Mundunugu Spirit Barrage Witch Doctor Guide

Spirit Barrage Solo Push


The Mundunugu's Regalia is the most recent addition to the Witch Doctor's repertoire and, despite its funny name, the set itself is no joke at all. It focuses around releasing big Area of Effect (AoE) bursts with a specific setup and timing, and can therefore deal devastating damage. As such, it is very powerful as a trash clearer in groups, especially when paired with a capable support Barbarian that can stack enemies tightly together for you.

The main damaging mechanic in this build is Spirit Barrage Phantasm paired with The Barber. While the exact mechanics are quite complicated and require a lengthy explanation (see Mechanics), the overall idea is simple: make a pull, place three Phantasms on the ground, wait a few seconds, and then cast three Phantasms more to release the accumulated damage of the previous Phantasms as an instantaneous explosion. The more enemies are in the area and the longer you wait, the stronger the resulting explosions will be. Especially in very densely filled Greater Rifts and while playing in groups with a support Barbarian stacking enemies with Ground Stomp Wrenching Smash, you can unleash devastating damage combos, one-shotting whole elite packs even all the way up to Greater Rift 150.

The build is overall quite tanky and has great evasive capabilities with Spirit Walk and Grave Injustice. Luckily, you have Big Bad Voodoo Ghost Trance following you around most of the time, thanks to the Mundunugu's Regalia (2) Bonus, to provide valuable healing and defense! Being such an immensely AoE-focused build, single target damage is a bit lacking but improved by Gazing Demise giving you massive damage bonus to Spirit Barrage and specifically to Manitou. The Barber is the core item of all setups at hand; it essentially redirects the damage done to a single target to all targets within a certain radius, which is the main reason why the build scales with the amount of targets hit so well.

Keep in mind that if you intend to push to the highest Tiers in solo with this build, it can be extremely RNG-dependant. The highroll-potential is extraordinary, meaning you can do extremely well in the good rifts and extremely terribly in the bad rifts. The build itself does not benefit from Area Damage as most others do (as The Barber explosion has a proc coefficient of 0), however it replicates Area Damage with its AoE explosion in an even stronger way.

All in all, the build is one of the top dogs in the game right now, with excellent AoE capabilities that makes it strong for groups and a formidable pushing build. It has a lot of interesting, unique mechanics and a very high skill ceiling if you are looking for a build that can challenge you as a player, but the core concepts are easy to learn. For Nephalem Rifts and Bounties, it blows most of the other WD builds away and is quite competitive with other top Tier builds such as Multishot Demon Hunters or Whirlwind Barbarians. If you are looking for a strong WD build that can do it all with a few variations, you have chosen the right one here.

Unique Playstyle ✔
Insane AoE damage ✔
Rewarding Explosions ✔
Rewards Excellent Gameplay ✔

❌ Difficult Execution
❌ Sensitive to Fishing
❌ Complicated Mechanics
❌ Low Single Target Damage

Core Setup

Core Item Build


  • The Mundunugu's Regalia set provides upwards of 20,000% damage bonus to Spirit Barrage, your main damage ability.
  • Ring of Royal Grandeur in the cube will allow to wear the Captain Crimson's Trimmings set using the Belt and one other piece of your choosing (Pants or Boots).
  • The Barber is the main item behind the special mechanics of the build, as well as giving a huge 500% damage bonus. Playing around its effect is the key aspect of the build.
  • Gazing Demise adds another up to 150% damage increase on top of buffing your Manitou's attack speed (overall ~x20 damage increase for that rune).
  • Ring of Emptiness activated by Locust Swarm Pestilence adds another 300% damage increase.
  • Lakumba's Ornament goes along with Sacred Harvester and Soul Harvest Languish for a total of 30% bonus Intelligence, 100% Armor and 60% damage reduction, constituting as your main source of defences.

Season 24 Ethereals

Ethereals are powerful rare weapons that can only be found during Season 24. They have incredible stats, a random Legendary power, and a free passive for your class. Read our Ethereal Mechanics Guide for full details on how they work and our Ethereal Farming Guide to learn how to acquire them. What you should prioritize on them is the following:

  1. The Legendary Power
    This build requires The Barber and Sacred Harvester to be functional. We need our Ethereal to roll one of these powers so we can cube the other. We also want a good roll on our Legendary power if it has a range. For speed content it is always helpful to have Ethereals with Echoing Fury, In-geom or Messerschmidt's Reaver powers, so keep those if you find them.
  2. The Ethereal Itself
    There are 3 different weapons available to us, each with its own benefits:
    • Arioc's Needle - Gives 200% multiplicative damage increase to "Decay" skills including Spirit Barrage along with awesome damage stats.
    • Ghostflame - Not useful for this build because it only buffs "Secondary" skills.
    • The Gidbinn - Not useful for this build because it only buffs "Voodoo" skills.
  3. The Ethereal Stat Rolls
    Each Ethereal comes with its own fixed set of powerful affixes. While some have a static value, many have a wide stat range. This means the difference between good and bad rolls is significant and something you should look for.
  4. A Useful Passive
    This is just icing on the cake because a fifth passive is not going to make or break your build. You're better off hunting for the things above. Check out the Passives section down below to see which ones you're looking for.

Global Stat Priorities

You want to stack a medium amount of Cooldown Reduction (CDR) to ensure decent uptime of Spirit Walk and Big Bad Voodoo, as these two skills will keep you alive. The faster you kill enemies, the less Cooldown Reduction you need because you will reset them via Grave Injustice. Typically anywhere between two to four CDR rolls on your items is fine, the more the merrier. What you will usually use is the Flawless Royal Diamond in your Helm slot and 10% from Paragon Points as well as 20% extra from the Captain Crimson's Trimmings set, comfortably putting you above 50% or more in total. There are no diminishing returns for CDR in our setup; it even grants us a decent separate multiplier via Captain Crimson's Trimmings (3) Bonus. Play with as much as you feel comfortable with for solo pushes.

Other than that, you want to stack damage stats wherever possible, especially Critical Hit Chance and Damage, Cold Damage, Spirit Barrage Damage. Area Damage is entirely useless in this build (and actively avoided in groups including in Paragon Points). Increased Attack Speed is good for solo pushing especially; as it still is a separate multiplier for Pets and it helps out with reaching certain Breakpoints. In Solo you want to end up at the 21 FPA Breakpoint of Spirit Barrage, which requires you to play 7% Increased Attack Speed on your Main-Hand and additional 52% Increased Attack Speed from other sources (Paragon Points, primary affixes on your gear as well as Gogok of Swiftness). For group play you only want 7% Increased Attack Speed on your Main-Hand; the rest of the Attack Speed is granted via Pain Enhancer.

As for defences we aim for Armor on Pants, Boots, and Chest mixed in with some Vitality and perhaps Elite Damage Reduction on Chest. In addition to its regular benefits, Resource Cost Reduction is also a decent defensive option due to the set synergy, especially on Mundunugu's Descendant. Physical, Lightning or Arcane Resistances as a secondary affix are generally useful to have. Life Regeneration, Life per Hit are not really useful as most of your healing is coming automatically from Big Bad Voodoo Ghost Trance. Mana Regeneration, despite being included in the Mundunugu's Regalia (6) Bonus, is neither useful for resources nor as an actual DPS increasing primary affix (around 0.3% per roll). Try to get some Crowd-Control Reduction rolls on your jewelry since the build is very vulnerable against these elite affixes.

Use Flawless Royal Topaz or Flawless Royal Amethyst in your Chest and Pants sockets additional damage or toughness, respectively. At very high Paragon (4000+), these gems can also be replaced with Flawless Royal Ruby for extra Armor, as you can simply add more Vitality from Paragon Points. For more detailed information, check the D3Planner links or the individual item stat priorities below.

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 Mundunugu's Regalia 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 Mundunugu's Regalia set
  2. Gazing Demise
  3. Goldwrap and Krelm's Buff Belt
  4. Nemesis Bracers, Warzechian Armguards and Lakumba's Ornament
  5. Aquila Cuirass
  6. Frostburn
  7. Ring of Emptiness, Convention of Elements, Rechel's Ring of Larceny and The Compass Rose

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

  1. Ceremonial Knives to get The Barber, Voo's Juicer and Sacred Harvester
  2. Swords to get In-Geom
  3. Maces to get Echoing Fury
  4. Amulets to get Squirt's Necklace, The Flavor of Time and The Traveler's Pledge
  5. 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
  • Act 3: Avarice Band
  • Act 4: Can drop any bounty item from any act
  • Bounty Turn In: Recipes for Captain Crimson's Trimmings, Cain's Destiny and Sage's Journey

Item Stat Priorities

Main-HandArioc's Needle
The Barber
Sacred Harvester
Voo's Juicer
Echoing Fury (Cubed)
In-geom (Cubed)
1. Socket Ramaladni's Gift
2. Damage Range
3. Attack Speed
4. Damage %
5. Cooldown Reduction
6. Intelligence
Off-HandGazing Demise
Shukrani's Triumph
1. Critical Hit Chance
2. Spirit Barrage Damage
3. Cooldown Reduction
4. Intelligence
5. Vitality
6. Mana Regeneration
HelmMundunugu's Headdress1. Spirit Barrage Damage
2. Socket Flawless Royal Diamond
3. Intelligence
4. Critical Hit Chance
GlovesMundunugu's Rhythm
Frostburn (Cubed)
1. Critical Hit Chance
2. Critical Hit Damage
3. Cooldown Reduction
4. Attack Speed
5. Intelligence
ShouldersMundunugu's Descendant
Homing Pads
1. Intelligence
2. Cooldown Reduction
3. Resource Cost Reduction
4. Vitality
5. Life %
Chest Mundunugu's Robe
Aquila Cuirass (Cubed)
1. Sockets Flawless Royal Amethyst
2. Intelligence
3. Armor
4. Elite Damage Reduction
5. Vitality
6. Life %
PantsMundunugu's Decoration
Captain Crimson's Thrust (Crafted)
Hexing Pants of Mr. Yan
1. Intelligence
2. Sockets Flawless Royal Amethyst
3. Vitality
4. Armor
BootsMundunugu's Dance
Captain Crimson's Waders (Crafted)
1. Spirit Barrage Damage
2. Intelligence
3. Vitality
4. Armor
Ring 1Ring of Emptiness
Ring of Royal Grandeur (A1 Bounties, Cubed)
Avarice Band (A3 Bounties)
1. Socket
2. Critical Hit Chance
3. Critical Hit Damage
4. Cooldown Reduction
5. Attack Speed
6. Damage Range
Ring 2The Compass Rose
Convention of Elements
Rechels Ring of Larceny
1. Socket
2. Critical Hit Chance
3. Critical Hit Damage
4. Attack Speed
5. Damage Range
6. Cooldown Reduction
BracersLakumba's Ornament
Nemesis Bracers
Warzechian Armguards (Cubed)
1. Cold Damage
2. Critical Hit Chance
3. Intelligence
4. Vitality
5. Armor
6. All Resistance
AmuletThe Traveler's Pledge
Squirts Necklace
The Flavor of Time
1. Socket
2. Critical Hit Damage
3. Cold Damage
4. Critical Hit Chance
5. Damage Range
6. Attack Speed
7. Cooldown Reduction
8. Intelligence
BeltCaptain Crimson's Silk Girdle (Crafted)
Krelms Buff Belt
1. Intelligence
2. Vitality
3. Life %
4. Armor
PotionBottomless Potion of the Unfettered To avoid Crowd Control effects during your DPS phases


  • Bane of the Trapped is the best DPS gem and applies by default in this build, since Spirit Barrage applies its slow before the damage instance.
  • The second gem will be Gogok of Swiftness (if you want a good mix of offense and defense) or Pain Enhancer (full offense especially in high-end pushing and group play).
  • Other choices are Bane of the Stricken for solo pushing, Boon of the Hoarder for Torment farming and Zei's Stone of Vengeance as an extra DPS option in group Greater Rifts. Esoteric Alteration can be used for extra damage reduction when you are feeling squishy or if you are playing on hardcore. Molten Wildebeest's Gizzard is a great choice to protect your Squirt's Necklace either for speedfarming or when pushing in groups.


  • Spirit Barrage Manitou is our main skill. Phantasm is given for free by Gazing Demise and will deal the bulk of the damage.
  • Locust Swarm Pestilence to enable the Ring of Emptiness effect.
  • Spirit Walk Jaunt or Severance for movement, survival and to activate the Mundunugu's Regalia (4) Bonus.
  • Big Bad Voodoo Ghost Trance will keep you alive and provide a small damage boost.
  • Soul Harvest Languish for massive damage and damage reduction buffs with Sacred Harvester and Lakumba's Ornament.
  • The final slot is open and can be filled with different options. Typically Piranhas Piranhado is used to apply debuffs and pull enemies together, which synergizes well with the overall playstyle. In groups, it's possible to use Sacrifice Provoke the Pack as another additive damage buff. Zombie Dogs can be spawned by changing to Big Bad Voodoo Boogie Man or equipping Summon Zombie Dogs.


  • Rush of Essence provides us with infinite resources.
  • Grave Injustice reduces our cooldowns when you kill enemies, allowing a very high uptime of Spirit Walk and Big Bad Voodoo.
  • Defensive choices are Swampland Attunement (very strong in high density, but leaves you vulnerable to Lightning and Arcane), Blood Ritual (free Life Regen and 25% toughness boost when paired with Captain Crimson's Trimmings), Bad Medicine (could be used in groups to also help out teammates), Spirit Vessel (to help prevent deaths in tough situations).
  • Other offensive and utility options include Confidence Ritual (main DPS passive), Gruesome Feast (best passive in the game).
  • Finally, Creeping Death can be used to change the setup slightly. It allows you to use the Cloud of Insects on Locust Swarm for damage reduction and Pain Enhancer stacks (as any Physical DoT counts as Bleed) or apply a 20% multiplicative damage buff with Haunt Poisoned Spirit or infinite Life Regen through Haunt Consuming Spirit. Just keep in mind that the DoTs will disappear when you move too far away (around 1.5 screens) and will have to be reapplied. In large pulls, it will take a while even with multiple casts of Locust Swarm.
  • Avoid Pierce the Veil when using Captain Crimson's Trimmings as the extra resource costs will increase your damage taken.

Paragon Points

1. Movement Speed 1. Critical Hit Damage 1. Armor1. Resource Cost Reduction
2. Intelligence2. Critical Hit Chance2. Life %2. Life per Hit
3. Vitality (up to 800k Life)3. Cooldown Reduction3. All Resistance3. Pickup Radius
4. Maximum Mana14. Attack Speed4. Life Regeneration4. Area Damage2

1 Only consider if you play Aquila Cuirass and don't have sufficient Resource Cost Reduction.
2 Avoid any source of Area Damage as this build doesn't scale with it and it can lag the game.


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 mainstat (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. Followers share 20% of their Experience, Magic and Gold Find stats with you.
  4. Legendary gems do not work on followers, except Esoteric Alteration and Mutilation Guard.
  5. 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.
  6. Cooldown Reduction does not work for any follower skill except the Templar’s Heal.
  7. Followers never deal significant damage; you’re on your own to clear the content.

With these in mind, let’s get into our recommendations for this build.

T16 Enchantress

T16 Enchantress

For T16 we recommend this Enchantress setup because she is the only follower that gives Cooldown Reduction, allowing you to spam your abilities more. Since this is T16 content, she’ll stay alive with Esoteric Alteration and Mutilation Guard and use Hand of the Prophet to gain all skills. This will give us Cooldown Reduction, Elemental Damage, Reduced Damage from Ranged Attacks, Armor, Attack Speed, and a Cheat Death.

Stat Priorities:

Since we do not have the immortality focus, we need to stack survivability on our Enchantress.

Intelligence > Vitality > Life % > Armor > All Resistance > Life Per Hit > Attack Speed.

Key Items:

  • The Flavor of Time: For double duration on Pylons.
  • Nemesis Bracers: For extra Elites, Death’s Breaths and In-geom procs.
  • Avarice Band: For the insane pickup radius.
  • Ring of Royal Grandeur: To complete our sets.
  • Gloves of Worship: For 10 Minute Shrine Buffs.
  • Sage’s Journey: For double Death’s Breaths.
  • Cain’s Destiny: For 25% more Greater Rift Keystones.

Speed GR Enchantress

Speed GR Enchantress

For speed Greater Rifts we recommend this Enchantress setup because she is the only follower that gives Cooldown Reduction, allowing you to spam your abilities more. Since this is speed content, she’ll stay alive with Esoteric Alteration and Mutilation Guard and use Hand of the Prophet to gain all skills. This will give us Cooldown Reduction, Elemental Damage, Reduced Damage from Ranged Attacks, Armor, Attack Speed, and a Cheat Death.

Stat Priorities:

Since we do not have the immortality focus, we need to stack survivability on our Enchantress.

Intelligence > Vitality > Life % > Armor > All Resistance > Life Per Hit > Attack Speed.

Key Items:

  • The Flavor of Time: For double duration on Pylons.
  • Nemesis Bracers: For more progression from Elites.
  • Oculus Ring: For 85% increased damage.
  • Ice Climbers: To make your follower immune to Freeze and Immobilize effects.
  • Hellfire Ring, Leoric's Crown and Cain's Destiny: For more Experience and Attack Speed.

GR Pushing Templar

GR Pushing Templar

For Greater Rift pushing we recommend this Templar setup for the sustain from Heal, 10% increased damage from Onslaught, and the very powerful cheat death mechanic from Guardian. This is the only follower build that stacks Cooldown Reduction because it works with Heal. Since we take the immortality relic, we do not need any survivability stats.

Stat Priorities:

Since we have the immortality relic, we do not need to stack survivability on our Templar.

Strength > Cooldown Reduction > Attack Speed.

Key Items:

  • The Flavor of Time: For double duration on Pylons.
  • Nemesis Bracers: For more progression from Elites.
  • Oculus Ring: For 85% increased damage.
  • Unity: For 50% damage reduction if you're also wearing one.
  • Ice Climbers: To make your follower immune to Freeze and Immobilize effects.
  • Leoric's Crown and Captain Crimson's Trimmings: For more Cooldown Reduction on Heal.


  • Spirit Barrage has to be used with care and not always spammed. Doing so will usually actively reduce your overall DPS.
  • Activate Big Bad Voodoo when it's ready and you are engaging in a difficult fight. Usually you should be able to keep it up almost all the time when getting enough kills with Grave Injustice.
  • Use Spirit Walk to move through enemies that are in the way, for defense, to dodge affixes and projectiles or similar. Don't waste the cooldown when you are not in danger.
  • When making a pull, engage enemies by walking or with Locust Swarm, then group them up using Piranhas Piranhado. Make sure that Locust is applied to everything for the Ring of Emptiness effect.
  • Put your 3x Phantasm on top of each other where you intend to pull enemies together.
  • Stand still as much as possible to increase the offensive damage bonus from Endless Walk. Time your Spirit Walk with the incoming damage and your Phantasm explosions to reset the cooldown immediately (Grave Injustice won't work if the skill is still active).
  • Pull/kite more enemies together as your initial Phantasms are ticking on the pull. Try to spawn an Oculus Ring by killing exactly one target (or as few as possible) by recasting Spirit Barrage on top of the stack of enemies until you see one.
  • Run into the Oculus circle and wait there for as long as possible or until you feel like you have enough accumulated damage to finish everything off already. After 10 seconds, the Phantasm will detonate automatically, otherwise re-cast the skill 3 times.
  • In longer fights: re-apply Locust Swarm regularly (at least once every 6-8 sec).
  • Maximize your temporary damage buffs (Oculus Ring, The Traveler's Pledge, maybe Convention of Elements) during the accumulation phase. It's irrelevant if you have them during the detonation, which will count all individual ticks with their individually active buffs together.
  • In single target situations: Position yourself close enough to stay in range for Manitou as it will deal the bulk of the DPS here.


Witch Doctor is typically not the best class to play in hardcore as you have no immunity to Crowd Control and only limited defensive utility skills with long Cooldowns. Nevertheless, the build is overall fairly tanky and should have no big issues if you are mindful about elite affixes. Don't forget to use the Spirit Vessel passive at all times!


Nephalem Rifts
Nephalem Rifts

If you don't have any Ethereal item use In-Geom or The Barber.

Mundunugu's Regalia constitutes one of the best Nephalem Rift farmer for the Witch Doctor class. Spirit Barrage Manitou continuously attacks for you even while you are moving; all the multipliers from Gazing Demise, the set itself as well as Squirts Necklace provide such a massive damage boost that it's not necessary for you to worry for the accumulation mechanics of The Barber. You can use Phantasms to accumulate extra damage on Elites and the Rift Guardian. Molten Wildebeest's Gizzard protects Squirts Necklace.

Keep up Big Bad Voodoo and Soul Harvest at all times, spam Horrify when near enemies and use Spirit Walk for extra mobility. You will run at an insane pace due to all the Movement Speed buffs, effectively making you fly through Nephalem Rifts, while Goldwrap with Boon of the Hoarder and Avarice Band will grant you invincibility. On tough elite enemies and the Rift Guardian, use Locust Swarm to apply Ring of Emptiness.

When you do longer Torment 16 sessions, you can kill the first few monsters with Big Bad Voodoo active, summon some Zombie Dogs from the Boogie Man rune and then swap the rune to either Slam Dance or Ghost Trance. The dogs will stay permanently and keep your Fierce Loyalty active.

While playing in groups when you can't have the Cain's Destiny effect from your follower, it's possible to kill the boss yourself by accumulating some damage with Phantasm, then swapping items to get the set bonus and detonating them. Even without the Munudunugu's Regalia (6) Bonus active at that moment they will explode for their entire accumulated damage that includes the big multiplier. Be aware that even with great execution, it will not always work and requires a bit of practice to do well.

When you play in groups, replace Warzechian Armguards with Nemesis Bracers and Stone of Jordan with Avarice Band.

If you don't want to deal with Locust Swarm, you can drop it for Sacrifice Provoke the Pack. This way you can improve your overall AoE-DPS when rushing through the rift at the cost of slightly lower nuke potential on the elites.


If you don't have any Ethereal item use The Barber.

Mundunugu's Regalia constitutes one of the best Bounty setups for the Witch Doctor class. Spirit Barrage Manitou continuously attacks for you even while you are moving; all the multipliers from Gazing Demise, the set itself as well as Squirts Necklace provide such a massive damage boost that it's not necessary for you to worry for the accumulation of The Barber's mechanics.

Keep up Big Bad Voodoo and Soul Harvest at all times, spam Horrify when near enemies and use Spirit Walk for extra mobility. You will run at an insane pace due to all the Movement Speed buffs, effectively making you fly through Bounties.

If you want to optimize your runs, you can kill the first few monsters with Big Bad Voodoo active, summon some Zombie Dogs from the Boogie Man rune and then swap the rune to either Slam Dance or Ghost Trance. The dogs will stay permanently and keep your Fierce Loyalty active.

If you feel too squishy, you can replace Gogok of Swiftness with Boon of the Hoarder and Lakumba's Ornament with Goldwrap and run a version similar to the Torment 16 setup. This will leave you very vulnerable against bosses, which should preferably be completed by someone else. For more consistent toughness at the cost of mobility, you can replace Shukrani's Triumph with Sacred Harvester.

GR Solo Push
Mundunugu Solo Push

If you don't have any Ethereal item use Voo's Juicer, Sacred Harvester or The Barber.

This is the setup described in the main sections of the guide. While the potential of this build is very high, you can expect to plug-in a lot more keys than most other builds before you get a playable rift to push very close to your GR limit, but once all the stars align, it will be smooth sailing.

The most common mistake newer players commit in this setup is attempting to kill monsters while simply holding down Spirit Barrage continuously. The playstyle requires you to pull monsters via Locust Swarm Pestilence and herd them via Piranhas Piranhado and afterwards place Phantasms on top of the pull.

You must use Spirit Walk in a well-timed fashion, while accumulating, and reset its cooldown immediately via Grave Injustice. Getting the above standing rotation and timings down properly is key in terms of survivability. Simply mindlessly spamming Spirit Barrage not deal enough damage and get you killed.

On the Rift Guardian, you can spam Spirit Barrage as much as you want, as the benefit of accumulating is too small to outweigh the possibility of the boss moving/teleporting out of the area. Just make sure to dodge dangerous attacks, keep up Locust Swarm and stay in range for Manitou. Don't be surprised when the boss "suddenly" explodes at some point - that's the accumulation of Manitou dealing potentially minutes worth of damage all in one hit once it's able to finish off the target.

Be aware that due to a bug Phantasms spawned while you are in Spirit Walk will not accumulate any damage until the effect ends, so avoid this as much as possible.

If you are feeling too squishy, change Confidence Ritual to a defensive option such as Swampland Attunement, Jungle Fortitude or Spirit Vessel. For even more survivability, you can also replace Bane of the Trapped with Esoteric Alteration at a heavy loss of damage. Preferably, add more Vitality through Paragon instead.

At lower Paragon (below 2,000) you can swap Voo's Juicer with Sacred Harvester. This will result in roughly 70% toughness boost and lower your DPS potential by around 2 Tiers. You will also have to replace a passive for Rush of Essence for another useful.

GR Speeds
Speed Greater Rift Setup

If you don't have any Ethereal item use Sacred Harvester or The Barber.

This setup can be both run in solo as well as in groups. When in Solo GR speeds make sure to run the Manitou rune on Spirit Barrage. In groups speeds, you can also use that rune as long as the game is not lagging. Gameplay wise there is no difference. Speed GRs with this build are typically running slightly slower and slightly higher Tiers than most other builds due to the slow-paced nature of the build.

Keep up Soul Harvest and Big Bad Voodoo at all times, apply Locust Swarm to all enemies and don't worry too much about accumulating damage for too long. In solo runs or without supporters doing it for you, group enemies with Piranhado and spam Phantasms into the pull. You need to get a feel for how much damage you need to blow up elites depending on the pull size, timing is everything!

If you want to speed things up at a heavy cost in toughness, Echoing Fury will grant 75% Attack Speed after killing only 5 enemies, giving your newly spawned Phantasms a beefy damage boost.

You can also replace Piranhado with Sacrifice Provoke the Pack and change to Big Bad Voodoo Boogie Man to continuously spawn Zombie Dogs, which you'll immediately explode and turn into 100% additional additive damage. This is usually the preferred choice in groups when you have additional defensive buffs and supporters grouping up enemies for you.

For even faster, lower Tiers you can go with Rechel's Ring of Larceny and Horrify Stalker instead of Convention of Elements and Piranhado.

GR Group Trash Killer
4man Trash Killer

If you don't have any Ethereal item use Sacred Harvester or The Barber.

Mundunugu's Regalia is likely one of the best, if not the best, scalable group build in the game; the additional power potential is granted via extraordinary team coordination and execution. Extremely well executed Pixelpulls by the zBarb will create amazing density and your Pain Enhancer supplies you with an incredible amount of Attack Speed.

The tricky part in this setup is the timing with Sacrifice Provoke the Pack and Summon Zombie Dogs. You want to preferably have 5 stacks of the damage buff before casting your three Spirit Barrage Phantasms that will detonate the pull. You can achieve this via clever scheduling of events to reset your cooldowns via Grave Injustice:

  1. Cast Summon Zombie Dogs.
  2. Wait for Summon Zombie Dogs to cool down while moving to a new position and let the supports set up a new pull.
  3. Cast Locust Swarm and start weakening the monsters with a few careful Phantasm casts. You don't want to kill anything just yet, you just want to get ready to spawn an Oculus Ring at the right moment later. Make sure to replace the Phantasms inside of the pull early enough by recasting them far away and don't kill all the small trash monsters or you will sabotage own DPS!
  4. As your Convention of Elements Physical cycle approaches its end, apply Locust Swarm again and place a Phantasm into the middle of the pull.
  5. Cast Sacrifice three times (granting 3 stacks). Cast Summon Zombie Dogs immediately afterwards. Cast Sacrifice twice (granting additional 2 stacks).
  6. Place three Spirit Barrage Phantasms, which snapshot your 5 stacks granting you +100% additive damage for the entire duration and detonate the Phantasm from step 4.
  7. At this point you should be close to finishing the Poison cycle and most likely see an Oculus Ring. Move into it with Spirit Walk and stand still as much as possible for Endless Walk to accumulate the most damage during the Cold cycle.
  8. After the end of the Cold cycle, recast a single Phantasm to blow up most of the pull. DON'T detonate the remaining two just yet - give your zBarb a second or two to pull in more enemies with Grond Stomp Wrenching Smash before you do so! This way you can expand the AoE-effect and clear more monsters in one go.
  9. Once the Phantasms explode, make sure you are in range with Grave Injustice to reset Summon Zombie Dogs. Immediately recast Summon Zombie Dogs.
  10. Either move to a new position and start from 2. or you immediately continue to DPS starting from 3. yet again.

Generically speaking you want to create an Oculus Ring before your main accumulation phase. You don't actually require to have it active for the detonation, as all ticks of every individual Phantasm are calculated and stored with all buffs/debuffs present as they accumulate.

The standard setup includes Frostburn and Zei's Stone of Vengeance and is supported by a zBarb and a zDH. Keep in mind that Zei's grants its first stage at 0 yards (not 10) and its last stage at 40 yards (not 50). It's safe to assume that you'll usually be able stay at 20 yards range for most targets, granting you stage 3. Additionally, there is a bug where Frostburn applies it's Cold bonus twice for Spirit Barrage Phantasm yielding 40% additional Cold damage.

If you want to add more toughness to the setup, you have the option to replace either Frostburn with Aquila Cuirass, Zei's Stone of Vengeance with Esoteric Alteration or the (typical) zDH with a zMonk (going by order of impact for both damage loss & toughness gain). Especially for groups starting out with the Witch Doctor or at low Paragon (2000 or less) one of these options can make sense. Having a very offensive setup is no use if you don't get to finish your rotations properly.

Video Guide


Spirit Barrage Phantasm & Pets Mechanics

  • Despite all appearances, Spectres from Phantasm are treated as pets, but yet obey to very specific rules, often acting like a pet, and sometimes not, leading to several unique interactions.
  • Like other pets, Attack Speed is a separate damage multiplier for Phantasms.
  • Similarly, Spirit Barrage damage affix on your equipment is counted as a separate damage multiplier for Phantasm. This reason alone makes Voo's Juicer a solid item choice due to its fifth affix that grants 45-60% Spirit Barrage damage.
  • On the contrary, Ring of Emptiness, an item specifically designed to work with non-pet abilities only, does buff Spirit Barrage Phantasm damage.
  • Mask of Jeram and Enforcer are not increasing Spirit Barrage Phantasm damage anymore since the Season 21, launched alongside the patch 2.6.9.
  • On a sidenote, Frostburn's legendary affix granting "Cold skills deal 15-20% increased damage" double dips on Phantasm damage, for a total of 40% additional Cold damage.

Spirit Barrage Phantasm + The Barber

  • You can have 3 Phantasms at a time.
  • They last for 10 seconds, ticking once every 0.5 seconds.
  • With The Barber equipped, they will deal no damage while on the ground. Instead, they will accumulate that damage (as in: add up / remember what they would have done) and then release it in the final explosion at the end of the duration (with the extra damage multiplier).
  • Casting Spirit Barrage while you have 3 Phantasms active will detonate the oldest one (with its accumulated damage).
  • Each tick is scaled by Attack Speed (sheet APS being a separate damage multiplier), making Pain Enhancer your strongest DPS gem by far in high density situations.
  • The Attack Speed multiplier snapshots for each Phantasm individually upon casting. Moving out of the pull and therefore losing Pain Enhancer stacks will not reduce the Attack Speed multiplier of already placed Phantasms.
  • All damage buffs are dynamically calculated for each tick during the accumulation phase with the exception of Sacrifice Provoke the Pack, which is snapshotted upon Phantasm cast. This means that you accumulate (wait) during DPS buffs like Oculus Ring or Convention of Elements and detonate afterwards. You won't need to have those buffs when the Phantasms explode.
  • The explosions cannot proc Area Damage, hence why it's not taken as a stat and actively removed from Paragons in groups to reduce lags.

Spirit Barrage Manitou + The Barber + Gazing Demise

  • Casting Spirit Barrage once will activate Manitou, an eerie ghost sentry hovering above your head.
  • Manitou lasts 20 seconds and shoots 2 projectiles per second (for up to 40).
  • With 3 active Phantasms, the attack speed is improved by ~5x (~200 projectiles per 20 seconds).
  • The Attack Speed is fixed and adding more to the character does not improve damage any further.
  • In conjunction with Voo's Juicer, the numerous projectiles from Manitou are effectively triggering the effects of The Spirit is Willing and Phlebotomize runes.
  • When accumulating for long periods of time on the same target (especially Rift Guardians), you will not see any damage done to the enemy until the The Barber explosion is released.
  • Running out of range or dying will release the explosion.
  • Manitou will immediately explode as soon as enough damage has been accumulated to finish off the target, so no time can be lost by waiting too long. You can not overkill a target (accumulate for too long).
  • If there are more than one nearby enemy, Manitou will randomly switch targets and create tiny The Barber explosions all the time. Especially in high group Greater Rifts, you should avoid using the rune since all of your damage will come from Phantasm - this will help reduce the lags.

Spirit Barrage Phantasm + Sacrifice Provoke the Pack

  • Zombie Dogs can be created through Summon Zombie Dogs Life Link, Grasp of the Dead Death Is Life or Big Bad Voodoo Boogie Man.
  • Provoke the Pack needs to be cast in succession before your 3 Phantasms that are supposed to accumulate.
  • This buff is snapshotted for the whole duration of each Spirit Barrage Phantasm.
  • You can have a maximum of 5 stacks at a time.

Locust Swarm

  • When applied, Locust Swarm will jump to another nearby enemy once every second.
  • When using the Creeping Death passive, this effect will stay permanently as long as you are in range. It will fade when you move ~1.5 screens away.
  • The Cloud of Insects rune can be used to apply bleed to enemies for Pain Enhancer, as any Physical DoT effect will provide the extra Attack Speed effect.

Piranhas Piranhado

  • This ability is one of the few ways in the game to pixelpull enemies.
  • If used on top of enemies, it will pull others close but not pixel them.
  • In order to get the best pull possible, it should be used on a spot with no other nearby enemies.

Gruesome Feast

  • Each stack, received upon picking up a Health Globe, has its own duration.
  • You need 5 globes every 15 seconds or one Health Globe every three seconds to keep it at full power.
  • The Intelligence bonus stacks additively with Soul Harvest's bonus.
  • Intelligence bonuses are snapshot at the start of each Phantasm cast.

In-Depth Spirit Barrage Phantasm Analysis & Breakpoints

There is an attack speed anomaly, where simply holding down and channeling Spirit Barrage will significantly decrease your overall DPS. The entirety of these mechanics have been unraveled in this reddit post. The takeaway is to simply never channel unless your are fighting the Rift Guardian; additionally, if you fight the Rift Guardian make sure to not channel while having Speed Pylon since it will reduce your DPS by ~33%. The full Breakpoint table for Spirit Barrage can be found here. A relative comparison of the DPS of the possible playstyle can be seen here:

The repository for creating all relevant plots and information can be found here:


  • Don't stand still and simply channel Spirit Barrage.
  • Timing your rotations is key and incredibly rewarding.
  • Use Spirit Walk when it's truly needed.
  • Wait for your group to correctly setup a dense pull for you to DPS.
  • Enjoy this powerhouse of a Witch Doctor build!

Good Luck!
Original guide by sVr & wudijo with special help from Chewingnom. Revisions & updates by wudijo.