Vyr-Chantodo is one of the fastest, most reliable and agile Wizard builds out there. It's inherently tanky, specifically after its initial Archon stack ramp up, and is therefore one of the best builds for intermediate players to push their limits on the leaderboards for the very first time. While Vyr-Chantodo is accessible for newer players, the overall playstyle allows enough room for exceptional players to shine. Vyr-Chantodo is a Wizard's definition of "easy to learn, hard to master".
"Easy to learn, hard to master."
— Any Vyr-Chantodo Wizard in History
Vyr-Chantodo comes in many variants and forms. This guide will cover a variant for farming Nephalem Rifts, Speed Greater Rifts as well as one for pushing Greater Rifts and provide all necessary information for you to build it and explain all its mechanics for you to master it. Unfortunately, due to its dependency on Archon's long cooldown, it's not recommended to attempt to start a season as Vyr-Chantodo as long as you don't have a group carrying you through the early stages. Without the necessary cooldown, you won't reset Archon in time, meaning you won't be able to kill Elites to gain Death's Breath to roll your items into more Cooldown Reduction: it's a vicious cycle. Overall these are the build's strengths and weaknesses:
Very Tanky ✔ Beginner Friendly ✔ Fast Paced Playstyle ✔ Rewards Excellent Gameplay ✔ Very Consistent in Greater Rifts ✔ Excellent Rift Guardian Matchups ✔
❌ Bad Season Starter ❌ Terrible Bounty Build ❌ Complicated Item Mechanics ❌ Not Area Damage Compatible ❌ Heavy Cooldown Dependency ❌ No Sage's Journey Cross-Over
Vyr-Chantodo is comprised of two sets: Vyr's Amazing Arcana and Chantodo's Resolve. Both Sets evolve around Archon, which is the reason they synergize very well with each other leading to an overall Snowball effect with Archon stacks. Due to Archon's significant cooldown your highest priority primary affix is Cooldown Reduction (CDR); your target is to have CDR on all items except the Amulet, unless you are playing The Flavor of Time, and one Ring. Increased Attack Speed % (IAS) should only be rolled on Chantodo's Will; it's useless on all other Slots due Vyr's Amazing Arcana (4) Bonus granting plenty of IAS. A full list of item slot priorities can be found below.
Items We are always equipping the entire Chantodo's Resolve set as well as Vyr's Amazing Arcana set; depending on the variant we'll sometimes equip Ring of Royal Grandeur such that we can fit in a The Swami and in other variants will equip the 6th piece Vyr's Sightless Skull. Fazula's Improbable Chain is always equipped due to its incredible synergy with Vyr's Amazing Arcana granting up to 50 stacks upon jumping into Archon. For certain variants it's possible to cube Fazula's, however, its effect is always incorporated in any variant.
Global Stat Priorities While there is no specific overall Cooldown Reduction (CDR) value to reach, nor is there any specific Attack Speed Breakpoint to hit, you should aim to have to CDR on all items except the Amulet, unless you are playing The Flavor of Time. You are only required to have an Attack Speed (IAS) roll on your Chantodo's Will, since that specific roll is multiplicative while other instances of Attack Speed are additive. IAS, as a primary affix, is useless on all other item slots due Vyr's Amazing Arcana(4) Bonus granting plenty of IAS. You entirely omit Area Damage, since Wave of Destruction does not work with it.
Assembling the Build
1. Do the Challenge Rift for the materials to cubeLegendary Powers. You can complete this once a week for additional resources and we always update the guide for you!
2.Gather the full Vyr's Amazing Arcana 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.
Create level a 1 Demon Hunter and upgrade 1-Handed Swords to get In-Geom
Rings to get Obsidian Ring of the Zodiac, Halo of Karini and Convention of Elements
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 3: Avarice Band
Act 4: Can drop any bounty item from any act
Bounty Turn In: Recipes for Captain Crimson's Trimmings set
6. This build heavily relies on CDR to chain Archon so when starting out you need to include extra CDR items such as In-Geom and Obsidian Ring of the Zodiac which will be later phased out when you get better gear. With those items you can comfortably farm Nephalem Rifts or low GRs where you can find all the remaining items you need for different variants of the build. From that point on spend your mats improving your set pieces, getting ancient weapon etc.
Item Stat Priorities
Chantodo's Will The Furnace (Cubed) Messerschmidts Reaver (Cubed)
1. Damage Range 2. Socket Ramaladni's Gift 3. Cooldown Reduction 4. Attack Speed 5. Damage % 6. Intelligence
1. Critical Hit Chance 2. Critical Hit Damage 3. Cooldown Reduction 4. Intelligence
Vyr's Sightless Skull The Swami
1. Socket Flawless Royal Diamond 2. Critical Hit Chance 3. Intelligence 4. Vitality
Vyr's Grasping Gauntlets
1. Cooldown Reduction 2. Critical Hit Chance 3. Critical Hit Damage 4. Intelligence
The only Legendary Gem that is default included in all variants is Bane of the Trapped (BotT), which is a nice separate multiplier and has some great synergies with Vyr-Chantodo. Specifically the Cold Wave of Destruction applies a slow before the damage instance is calculated, which means that BotT has permanent uptime on all targets; this means that it's not a necessity to be within 15 yards of an enemy.
For Solo Greater Rift Pushing Bane of the Stricken must be included to kill Greater Rift Guardians within a reasonable timeframe. As a rule of thumb, one should incorporate Stricken once Rift Guardian fights take longer than two minutes.
The third viable damage option is Gogok of Swiftness which grants us the necessary Cooldown Reduction, specifically during Solo Pusing, to safely omit Obsidian Ring of the Zodiac.
Bane of the Powerful is an acceptable addition for Speed Greater Rifts or Nephalem Rifts, however, it's not recommended for pushing variants due to its subpar uptime.
For Nephalem Rifts Boon of the Hoarder is always a default include specifically due to its amazing synergy with Avarice Band.
Lastly, Zei's Stone of Vengeance is a feasible choice, which, in contrary to its description, grants its first stage benefit at 0 yards and not 10 yards.
Black Hole Absolute Zero increases our Cold damage by quite a lot. This buff persists when you enter Archon, however, times out after 10 seconds.
Archon Slow Time is our main ability. The Slow TimeMUST be selected else you'll lose out on a lot of damage (see Mechanics).
Slow Time Time Warp provides a very nice defensive layer against projectiles after dropping out of Archon and a nice 15% additive damage boost before jumping into it.
Magic Weapon Deflection has a amazing synergy with Archon since it grants a shield instance for each ability used in Archon (including Teleport etc.). The shields are protecting your hit points from taking actual damage protecting the damage buff of Squirt's Necklace.
Storm Armor Shocking Aspect is needed to proc the defensive capabilities of Halo of Karini. Shocking Aspect has the best overall uptime while Scramble grants a nice Movement Speed buff.
Arcane Torrent Static Discharge is our best ability to proc Obsidian Ring of the Zodiac and gain stacks of Chantodo's Resolve.
The beloved Wizard class has some great passives to choose from, however, a few of these are so excellent that we straight up must include these since they are simply too good to pass up on:
Firstly, Evocation granting us 20% Cooldown Reduction, which immensely helps out with Archon's significant cooldown.
Secondly, Audacity, which provides us with a separate 1.3 multiplier if and only if our target is within 15 yards. The restriction, to fight within melee range, is not only imposed via Audacity itself, but also via the Vyr's Amazing Arcana(6) Bonus (Archon Blast radius is 15 yards to gain a stack) as well as Bane of the Stricken (which stacks faster with left-click).
Thirdly, Galvanizing Ward, which grants a massive shield leading to better Squirt's Necklace uptime in conjunction with Ashnagarr's Blood Bracer.
Lastly, one has the choice between Illusionist, which works with Archon Teleport and grants a comfortable Movement Speed buff, and Unstable Anomaly, which provides us with a second life in those situations where we all overstay our welcome.
1. Movement Speed
1. Critical Hit Damage
1. Resource Cost Reduction
2. Critical Hit Chance
2. Life %
2. Pickup Radius
3. Cooldown Reduction
3. All Resistance
3. Life per Hit
4. Maximum Arcane Power2
4. Attack Speed
4. Life per Second
4. Area Damage
1 Only add Vitality if you feel squishy (not more than 500 recommended). 2 Do not assign points here (unless you have resource issues on the Rift Guardian in Solo Push).
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, Cooldown Reduction for more Heals and Block Chance for more on-block procs. The Items are:
Enchanting Favor to make the Follower immortal
Oculus Ring for 85% multiplicative damage boost
Justice Lantern for additional Block Chance
The Ess of Johan to pull mobs together
Eun-jang-do to freeze the Rift Guardian
Freeze of Deflection for extra freeze chance on the Rift Guardian
The idea of the build revolves around entering and re-entering Archon as soon as possible to build up Archon stacks and overlap them with The Swami. In Greater Rifts you want to click Archon as soon as possible, make sure to activate Storm Armor and Magic Weapon first though, without caring too much for building up Chantodo's Resolve stacks. You are very squishy in your first rotation, and each time you drop out of Archon, which is when Slow Time as well as Black Hole come in real handy as defensive abilities.
After your first rotation you should be fairly comfortable and tanky meaning it should be fairly easy to get up to 20 Chantodo's Resolve stacks without the feel of being threatened. Keep in mind to repeatedly press button 1 while in Archon (600ms cooldown) due to it granting additional stacks via the Vyr's Amazing Arcana (6) Bonus as well as some decent shielding via Magic Weapon.
For Hardcore I recommend using Esoteric Alteration instead of Zei's Stone of Vengeance and incorporate the passives Unstable Anomaly and Galvanizing Ward at all times. Early season Ashnagarr's Blood Bracer will help quite a lot even in Nephalem Rifts.
Concept & Gameplay Vyr-Chantodo is a decent Nephalem Rift farmer. Its strongest suit is likely its fast paced movability with Teleport. For your very first Archon rotation you should stack up to 20Chantodo's Resolve stacks with Explosive Blast and Arcane Torrent. For any rotation afterwards, 4-8 stacks should suffice once you are overlapping Archon stacks with The Swami.
Setups Boon Of the Hoarder with Avarice Band and Goldwrap is commonly used recipe for making yourself incredibly tanky, especially in very early seasonal gameplay. Even though the shields from Magic Weapon Deflection are fairly small, due to the aforementioned combination of items your toughness will skyrocket once you pickup gold. These small shields will scale with your current toughness meaning they will do an excellent job of protecting your Squirt's Necklace.
The weapon slot in cube, Messerschmidt's Reaver, is interchangeable with In-Geom. In-Geom will yield a lower cooldown on Teleport while Messerschmidt's will allow you to play the build with less overall CDR on gear. This choice here purely comes down to personal preference.
Once you have found decent gear, grinded a decent amount of Paragon (3000+) and likely augmented your gear, you can make certain changes to improve your overall efficiency by a bit via trading damage for utility. This setup trades Goldwrap, Squirt's Necklace for Krelms Buff Belt and Stone of Jordan. Warzechian provides an amazing Movement Speed buff, which will have close to permanent uptime. Squirt's Necklace is dropped in this scenario due to its poor uptime without Goldwrap at the beginning of a Nephalem Rift (when damage matters the most). Stone of Jordan is a fine DPS choice, however, if you want to feel more comfortable, especially at the start of a Nephalem Rift, feel free to swap it out for a Halo of Karini.
GR Solo Speeds
Concept & Gameplay Vyr-Chantodo is a decent XP farmer in Solo Speeds. Its strongest suit is likely its fast paced movability with Teleport. For your very first Archon rotation you should stack up to 8-10 Chantodo's Resolve stacks with Explosive Blast and Arcane Torrent. Make sure to not focus any elites in your very first rotation; you must kill trash monsters to reset your Archon via Messerschmidt's Reaver. For any rotation afterwards you must go up to 20 Chantodo's Resolve stacks once you are overlapping Archon stacks with The Swami.
Both Explosive Blast and Arcane Torrent instances, that were casted out of Archon, are capable of granting you new Chantodo's Resolve stacks for your next rotation, since those are lingering around and hitting monsters even after your transformation into Archon. We incorporate Nemesis Bracers to spawn elites on Pylon clicks, to progress faster within the Greater Rift.
Setups Since we are not using a Obsidian Ring of the Zodiac, we won't have the capability to reset Archon on the Rift Guardian fast enough to overlap stacks with The Swami. The idea is to kill the Rift Guardian in exactly one Archon rotation; if you are incapable of doing so consistently you must either reduce the Greater Rift Level you are attempting to run or swap out Convention of Elements for Obsidian Ring of the Zodiac.
Another, bit more cut-throat, setup is to swap Obsidian Ring of the Zodiac for Halo of Karini and Messerschmidts Reaver for Echoing Fury; this mitigation for consistency trade-off makes the beginning of each rift significantly harder though.
GR Solo Push
Concept & Gameplay Upon entering a Greater Rift you immediately activate Storm Armor and Magic Weapon; you won't be able to survive long enough to build up to 20 Chantodo's Resolve stacks for your first rotation. In your first couple of rotations you want to focus on using left-click and Archon blast (button 1) to stack your Archon stacks as quickly as possible. During this phase you should refrain from using right-click since it builds up Archon stacks significantly slower than the melee punch; if at all you may use right-click to aggro monsters early on. This is due to the fact that Archon's Disintegration Wave (right-click) snapshots your character's attack speed upon entering Archon, any Increased Attack Speed gained (or lost) during Archon will have no effect on its tick rate.
After leaving Archon you want to place a defensive Slow Time as well as Black Hole to ensure your safety. With perfect Cooldown Reduction rolls your Archon will have 5.4 seconds downtime, which is more than enough to get 20Chantodo's Resolve stacks. Recast your Black Hole right before entering Archon to refresh the Cold damage buff.
For the Rift Guardian fight you should make sure to regularly range the boss enough to re-proc your Halo of Karini in time with Storm Armor. Additionally, you want to purely use Archon's melee punch to stack Bane of the Stricken on the Rift Guardian, since its Disintegration Wave (right-click) suffers from a penalty due to it being a channeling skill.
The Legendary and Set effects in Vyr-Chantodo are a bit more complicated than the average build from any other class; but that's nothing a Wizard can't handle, right?
Vyr's Amazing Arcana (2) Bonus, which grants all runes of Archon, has a special interaction with "Arcane / Cold / Fire / Lightning skills deal X% more damage", which unfortunately leads to unintuitive mechanics. Let's first take a closer look at how this specific set bonus functions with Archon itself. Upon clicking Archon the three Archon specific abilities (Blast, Strike and Disintegration Wave) have their Elemental Damage Type determined by your currently highest element. This Elemental Damage Type will not change in this Archon instance even if your highest element changes during Archon. As an example let's assume you have "Arcane skills deal 20% more damage" and "Fire skills deal 15% more damage" equipped. Once you transform into Archon all your three abilities will be Arcane, deal 20% more damage and remain Arcane until the end of your Archon.
Everything is fine and dandy up until now; however, it get's a bit tricky once you gain "Arcane / Cold / Fire / Lightning skills deal X% more damage" from other sources that might time out while you are in Archon. In an follow-up scenario (see D3Planner right) assume that, before entering Archon, you use Spectral Blade Flame Blades to gain additional "Fire skills deal 30% more damage". Upon entering Archon, you'll have 45% Fire and 20% Arcane. Your three Archon abilities will be Fire for the entirety of Archon, yet, 5 seconds into Archon your Spectral Blade Buff will have been dropped resulting in 15% Fire and 20% Arcane. In the remaining 15 seconds you'll only be buffed by 15% Fire (not by 45% Fire). In summary, for Archon abilities, this means: The Elemental Type of your Archon abilities is snapshotted while the Elemental Damage Bonus is fully dynamic.
One would assume—and quite frankly hope—that the Wave of Destruction by Chantodo's Resolve follows the same exact interaction. Sadly this is not the case. In the second example (15% Fire, 20% Arcane equipped while buffed with 30% Fire from Spectral Blade Flame Blades) Wave of Destruction will be Fire for the first 5 seconds of your Archon and it will change to Arcane for the next 15 seconds. In other words the Elemental Type of Wave of Destruction is dynamic to your highest element. While this seems fairly intuitive there is an unfortunate mechanic with its Elemental Damage Bonus. Whether or not the Elemental Damage Bonus applies to Wave of Destruction, depends one the Archon rune that is selected on the skill bar. A Cold Wave of Destruction only benefits from "Cold skills deal X% more damage" if and only if the Archon Slow Time (Cold rune) is selected on the skill bar; this general rule applies regardless whether Vyr's Amazing Arcana (2) Bonus is equipped or not (so even if one is granted all runes). This is showcased in the D3Planner to the left, where Wave of Destruction would not gain any benefits from "Cold skills deal X% more damage" nor from Black Hole Absolute Zero effect.
All Archon Abilities snapshot their Elemental Type upon Archon cast to your current highest element.
Each Archon Abilities' damage is dynamic with itscurrent Elemental DamageBonus (according to itsElemental Type) which is not always yourcurrent highest element.
Archon Strike's attack speed is fully dynamic with Increased Attack Speed by %. Any IAS gained during Archon will speed up Archon Strike and any IAS lost will slow it down.
Archon Disintegration Wave tick rate is snapshotted upon entering Archon. Any IAS gained (or lost) during Archon will have no effect on its tick rate. The 50 stacks granted from Fazula's Improbable Chain will be accounted for.
Activating Archon will consume all Chantodo's Resolve stacks immediately; however, any lingering abilities, such as Explosive Blast and Arcane Torrent, that were casted out of Archon, will already grant you new Chantodo's Resolve stacks for your next rotation.
The Element Type of Wave of Destruction fromChantodo's Resolve is dynamic and matches your current highest element at all times.
Wave of Destruction from Chantodo's Resolve benefits from Elemental Damage Bonus if and only if an Archon rune with the same Element Type is selected on the skillbar. Selecting an incorrect rune on Archon will lead to Wave of Destruction not gaining any Elemental Damage Bonus even though "all runes" are granted via Vyr's Amazing Arcana (2) Bonus.
Wave of Destruction has your current Attacks per Second (from your details sheet) as a separate damage multiplier. The faster you attack, the harder it hits. This multiplier caps out at 5.0 Attacks per Second with a value of 5.0 * 1/1.75 = 2.857. Any further Increased Attack Speed by % past that point will not increase Wave of Destructions damage anymore.
Activating Archon will consume all Chantodo's Resolve stacks immediately; however, any lingering abilities, such as Explosive Blast and Arcane Torrent, that were casted out of Archon, will already grant you newChantodo's Resolve stacks for your next rotation.
Bane Of The Trapped
Bane Of The Trapped applies to all targets hit by Wave of Destruction, if its Elemental Damage Type is Cold. The chill from the wave applies before the damage instance is calculated; each target hit will automatically take more damage from BotT.
Vyr-Chantodo is a great all-rounder, but sucks at Bounties.
Make sure to always equipp Slow Time on your Archon. A-L-W-A-Y-S!
haha Vyr-Chantodo go brrrrrrrrrrrrrrrrrrr!
Credits to LouLou for refining the GR Solo Speed variant with a different, more cut-throat, setup!