with good rolls and aim to Temper ⚒️ & Masterwork Crit ↑ them accordingly. Keep in mind that certain stats, such as Armor, Resistances, Extra Size Tempers, Attack Speed and more, have caps that may affect your priorities according to the items and Paragon points available at that moment.
Recommended Endgame Stat Thresholds
- 17+ total Crushing Hand ranks
- 100%+ Resource Generation
- 50%+ Attack Speed
- 1800+ Dexterity
- 4,000+ Armor
- Resistance Capped 70%
- 6,000+ Life
- 160%+ Movement Speed
It is critical that Ring of the Midnight Sun fully restores your Vigor every time you hit. If it doesn't you won't do any damage. You need at least 100% resource generation with a perfect 50% roll on Ring of the Midnight Sun. Here are a few data points showing Ring of the Midnight Sun roll and the required Resource generation to fully restore Vigor:
- 35% roll on Ring of the Midnight Sun requires 186% resource generation
- 40% roll on Ring of the Midnight Sun requires 150% resource generation
- 50% roll on Ring of the Midnight Sun requires 100% resource generation
This means that a good affix on Ring of the Midnight Sun is required to have a chance of making the combo with Rod of Kepeleke work. Resource Generation stacks multiplicatively with each source. In this build sources are: Intelligence, Vigorous, Measured Ravager, Paragon nodes on the Sapping board. This leaves you with Vigorous ranks from Rod of Kepeleke, Yen's Blessing and/or Resource Generation tempers on jewelry to finish the rest.
With good endgame gear, one of these is enough, but before that you may need to add extra tempers and masterwork crits to achieve this result. Stacking more Resource Generation after you have reached the critical point no longer provides any benefit, and if you are overshooting, you instead want to go with Resource Cost Reduction (tempers on Rings), which increases the damage done by Rod of Kepeleke's consumption effect. Learn more about this interaction in the mechanics section below.
Item Progression Goals
Before you dive into the Endgame with the Crushing Hand Gorilla Spiritborn, take a look at this overview of the items used in the build. See below for further details about the different progression steps and variants. Some of your Skill Tree choices depend on what Legendary Aspects and Unique items are available to you. Keep in mind that while we can guarantee that everyone has access to the same Codex of Power Aspects, the exact progression is different for everyone.
Learn more details and how to farm Legendary Aspects and Uniques in our General Farming Guide.
Build Variants
This section is designed to guide your Crushing Hand Gorilla Spiritborn from a fresh level 60 into the very late endgame using the three variants Starter, Ancestral and Mythic. At the final step, you should be fully decked out with a great all-rounder build. From there, follow the other min/max variants if you want to optimize around certain activities such as Pit Pushing, Speedfarming and more.
If you are fresh in Torment 1 coming from a leveling guide, this is where you begin. Since only some Aspects can be guaranteed from Dungeon unlocks for the Codex of Power, focus on acquiring the additional aspects via gambling with Murmuring Obols.
Gear & Skills
- Early on in your progression, focus on Armor & Resistances to survive. Each Torment difficulty adds a penalty of -250 Armor and -25% All Resistances and it's recommended to keep both capped (1000 Armor, 70+ Res) at all times. As you unlock higher power gear, masterworking levels and more Paragon points, you naturally scale your character into the higher difficulties and can start replacing some of these rolls with offensive or utility stats.
- Before acquiring Ring of the Midnight Sun and great rolls on your gear, Vital Strikes is your ticket to infinite Vigor. For this to work, we include Soar & The Seeker instead of Armored Hide & The Hunter, among other smaller adjustments on the tree.
- Redirected Force scales your damage through Armored Hide, Patient Guard and your weapon if you're using a quarterstaff. Keep an eye on your buffs and time your defensive skill to boost it.
- Unyielding Hits is a weapon damage buff that we activate automatically with our skills. This aspect is so powerful that we overcap armor massively in order to scale it (up to 5000).
- Plains Power & Forest Power spawn Mystic Circles that grant you insane barriers, armor (for Unyielding Hits) and extra damage. Try to make the best use of these circles especially on bosses but don't let them slow you down when they're not in the right place.
The goal here is to progress through the Torment difficulties as you unlock Ancestrals, Paragon points, all Legendary Aspects, Temper mods and the most important Uniques to pilot this build. Some Legendary Aspects are used temporarily to fill slots that may be replaced with more Unique items later on.
Gear & Skills
- As you upgrade your gear to Ancestrals with more masterworking levels and reach higher Paragon, your Armor & Resistance values are constantly shifting. Ensure to stay capped at with at least 1000 Armor and 70%+ Resistances for the difficulty you're currently in to maximize survivability.
- Focus on reaching high Attack Speed and ranks to Crushing Hand as your primary damage attributes on gear.
- Rod of Kepeleke is the first major upgrade. With it we no longer need to worry about resources and can switch to the endgame skill tree. However, just casting your Core Skill for free is only the beginning as we aim to gain the guaranteed empowered crit on every hit later on.
- In addition, this item allows you to benefit from buffs to Basic Skills like Basic Damage tempers, Basic Skill Ranks on pants, Follow Through and Prodigy's Tempo. We also add Moonrise instead of Unrelenting.
- Ring of the Midnight Sun is the second piece of the resource puzzle. With a good roll and enough extra Resource Generation, it's possible to fill your entire resource bar at once after Rod of Kepeleke consumed it all, creating an infinite loop of full and empty resources between every attack. In order to achieve this, we combine the bonus from Intelligence, resource tempers on jewelry, Yen's Blessing, Measured Ravager and paragon nodes like Opportunist on the Sapping.
- Resource Generation bonuses multiply with each source, so with a 50% Ring of the Midnight Sun roll you actually need less than a combined nominal 100% bonus from other sources. If you are not hitting the full resource reset on every attack, add or masterwork Resource Generation tempers or rank up Vigorous. See more in the Mechanics section below.
- Harmony of Ebewaka is an incredible damage buff with the combo of three separate Spirits.
- Yen's Blessing (alternatively Rakanoth's Wake) is almost exclusively used for its huge all resistance bonus but also comes with a good amount of movement speed and helps us to reach the Resource Generation target. With it we can focus on stacking armor instead of resistances for Unyielding Hits.
This is the final version of the build's progression, including all regular Unique items, Mythic Uniques, Legendary Aspects, Temper mods and Masterworking, leaving you with a great all-rounder build for all content in the game. Additional variants use this as a baseline to optimize around certain activities.
Gear & Skills
- Shroud of False Death provides a multitude of small benefits that add up to a ~40-60% damage gain on top of more survivability. It also comes with resource generation that makes Yen's Blessing obsolete, but we keep these boots anyway for their resistance buff.
- Tyrael's Might is an alternative to the above to achieve near-immortality thanks to its high damage reduction and bonus to Maximum Resistances. With it we no longer need to rely on resistances from Yen's Blessing or Rakanoth's Wake and go with regular boots + Apprehension.
- As you min/max your setup, aim to keep your resistances capped and get your armor as close as possible to 5000 for Unyielding Hits. Don't forget you can use consumables, too!
This Speedfarming variant optimizes the build for easy activities like Helltides, Whispers, Nightmare Dungeons and lower Pit Tiers after you have finished the Mythic variant and reached a plateau in your progression.
Gear & Skills
- The setup stays largely the same, but you can add Soar instead of Vortex to jump over cliffs.
This setup optimizes the build to push the highest possible Tiers in The Pit after you have finished the Mythic variant and reached a plateau in your progression.
Gear & Skills
- For high tier pushing, we replace Ring of the Midnight Sun with Ring of Starless Skies. This removes the guaranteed resource refill on every attack, but averages out to more DPS thanks to the amazing stats, extra skill ranks, bonus damage effect and the resource cost reduction allows Rod of Kepeleke to consume more for a bigger multiplier.
- For this to work, you also need another pair of gloves with "Lucky Hit: Chance to Restore Resources" which is now fuels your Rod of Kepeleke. Unfortunately, Crushing Hand has a relatively low Lucky Hit Chance, so this resource effect doesn't trigger reliably on single targets. This means that your damage output now greatly fluctuates with the number of enemies hit, and single target bosses die much slower than those that spawn adds.
- We pick up Ohm instead of Jah for the War Cry buff.
- Take note that this build has a few crowd control-based damage modifiers such as Dominant and Revealing, which cannot activate on Unstoppable targets and non-staggered bosses.
- When fighting monsters in high tiers of the Pit, remember that after crowd controlling elites for 5 seconds, they become Unstoppable for 8 seconds. This may be the right moment to start kiting them around because they can freely retaliate and it's difficult to keep them into the right position for shotgunning.
FAQ & Mechanics
Once a guide is released, many players have questions on why and how we are approaching certain choices. In this section you can find the answers to the questions that have been asked the most.
The build works really well when you decimate everything in seconds, but may get overwhelmed if fights are long against high level monsters. There are several adjustments you can make when you have trouble with more difficult content:
- Check if your Armor & Resists are capped.
- Use defensive consumables.
- Roll Maximum Life instead of offensive stats on as many pieces as possible.
- Kite enemies when they become Unstoppable.
- Add Layered Wards instead of Duelist's.
If there are times when your Crushing Hand isn't doing damage it is most likely because you don't fully restore all Vigor between every hit with Rod of Kepeleke and Ring of the Midnight Sun.
Rod of Kepeleke spends all of your resource to significantly increase the damage of Crushing Hand, adds increased AoE and guaranteed a crit. If that doesn't happen at all, you must invest more into resource generation (e.g. tempers, masterworking on jewelry) or get a better ring. It may also be that you only reach the threshold needed when Measured Ravager is active and your uptime is too low in boss encounters.
This build has multiple major progression steps related to your resource generation. Make sure to use at least one of the following:
- Vital Strikes + Replenishing Soar & Exalted Seeker
- Ring of the Midnight Sun
- Rod of Kepeleke + Ring of the Midnight Sun - enabling the endgame combo
- Resource Cost Reduction (RCR) increases damage done when paired with Rod of Kepeleke by making it act as if your total consumable resource pool is larger than it actually is.
- E.g. with 250 Max Vigor and a perfect roll, Rod of Kepeleke adds a 125% bonus multiplier for a total of 225% damage.
- With 25% RCR, your total Vigor would act as 250/0.75 = 333, in which case the weapon adds 166.5% damage for a total of 266.5%, a 18.4% DPS increase.
- Channeling Shrine acts as a 75% RCR effect for Rod of Kepeleke, in this example increasing DPS by 166.67% (compared to baseline).
Generally hardcore and softcore share the same builds. Outside of being more prudent in your gameplay, you can also tweak the setup slightly to raise your survivability:
- Focus more on Armor & Resists, making sure that they are always capped especially as you transition into higher torment difficulties.
- Focus more on maximum life rolls, for example replacing DPS stats like main attributes, attack speed, critical strike chance and additive increased damage rolls. Also masterwork life more than normal if no other crucial stats have priority.
- Focus on adding defensive skills, passives and paragon nodes first as you level up.
- Play on a slightly lower difficulty than normal, don't push into difficult territory. As long as you can deal with all enemies swiftly, they can't retaliate.
- Include a source of Unstoppable if possible to get out of crowd controls.
- Use defensive elixirs and incenses instead of offensive ones.
Mechanics
The most important stat on Ring of the Midnight Sun is the Vigor restore percent! Ring of the Midnight Sun restores 20 - 50% of the Vigor spent in the last two seconds. The ring tracks how much is spent on your buff bar and consumes the buff on your next crit, so you can't scale its effect by attacking quickly. The higher the roll the easier it will be to reach enough resource generation to fully restore your Vigor each attack. If you don't have enough resource generation you will do no damage!
To find out how much resource generation your Ring of the Midnight Sun roll needs to fully restore your Vigor follow this formula:
- (100% / Ring of the Midnight Sun roll) - 100%
50% Ring of the Midnight Sun
- (100% / 50%) - 100%
- (100% / 50%) = 200%
- 200% - 100% = 100%
40% Ring of the Midnight Sun
- (100% / 40%) - 100%
- (100% / 40%) = 250%
- 250% - 100% = 150%
35% Ring of the Midnight Sun
- (100% / 35%) - 100%
- (100% / 35%) = 285.7%
- 285.7% - 100% = 185.7%
Here is a table showing Ring of the Midnight Sun roll and the required Resource generation to fully restore Vigor:
Ring of the Midnight Sun | Resource Generation | Ring of the Midnight Sun | Resource Generation | Ring of the Midnight Sun | Resource Generation |
35% | 186% | 41% | 144% | 46% | 117% |
36% | 178% | 42% | 138% | 47% | 113% |
37% | 170% | 43% | 133% | 48% | 108% |
38% | 163% | 44% | 127% | 49% | 104% |
39% | 156% | 45% | 122% | 50 | 100% |
40% | 150% |
Resource Generation:
When calculating resource generation it is important to remember resource generation is multiplicative.
Here is the formula for calculating resource generation:
Resource generation = ((100% + Source 1) x (100% + Source 2) x (100% + Source 3) …) - 100%
- ((100% + Vigorous) x (100% + Measured Ravager) x (100% + Rare node) x (100% + Magic node) x (100% + Magic node) x (100% + Magic node) x (100% + Temper) x (100% + Int)) - 100%
I strongly suggest aiming for a Ring of the Midnight Sun roll of 40% or higher
Rod of Kepeleke "chance to hit twice":
- Grants Payback a chance to deal double damage
- Grants each Quill Volley projectile a chance to be replicated
- Only replicates one of the two hits for Rake
- Only replicates one of the two hits for Crushing Hand
- Allows Touch of Death to reinfect from swarms
- Allows Stinger to replicate a full swing once per attack at a surrounding poisoned target
Rod of Kepeleke "cast at maximum size":
- Adds 2 feathers to Quill Volley
- Enlarges Crushing Hand to 200% size
- Enlarges Stinger to 200% size
- Enlarges Rake to ~400% size
- Enlarges Payback to ~double the size
- Does nothing for Touch of Death
- Does not stack with any size tempers
Resource Cost Reduction:
- Acts as a multiplier to your total Max Vigor pool for this item, meaning you deal more damage because Rod of Kepeleke can "consume more".
- E.g. with 250 Max Vigor and a perfect roll, Rod of Kepeleke adds a 125% bonus multiplier for a total of 225% damage.
- With 25% RCR, your total Vigor would act as 250/0.75 = 333, in which case the weapon adds 166.5% damage for a total of 266.5%, a 18.4% DPS increase.
- Channeling Shrine acts as a 75% RCR effect for Rod of Kepeleke, in this example increasing DPS by 166.67% (compared to baseline).
- Jacinth Shell effectively reads the same as "75% cooldown reduction" or "300% increased cooldown recovery speed" that works in addition to other cooldown reduction effects.
- The drain ticks multiple times per second for partial reductions and stops when you reach 1 HP.
- Drained life does not count as taking damage.
- Unyielding Hits hits adds weapon damage based on your current armor.
- As your armor is reduced by the Torment penalties, so is the damage gain of this aspect.
- The weapon damage added is equal to that from your equipped weapon, which is the base for all further damage calculations and thus adding to it is a massive benefit.
- Unyielding Hits adds a flat amount of weapon damage regardless of base weapon speed, meaning it's more beneficial for faster weapons.
- The total weapon damage can be tracked in the character details.
- To calculate the relative DPS increase, use the following formula:
- ((Armor x Unyielding %) + (Avg. Weapon Damage)) / (Avg. Weapon Damage)
- Mystic Circles can only spawn from the aspects Plains Power, Forest Power, Sky Power, Soil Power.
- They last 10 seconds and have a limit of 1 active at a time.
- They can not be overwritten with a fresh spawn while active.
- The lucky hit effect that triggers the circle will be immediately activated.
- Multiple buffs from multiple aspects can be active at the same time if skills of those spirits are used inside a circle.
- "Mystic Circle Potency" from tempers or Ritual amplifies most effects including damage done, damage gained, barrier gained gained by the aspects.
- "Mystic Circle Potency" does not amplify armor gained from Forest Power.
- When combined with Sky Power you can relocate your active circle to the destination of your Evade.
- Convergence requires you to stack physical or elemental damage bonuses.
- For the maximum of 30%, you need a total of 150% bonus damage to any combination of two damage types, or simply stack one high enough.
- "Non-physical damage" - while adding to each elemental type in your character sheet - does not function for Convergence. Instead you need to rely on other sources such as Bane, Fulminate and Wildfire.
- The stacks from Drive have individual timers and don't refresh when a new stack is acquired.
- While running non-stop at movement speed cap (200%), you can reach up to 7 stacks.
- In order to reach close to the maximum damage bonus, it's required to move very fast at all times including mobility skills such as Soar, Rushing Claw or The Hunter.
- The stacks from In-Fighter have individual timers and don't refresh when a new stack is acquired.
- With a 5 second timer for 9 stacks, you need to dodge or block a hit roughly twice per second in order to keep the bonus at maximum.
- Counterattack can stack a maximum duration of 6 seconds, which can be refreshed indefinitely with enough cooldown reduction.
- There is no forced gap or downtime in the 100% dodge effect.
- Some damage over time and ground effects cannot be dodged, even if they hit instead of dealing DoT damage. Most notably, Explosive Elites are very dangerous when your survivability greatly depends on high uptime of Counterattack.
- The Minimum Ferocity is always active, even when Invasive Rushing Claw consumes 4 stacks to refresh its cooldown.
- Hits with other skills create an extra Ravager hit, once per attack per enemy.
- Replenishing Ravager increases the number of hits against elites, dealing the same damage each.
- Replenishing Ravager stacks are filled up by any individual healing source, such as any life steal, life on hit, life regen etc.
Barrier Generation works with:
- Auspicious
- Forest Power
- Enhanced Concussive Stomp
- The Protector (but its barrier doesn't scale with max. life)
- Earthen Bulwark from Que
Barrier Generation doesn't work with:
- Gorilla primary hall
- Enhanced Crushing Hand
- While all the exact mechanics are much more nuanced, there are two separate Attack Speed Bonus caps of +100% that apply to all builds for a total potential of +200%. For Spiritborn, these two caps are distributed in the following way:
Cap 1
- Gear rolls
- Paragon nodes
- Elixirs
- Artillery Shrine
- Moonrise
- Hysteria (Varyana)
- Bloodthirst (Varyana)
- Bloodlust (Varyana)
Cap 2
- Accelerating
- Rapid
- Ferocity
- Adaptive Stances
Read up more on Attack Speed in our dedicated guide by Ava.
Bosses are immune to Crowd Control (CC) effects and instead take Stagger Damage when hit by one. The amount of stagger damage dealt depends on the type of CC and is proportional to its duration. After being hit by a CC effect, the Boss will temporarily take less Stagger Damage from a CC of the same type.
Effectively, this means that when you're just spamming one type of CC you don't need to spam any more of it than what you need to keep a normal enemy permanently CC-d. To stagger the Boss quickly you need to use as many different types of CC as possible. After the Boss is staggered it gains a certain amount of stacking Stagger Damage Reduction for the rest of the fight:
- After 1st Stagger: 20%
- After 2nd Stagger: 40%
- After 3rd Stagger: 60%
- After 4th Stagger: 90%
Bosses naturally regain 1% of their Stagger HP every second and when that regen is combined with 90% Stagger Damage Reduction it becomes borderline impossible to Stagger the Boss again unless you bring a serious amount of crowd controls.
Video Guide
Summary
The Crushing Hand Gorilla Spiritborn is powerful AoE speedfarmer that nukes everything around it with ease.
- Spam Crushing Hand, ideally 3x in a row for the cooldown reset of Prodigy's Tempo.
- Combine Rod of Kepeleke and Ring of the Midnight Sun with enough resource generation to proc a guaranteed crit every time.
- Stack Armor, Attack Speed and Critical Strike synergies.
- Keep up your Resolve stacks.
- Kapow!
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Written by wudijo