Rating +2 Shockadin PTR 2.40 Build Regular Hybrid BBCode Link Edit Delete

Skills Blessed Hammer Thunderstruck Blessed Hammer Cost: 10 Wrath



Summon a blessed hammer that spins around you, dealing 320% weapon damage as Holy to all enemies hit. Thunderstruck The hammer is charged with lightning that occasionally arcs between you and the hammer as it spirals through the air, dealing 60% weapon damage as Lightning to enemies caught in the arcs.

Provoke Too Scared to Run Provoke Cooldown: 20 seconds

Generate: 30 Wrath



Taunt all nearby enemies and instantly generate an additional 5 Wrath for every enemy taunted. Taunted enemies will focus their attention on you for 4 seconds. Too Scared to Run Taunted enemies have their attack speed reduced by 50% and movement speed Slowed by 80% for 4 seconds.

Akarat's Champion Prophet Akarat's Champion Cooldown: 90 seconds



Explode with the power of your order, increasing your damage by 35% and increasing your Wrath regeneration by 5 for 20 seconds. Prophet Gain 150% additional Armor while Akarat's Champion is active.



The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.

Iron Skin Flash Iron Skin Cooldown: 30 seconds



Your skin turns to iron, absorbing 50% of all incoming damage for 4 seconds. Flash If you take damage while Iron Skin is active, your movement speed is increased by 60% for 5 seconds and you can move through enemies unhindered.

Laws of Valor Critical Laws of Valor Cooldown: 30 seconds



Active: Empower the Law, granting you and your allies 15% increased Attack Speed for 5 seconds.



Passive: Recite the Law, granting you and your allies 8% increased Attack Speed.



Only one Law may be active at a time. Critical Active: Empowering the Law also increases your Critical Hit Damage by 50%.

Falling Sword Part the Clouds Falling Sword Cost: 25 Wrath

Cooldown: 30 seconds



Launch yourself into the heavens and come crashing down on your enemies, dealing 1700% weapon damage to everything within 14 yards of where you land.



This ability does not start its cooldown until after its effects expire. Part the Clouds You build a storm of lightning as you fall which covers the area you land on for 5 seconds. Lightning strikes random enemies under the cloud, dealing 605% weapon damage as Lightning and Stunning them for 2 seconds.

Blunt Blunt Increase the damage of Justice and Blessed Hammer by 20%.

Indestructible Indestructible When you receive fatal damage, you instead become immune to damage, gain 35% increased damage and gain 107284 Life per Kill for 5 seconds.



This effect may occur once every 60 seconds.

Heavenly Strength Heavenly Strength You can wield a two-handed weapon in your main hand while bearing a shield in your off hand.



Your damage dealt is reduced by 20%.

Finery Finery Gain 1.5% Strength for every gem socketed into your gear.



Kanai's Cube

Johanna's Argument Legendary Flail Primary Stats +36–44 Strength +3 Random Magic Properties Secondary Stats Increase the attack speed and damage of Blessed Hammer by 100 % . One of 7 Magic Properties (varies) +(6–7)–(8–9) Arcane Damage +(6–7)–(8–9) Poison Damage +(6–7)–(8–9) Lightning Damage +(6–7)–(8–9) Holy Damage +(6–7)–(8–9) Cold Damage +(6–7)–(8–9) Fire Damage +(6–7)–(8–9) Damage Johanna's Argument

Gabriel's Vambraces Legendary Bracers Primary Stats Critical Hit Chance Increased by 1.5–2.0 % +3 Random Magic Properties Secondary Stats When your Blessed Hammer hits 3 or fewer enemies, 75–100 % of its Wrath Cost is refunded. One of 3 Magic Properties (varies) +24–29 Dexterity +24–29 Strength +24–29 Intelligence Gabriel's Vambraces

Wyrdward Legendary Ring Primary Stats +4 Random Magic Properties Secondary Stats Lightning damage has a 25–35 % chance to Stun for 1.5 seconds. One of 3 Magic Properties (varies) +85–108 Dexterity +85–108 Strength +85–108 Intelligence Wyrdward



This is only a slight variation of the normal Hammerdin build. The obvious difference is the shift from holy to lightning damage. The main gear changes are the Ancient Parthan Defenders and Gabriels Vampbraces, the Ring of Royal Grandeurand the wyrdward, and the Schaefers Hammer.





-Wrist choice-

Gabriels are pretty much a necesity in any blessed hammer build but I really wanted the addition of the parthans. Slotting the gabriels is going to generally be more optimal unless you get a godlike pair of gabriels. If you're finding you're not needing the survivability then dropping the parthans defenders could be an option also. If parthans is dropped i think the best option would be to drop RoRG, cube hammer jammers, and pick up either unity or zodiac ring.

-Ring choice-

The wyrdward is a little funny, but with all of the lightning zapping around the stun goes off pretty frequently. I think dropping this would take a fair amount from the build even if you dropped the parthans defenders. The RoRG could easily be swapped out for something else if you decide against using parthans. Like I stated earlier, dropping parthans you could also drop the RoRG and swap it for unity or Obsidian Ring of the Zodiac.

-Weapon Choice-

I've been playing with this only a little bit so I definitely welcome input on it. There are two huge downsides to using Schaefers hammer, first is the necesity of using the Heavenly strength passive which decreases damage by 20%, the second is schaefers rolls without main stat a lot so you will often have to enchant it to have it. I haven't gotten a good fulminator or thunderfury yet but I would be willing to bet that either with the Fervor passive would be comparable if not better. This section is probably going to receive an edit after further testing.

Paragon Priorities

Core Movement Speed Maximum Resource Primary Stat Vitality Offense Critical Hit Damage Attack Speed Critical Hit Chance Cooldown Reduction Defense Resist All Life Armor Life Regeneration Utility Resource Cost Reduction Area Damage Life on Hit Gold Find

I could be slighty off on these, there may be a more optimal way to do them but I don't think it's a huge deal. The big ones are definitely max resource and resource reduction. Because of law of valor I think crit chance isn't necesarily worth getting over other.