AoV Heaven's Fury Crusader Guide

4-man RGK


Aegis of Valor (AoV) is the latest crusader set to be introduced into the game. Featuring some impressive numbers—20000% increased damage, as well as the only stacking buff in the game that stacks multiplicatively with itself—this set brought about a new era in the world of Diablo III power creep. The highest Greater Rift tier—150—was cleared solo for the first time using AoV Heaven's Fury (HF) crusader build. Since then the build was nerfed four separate times (each time roughly halving the power of the build), but it still stands as the strongest Rift Guardian killer, one of the two strongest solo crusader builds, and one of the strongest solo builds across all classes. While these nerfs helped to bring the set somewhat in line, season 22 sent it all straight to Hell. With an extra cube slot, we can now fit in Norvald's Fervor without losing any damage multipliers. Hooray 400% increased damage!

The raw power of the set itself also makes it very easy to get into higher difficulties straight away, even before the full build is completed.

Apart from Heaven's Fury, the set also increases damage of Fist of the Heavens (FotH). This skill doesn't have as many supporting legendaries as HF and cannot compare to it in terms of raw damage output, but AoV FotH builds really shine in speedfarming lower difficulty content such as Nephalem Rifts, Bounies and low-tier Greater Rifts, where Heaven's Fury is not so good due to it's small AoE and overall clunkiness.

Tanky ✔
Easy to play ✔
Good season starter ✔
Excellent single target damage ✔

❌ Slow
❌ Clunky supporting legendaries
❌ Can't damage CC-immune enemies

❌ Very little freedom in choosing skills

Core Setup

Core Item Build


  • Aegis of Valor set provides 50% damage reduction, nearly infinite Wrath and whopping x1600 Heaven's Fury damage increase.
  • Captain Crimson's Trimmings set provides roughly 60% DPS increase and more than 100% toughness boost.
  • Norvald's Fervor increases all damage by 400% and lets us spam Steed Charge.
  • Ring of Royal Grandeur is necessary to get the full benefit from all the sets.
  • Fate of the Fell increases Heaven's Fury by 500% and adds 2 extra beams, in case of Fires of Heaven all three beams can hit the same target, dealing triple damage.
  • Shield of Fury increases Heaven's Fury by up to 300%
  • Bracer of Fury increases Heaven's Fury damage by 400% but only against enemies affected by some of hard Crowd Control (CC) effects.
  • Convention of Elements - due to the restriction imposed by Bracer of Fury this ring becomes much more valuable, increasing the overall damage output by more than 150% if CC is overlapped with Holy part of the cycle.

Global Stat Priorities

Get 55%+ Cooldown Reduction to have high uptime on Akarat's Champion. Make sure your defensive slots—boots, pants and belt—have Vitality and All Resistance on them. Stack DPS stats wherever possible: Holy Damage Increase, Heaven's Fury Damage, Critical Hit Damage and Critical Hit Chance. Area Damage should be mostly ignored, because it doesn't get buffed by Shield of Fury.

Item Stat Priorities

Main-HandFlail of the Charge
Fate of the Fell (Cubed)
Echoing Fury (Cubed)
1. Damage Range
2. Socket Ramaladni's Gift
3. Damage %
4. Attack Speed
5. Cooldown Reduction
6. Strength
Off-HandShield of the Steed
Shield of Fury
1. Critical Hit Chance
2. Heaven's Fury Damage
3. Cooldown Reduction
4. Elite Damage
5. Strength
HelmCrown of Valor
Leoric's Crown (Cubed)
Cain's Insight (Crafted)
Sage's Apogee (Crafted)
1. Critical Hit Chance
2. Socket Flawless Royal Diamond
3. Vitality
4. Strength
GlovesGauntlets of Valor
Stone Gauntlets (Cubed)
Magefist (Cubed)
Cain's Scrivener (Crafted)
Sage's Purchase (Crafted)
1. Critical Hit Chance
2. Critical Hit Damage
3. Cooldown Reduction
4. Attack Speed
5. Strength
6. Physical Resistance
ShouldersSpaulders of Valor1. Heaven's Fury Damage
2. Cooldown Reduction
3. Resource Cost Reduction
4. All Resistance
5. Strength
Chest Brigandine of Valor1. Sockets Flawless Royal Diamond
2. Heaven's Fury Damage
3. Elite Damage Reduction
4. All Resistance
5. Life %
6. Strength
7. Vitality
PantsChausses of Valor
Captain Crimson's Thrust (Crafted)
Cain's Habit (Crafted)
1. Sockets Flawless Royal Diamond
2. All Resistance
3. Strength
4. Vitality
BootsGreaves of Valor
Captain Crimson's Waders (Crafted)
Cain's Travelers (Crafted)
Sage's Passage (Crafted)
1. All Resistance
2. Strength
3. Vitality
4. Armor
Left RingConvention of Elements
The Compass Rose
Stone of Jordan
Avarice Band (A3 Bounties)
1. Socket
2. Critical Hit Damage
3. Cooldown Reduction
4. Critical Hit Chance
5. Damage Range
6. Attack Speed
Right RingObsidian Ring of the Zodiac
Ring of Royal Grandeur (A1 Bounties, Cubed)
1. Socket
2. Critical Hit Chance
3. Cooldown Reduction
4. Attack Speed Increase
BracersBracer of Fury
Nemesis Bracers
1. Holy Damage
2. Critical Hit Chance
3. Strength
4. Vitality
5. All Resistance
AmuletThe Flavor of Time
Squirt's Necklace
The Traveler's Pledge
1. Socket
2. Critical Hit Damage
3. Holy Damage
4. Critical Hit Chance
5. Cooldown Reduction
BeltCaptain Crimson's Silk Girdle (Crafted)
Sage's Ribbon (Crafted)
1. All Resistance
2. Strength
3. Life %
4. Vitality


  • Bane of the Trapped is the most common DPS gem, the bonus is always active thanks to Judgment.
  • Bane of the Stricken is necessary to kill the Rift Guardian.
  • The 3rd gem is usually Pain Enhancer for extra attack speed or Gogok of Swiftness for CDR-dependent variants of the build. In T16 Boon of the Hoarder is used for gold.


  • Heaven's Fury Fires of Heaven is the main source of damage, thanks to Aegis of Valor (4) Bonus we can spam this skill despite its heavy Wrath cost.
  • Fist of the Heavens Fissure is necessary to activate Aegis of Valor (2 and 4) Bonus. Fissure is used as both fissures and lightning arcs provide Wrath each time they deal damage, making it unnecessary to cast Fist of the Heavens too often.
  • Judgment is used to activate Bracer of Fury bonus damage. Alternatively Shield Glare can be used to the same effect, but Judgment's longer duration and more convenient area of effect make it an overall better choice.
  • Laws of Valor Unstoppable Force provides 50% Resource Cost Reduction which lets us spam Heavens Fury even against single targets where Wrath generation is low. And at the same time it provides 50% damage reduction thanks to Captain Crimson's Trimmings. 15% Attack Speed from the base skill is just icing on the cake.
  • Akarat's Champion Prophet is a staple in every single crusader build. One skill providing 35% DPS, more than double toughness, CC-immunity, Wrath regeneration and full heal on "death" is just too good to pass up.
  • Steed Charge is necessary to proc Norvald's Fervor (2) Bonus.


  • Heavenly Strength is required to equip Norvald's Fervor set.
  • Holy Cause is the main source of recovery as well as a nice damage boost.
  • Long Arm of the Law lets us have easy 100% uptime on Laws of Valor Unstoppable Force.
  • Finery is the strongest generic crusader passive, provides about 15% DPS and 12% toughness boost.

Paragon Points

1. Movement Speed1. Cooldown Reduction 1. All Resistance1. Resource Cost Reduction
2. Vitality12. Critical Hit Damage2. Life %2. Area Damage2
3. Strength3. Critical Hit Chance3. Armor3. Life per Hit
4. Maximum Wrath4. Attack Speed4. Life per Second4. Pickup Radius

¹ Put enough points into Vitality to have 750k Health then the rest goes into Strength.
2 For RGK variations of the build Area Damage is useless so you shouldn't take it to avoid lags.


The Templar is recommended for this build due to his melee range and aggressive AI. When there's a monster in range he will always stand still and fight it, making him very predictable and easy to play around.

For the Skills pick Heal, Loyalty, Onslaught and Inspire. All the alternatives, except Intimidate, include AoE hard-CC, which makes mobs harder to manipulate.

Follower's damage is completely irrelevant, so we stack Attack Speed for more on-hit procs and Cooldown Reduction for more Heals. The Items are:

  • Enchanting Favor to make follower immortal
  • Oculus Ring for 85% multiplicative damage boost
  • Unity for 50% damage reduction
  • Thunderfury, Blessed Blade of the Windseeker for the Attack Speed slow

Do not give him The Ess of Johan because the pull at the wrong moment will reduce the duration of your Judgment or Shield Glare by 40%.


Fist of the Heavens needs to be used at least once every 5 seconds to maintain Aegis of Valor (2) Bonus. With Fissure it will also be enough to keep your Wrath maxed out in the rift, although during the bossfight more fissures might be necessary.

Heavens Fury is your main attack skill and it should be spammed as much as possible to deal damage, apply Shield of Fury stacks, heal via Holy Cause, and to generate Obsidian Ring of the Zodiac procs.

Don't forget to tap Steed Charge every 5s to get Norvald's Fervor damage bonus. Draw and Quarter is used most of the time to pull mobs.

Akarat's Champion and Laws of Valor are two toughness buffs that you want to keep up all the time. It's important to only cast each skill when the buff is about to run out, to avoid wasting any Obsidian Ring of the Zodiac procs. For the build variations which don't use Obsidian Ring of the Zodiac, the Akarat's Champion is used exactly at the start of every other Holy cycle of Convention of Elements, while Laws of Valor is used on cooldown.

Finally the CC skill, Judgment or Shield Glare, is only used right before the Holy cycle. Using it at any other time will reduce your overall DPS due to CC-reduction mechanics.


The build is quite tanky already so the only change for hardcore is swapping Finery for Indestructible, the strongest cheat death passive in the game. 5s long invulnerability combined with Akarat's Champion CC-immunity lets you use Town Portal no matter how perilous your current circumstances are. Be aware however, that if you "die" due to being stuck, using Iron Skin Flash after the passive procs will not give you any Movement Speed and you will still be stuck until the invulnerability runs out.


Nephalem Rifts
AoV HF T16

Using AoV Heaven's Fury Crusader in Torment 16 is a lot like coming to a carnival shooting game with your own 105mm M102 Howitzer: people give you weird looks but it works. Generally AoV FotH Crusader will be better for T16, but this is fun in its own way and you also can use Cain's Destiny.

Here we drop almost all our damage multipliers: Shield of Fury, Bracer of Fury, Captain Crimson's Trimmings, Convention of Elements, Finery, Holy Cause are all gone. However, each of three beams still deals enough damage to oneshot yellow Elites on non-critical hit!

Since the damage is so overwhelming we focus on other stats: Attack Speed, CDR, and Movement Speed. We use a bunch of standard T16 items: Goldwrap, Avarice Band, Boon of the Hoarder, Nemesis Bracers. We also get Sage's Journey for extra Death's Breath drops, because we can.

An addition of Echoing Fury in season 22 helps immensely, making you do everything a bit faster.

This is red-hot 1000°C Crusader vs Nephalem Rift. Your Heaven's Fury is replaced with a Disintegration Ray and everything it touches evaporates instantly. Rush through the rift and mainly hunt for Elites. The only buff you have to keep up is Laws of Hope Wings of Angels. Don't forget to cast Fist of the Heavens sometimes for Wrath.

On the boss, equip 2 pieces of Cain's Destiny and Bracer of Fury. When boss becomes targetable, use Judgment Deliberation to immobilize it for 10 seconds. Even without 20000% damage from Aegis of Valor (6) Bonus, you will kill the boss in just a few seconds. Enjoy your extra Greater Rift Keystones!

At high Paragon (4000+, or 2000+ if you drop Sage for Crimson), you can go even further and drop Norvald's Fervor as well. Instead you get In-Geom + Fervor for even more Attack Speed and CDR, as well as 0 second cooldown on Steed Charge.

GR Solo Speeds
AoV HF Solo XP

This version of the build is designed for 4-5 minute runs in low-mid GRs. In such runs most of the targets will be dead long before we can hit them 10 times, so Shield of Fury is not very good. Instead we use Echoing Fury to get a ton of Attack Speed, which means more DPS and more Zodiac procs. It also lets us cast Fist of the Heavens and Shield Glare faster and the runs become a lot smoother. Since we want to CC different mobs all the time, we use Shield Glare over Judgment for its shorter cooldown. We lose a defensive item in the cube to fit in Nemesis Bracers, so we use Unity instead of Convention of Elements to compensate.

The gameplay is pretty straightforward: you rush through the rift with Steed Charge looking for Elites and juicy packs of trash mobs. When you find them, you use Shield Glare and obliterate them with a few Heaven's Fury casts. Don't forget to keep up your buffs and randomly cast Fist of the Heavens every few seconds for Wrath.

If you are looking for gemups rather than XP, you can go for more slow-paced setup with Endless Walk instead of Unity and The Flavor of Time. In that case replace Echoing Fury and Nemesis Bracers with Shield of Fury and Stone Gauntlets. Aim for 6-8 minute runs in mid-high GRs.

GR Solo Push
SoF solo push

In solo push the survivability is bigger concern than damage, so we drop our weakest damage multiplier—Convention of Elements—to fit in Unity. We also use Stone Gauntlets and Obsidian Ring of the Zodiac, which helps us get 100% uptime on Akarat's Champion so we don't get slowed.

The skills are used exactly as described in core gameplay section. Use Steed Charge Draw and Quarter to pull together as many mobs as possible to maximize Pain Enhancer stacks. Then, use Judgment and start blasting mobs with Heaven's Fury. Position yourself next to Elites or high-HP mobs to hit them with all 3 beams. When Oculus Ring zone spawns, Steed Charge into it and recast Judgment if necessary. Don't spend more than 5-8 seconds DPS-ing, else the mobs will become CC-immune. Go out and do something else: move forward or bring new mobs to the pull. Don't forget to attack mobs even off rotation to reset the cooldown of Akarat's Champion. Dropping it even for a few seconds will certainly spell your doom due to the slow from Stone Gauntlets.

You can try switching your CC skill from Judgment Debilitate to Shield Glare Divine Verdict. It's harder to play with it, since it has smaller area and shorter duration, but if you can pull it off you get 20% additive damage out of it.

One interesting thing you can do is replace Shield of Fury with Convention of Elements. This will reduce your overall DPS by half, however, without Shield of Fury you get full benefit from Area Damage. If you get insane quad Gloves, Shoulders and Shield, you can get up to 110% AD, losing only some Strength for it. In a good enough rift 110% AD will more than triple your damage, and the pushing potential of this setup is couple of tiers higher. But obviously it's a lot less consistent.

At high Paragon (5000+), you can drop Unity and get Convention of Elements back. In that case you'll go back to rotation-based playstyle. Only use Judgment right before Holy. This is the highest damage setup, but needless to say, it's super squishy. You can try to combat this squishiness by changing one of your DPS gems to Esoteric Alteration and by putting more Paragon points into Vitality, but you will still be quite squishy!

GR Group Speeds
AoV HF Group Speeds

This variant of the build is designed for 3-4 minute runs in mid-tier GRs. You are the only damage dealer here, other 3 players will be zDH, zBarb and zMonk. In these runs most of the targets will be dead long before we can hit them 10 times, so Shield of Fury is not very good. Instead we use Echoing Fury to get a ton of Attack Speed, which gives us a lot of DPS. It also lets us cast Fist of the Heavens and Justice faster and the runs become a lot smoother.

In this version we don't have permanent Akarat's Champion, so you need to pay more attention when it's down, otherwise you might lose your Squirt's Necklace buff.

The gameplay is pretty straightforward: you rush through the rift with Steed Charge looking for Elites and juicy packs of trash mobs. When you arrive to the pack of mobs, cast Fist of the Heavens once and (if there's elites in the pack also Justice) and start blasting with Heaven's Fury.

Your supports need to pay a lot of attention to hard CC they are using. Ideally only the zMonk uses it in the rift. They need to group up the mobs by using Cyclone Strike once and then blind them with Blinding Flash when you arrive and are ready to attack. zBarb is never allowed to Furious Charge into mobs and zHD shouldn't have any hard CC equipped at all.

When all buffs are up, you should kill most trash in 2-3 hits, while Elites will need 5-10. You need to stop to kill something quite often to keep Echoing Fury stacks. It's very important for these runs that you are always moving and always killing stuff. If you slip up just a little bit it all goes downhill really fast. You start losing buffs, mobs become CC immune, without kills your Attack Speed is super slow, and then when you don't kill Elites fast enough they cast their spells and you lose Squirt's Necklace buff as well. What should've been a 3-4 second fight will instead take you 20.

While it's best to play in 4-player party, this build can function very well with just one support. It can be any support, they need to do two things: group up the mobs and blind, immobilize or stun them. Any support can do it (Ground Stomp Wrenching Smash on zBarb, Cyclone Strike and Blinding Flash on zMonk, Bolas with Leonine Bow of Hashir and Caltrops Torturous Ground on zDH), although if you had to pick one, zMonk is probably the best. You will need to adjust the build a little bit depending on which supports you are missing and also run lower tier.

When playing without zMonk you'll have to drop Squirt's Necklace for The Flavor of Time.

Without zBarb's War Cry and Ignore Pain you need more defense to keep Squirts Necklace so, so you have to switch Bastions of Will to Obsidian Ring of the Zodiac plus Convention of Elements and Leoric's Crown to St. Archew's Gage.

zDH mostly provides damage buffs, so you just need to go 3-4 tiers lower if you're playing without one.

Group RGK
4-man RGK

Rift Guardian Killer's (RGK) job is to kill the Rift Guardian at the end of the run. In season 22 most 4man groups will opt to run zDH instead of zMonk, and so we have to use Endless Walk instead of the usual Squirt's Necklace. In groups we no longer need to run our own CC skill, since support Barb's Ground Stomp takes care of that. In the free skill slot we use Iron Skin Flash for extra toughness and mobility. In this build we play 32s Akarat's Champion rotation, so you need to get at least 64.5% CDR (with Gogok of Swiftness).

In the rift your job is just to exist. If you play with zMonk, just sit in the Inner Sanctuary, without Monk run around to keep your Endless Walk in defense mode and try to survive. If you feel tanky enough you can also run around a bit and help pulling mobs with Draw and Quarter.

In lower tiers (or at high Paragon) you can deal somewhat relevant damage in the rift, especially if your zBarb stuns during Holy. Make sure to stack Shield of Fury on all the Elites you encounter, so that you are ready to DPS at any time.

The Rift Guardian fight is fairly simple: all you have to do is make sure that you cast Steed Charge followed by Fist of the Heavens in the last second of Fire and that you have enough Wrath to do your 9 casts of Heaven's Fury during Holy. When off-Holy you can freely alternate between Fist of the Heavens and Heaven's Fury, just make sure to get your Wrath back and then you can try to squeeze out an extra bit of DPS. You should activate Akarat's Champion exactly at the start of every other Holy, so that on every rotation you have full overlap on 35% damage buff.

Three Rift Guardians are bugged: Infernal Maiden, Perendi and Vesalius. These bosses don't take periodic damage from Fissures. In order to generate Wrath while fighting them you need to make use of Lightning Arc part of Fissure. To do that you need to put Fissures away from each other otherwise there will be no lightning. The best way to do it is by placing 3 fissures: one to the left, one to the right and one directly on top of the boss. All 3 of these bosses also like to teleport around so you will need to pay a lot of attention to your Wrath and repeat this 3 fissure pattern if necessary.

This setup is quite greedy and is going for maximum damage so survivability can become an issue, especially during the rift. To help with that you can swap Leoric's Crown for Aquila Cuirass in the cube (you will need 2 more CDR rolls to hit the breakpoint!). Another good survivability option is switching Holy Cause to Indestructible.

At high Paragon (3500+), you can choose to disregard the CDR breakpoint entirely and just use only one cast of Akarat's Champion during entire bossfight. First do a rotation without AC, then activate it at the start of the second one and kill the boss on the third. This however, will result in a downtime on your Laws of Valor, making you even more squishy!

If you play in a group with zMonk you can utilize Squirt's Necklace. In this setup Stone of Jordan replaces The Compass Rose. It gives a lot of Elite Damage and also lets us stack Fire Damage on gear and use Magefist in the cube. We still deal damage during Holy Convention of Elements cycle!

In any setup you can choose between Prophet and Hasteful runes on your Akarat's champion, depending on how tanky you feel.

Group TK
Triple Support TK + RGK

This variant of the build is played in triple support team, taking on both Trash Killer (TK) and Rift Guardian Killer (RGK) roles. Two of your supports will always be zBarb and zDH and the third one can be either zMonk or zNec. In Season 22 we can play both Shield of Fury and Norvald's Fervor set. This makes Area Damage not so good but it's still useful. However, the build is strong enough to function without it, and this way you can worry less about lags. In this variant we play 32s Akarat's Champion rotation, so you need 64.5% CDR.

Your need to follow the rotation tied to your Convention of Elements. Activate Akarat's Champion exactly at the start of every other Holy cycle, so that you have the buff on every DPS rotation. Sit in the middle of the pull to maximize Pain Enhancer stacks and cast Fist of the Heavens for Wrath and Heaven's Fury to stack up Shield of Fury. Be careful to not put it on top of too many enemies, this skill can be very laggy with Area Damage! At the beginning of Physical cycle use Steed Charge and start attacking with Heaven's Fury to spawn an Oculus Ring. After it spawns cast Fist of the Heavens some more to refresh your Aegis of Valor (2) Bonus. One second before Holy use Steed Charge to move into an Oculus Ring and start blasting. At the same time your zBarb needs to use Ground Stomp to pull monsters together and stun them for your Bracer of Fury. It's very important that nobody else in the group applies any hard Crowd Control to monsters, as that will make the stun very short!!!

On the Rift Guardian, the gameplay is exactly the same as 2h RGK, except you also need to use Steed Charge one second before your Holy cycle.

The version you can see above is intended for groups with zMonk. It uses Leoric's Crown because zMonk provides a ton of toughness and recovery. If you are playing with a zNec, then you will need some extra toughness so Aquila Cuirass goes into the cube instead. To still keep the 32s rotation, you need a couple extra CDR rolls. Luckily you can just drop some Critical Hit Chance for it without losing any damage, because Brittle Touch gets you to 100% Crit anyway!

At very high Paragon (5000+), you can switch to Akarat's Champion Hasteful for more Attack Speed.

Video Guide


Shield of Fury

  • Applies a stack every time Heaven's Fury deals damage. Cannot apply stacks to the same target more often than once every 0.9/APS seconds.
  • Stacks are lost when the target leaves combat. Normal mobs and elites lose stacks when you move too far away or change zones. Bosses never lose stacks. Additionally, some mobs can dispel stacks even when you are fighting them: Terror Demons lose stacks when entering invisibility, Morlu Legionaries lose stacks when they enter their stone form.
  • Damage bonus from stacks doesn't interact with Area Damage in any way. AD procs from debuffed targets deal unbuffed damage, same for AD procs versus debuffed targets.

Fate of the Fell

  • Adds two extra beams to Fires of Heaven in a shotgun pattern.
  • Hitting the same target with more than 1 beam deals extra damage.
  • The beams' hurtbox extends inside and slightly behind crusader.

Bracer of Fury

  • The damage bonus is only active while the target is CC-ed. All the normal CC-related considerations apply.
  • Some Rift Guardians can ignore your CC, reducing you damage by a factor of 5 (Vesalius is immune to blinds, Erethon ignores Judgment more often than not).

Attack Speed

The important question that needs to be answered to determine the value of Attack Speed is "How many times can I cast Heaven's Fury during my Holy Convention of Elements cycle?". For answer refer to the following table:


Window refers to how close to the start of Holy your first attack must be. For example with 30 frames breakpoint you attack exactly 2 times per second, meaning that in 4s you can attack 8 times, and if your first attack lands anywhere in the first 29 frames of Holy, then the 8th will land before Holy is over. As you can see, some breakpoints actually increase your DPS by adding extra attacks, while others only make it easier to perform a DPS rotation correctly. To convert in-game Attack Speed into FPA values, refer to d3planner or read the full Attack Speed Mechanics Guide.


  • Stack CDR to keep up the defensive buffs
  • Don't recast the buffs until they almost run out
  • Only use CC skills directly before your Holy rotation
  • Don't die 4Head

It's ya boy Northwar