Diablo II Resurrected Skills | Assassin Skill Tree

Diablo 2 Resurrected | Assassin Skill Tree


Assassin Skill Tree

There are 3 Skills Tree found

Martial Arts Skills Skill Tree
Tiger Strike image
Dragon Talon image
Fists of Fire image
Dragon Claw image
Cobra Strike image
Claws of Thunder image
Dragon Tail image
Blades of Ice image
Dragon Flight image
Phoenix Strike image
Skill Name Required Level Effect First Level Stat
Tiger Strike
  • Tiger Strike Required Level: 1
  • Tiger Strike Prerequisites: None
  • Charge-Up Skill Consecutive hits add damage bonuses to finishing moves. Must use a dragon finishing move or normal attack to release charges.

    Cast Delay: None

    This skill is good for single targets. Each of the successive charges magnifies the damage potential, so that with 3 charges going the damage, when released, can become quite impressive. It shines especially in normal and nightmare when physical damage is not reduced, however with a high damage weapon (or weapons) it can also be formidable in hell. It is one of the charge up skills that does NOT require claws, which has inspired some Tiger Strike builds to use high damage two handed weapons. Using one or more claws, however, it will get the attack rating and damage bonuses from claw mastery if skilled.

    Lvl 1
    Bonus Attack 15%
    Charge 1 Bonus Damage 100%
    Charge 2 Bonus Damage 200%
    Charge 3 Bonus Damage 300%
    Dragon Talon
  • Dragon Talon Required Level: 1
  • Dragon Talon Prerequisites: None
  • Finishing Move Kick your enemies out of your way. Addas charged-up bonuses to the kick

    Cast Delay: None

    For this skill, an initial kick is what you get with one point, progressive skill levels will grant a followup kick on multiples of 6.

    Lvl 1
    Number of Kicks 1
    Kick Damage 5%
    Attack Rating 20%
    Fists of Fire
  • Fists of Fire Required Level: 6
  • Fists of Fire Prerequisites: None
  • Charge-Up Skill Consecutive hits add fire to finishing moves. Can only be used with claw-class weapons. Mus use a dragon finishing move or normal attack to release charges.

    Cast Delay: None

    Releasing one charge of Fist of Fire results in a small fire damage explosion effect 1m or less in diameter. Releasing two charges of Fist of Fire results in a short lived (half a second or less) aoe group of explosions about 5m in diameter. Releasing three charges of Fist of Fire results in a (5m diameter) aoe of 9 patches of fire that remain on the ground for approximately 3 seconds. (The amount of damage per second listed in the skill description for the third charge is only that of 2 of the 9 patches of fire.)

    Lvl 1
    Bonus Attack 15%
    Charge 1 Fire Damage 6-10
    Charge 2 Fire Radius (yards) 2.6 Yards
    Charge 3 Fire Damage 9-15
    Dragon Claw
  • Dragon Claw Required Level: 6
  • Dragon Claw Prerequisites: Dragon Talon
  • Finishing Move Slice and dice your enemies with your dual claw-class weapons. Adds charged-up bonuses to both claw attacks

    Cast Delay: None

    Lvl 1
    Bonus Damage 50%
    Bonus Attack 40%
    Cobra Strike
  • Cobra Strike Required Level: 12
  • Cobra Strike Prerequisites: Tiger Strike
  • Charge-Up Skill Consecutive hits add life and Mana stealing to finishing moves. Must use a dragon finishing move or normal attack to release charges.

    Cast Delay: None

    Cobra Strike is a charge up that allows the assassin to lifesteal with the one charge, lifesteal and manasteal with two charges, and lifesteal and manasteal moreso with three charges. As such, if an assassin has a good physical damage and attack rating, Cobra Strike can sustain life and mana fairly dependably. However, since lifesteal and manasteal are reduced by 1/2 in nightmare and 2/3 in hellmode, and since monster damage resistances go up in hell (and in nm as well for some cases), the result is that Cobra Strike works best in normal.

    Lvl 1
    Bonus Attack 15%
    Charge 1: Life Stealing 40%
    Charge 2: Life and Mana Stealing 40%
    Charge 3: Life and Mana Stealing 80%
    Claws of Thunder
  • Claws of Thunder Required Level: 18
  • Claws of Thunder Prerequisites: Fists of Fire
  • Charge-Up Skill Consecutive hits add lightning damage to finishing moves. Can only be used with claw-class weapons. Must use a dragon finishing move or normal attack to release charges.

    Cast Delay: None

    Lightning is perhaps the most powerful element in Hell mode both because of its high damage and because most lightning resistance can be removed with runeword infinity equipped on a merc. This being the case, Claws of Thunder can be an amazing skill at high skill level, synergized, and using infinity.

    Lvl 1
    Bonus Attack 15%
    Charge 1 Lightning Damage 1-80
    Charge 2 Nova Damage 1-30
    Charge 3 Charged Bolt Damage 1-40
    Dragon Tail
  • Dragon Tail Required Level: 18
  • Dragon Tail Prerequisites: Dragon Talon , Dragon Claw
  • Finishing Move Knock back your enemies with an explosive kick. Adds Charged-Up bonuses to the kick.

    Cast Delay: None

    Lvl 1
    Fire Damage 50%
    Bonus Attack 20%
    Blades of Ice
  • Blades of Ice Required Level: 24
  • Blades of Ice Prerequisites: Fists of Fire , Claws of Thunder
  • Charge-Up Skill Consecutive hits add Cold damage to finishing moves. Can only be used with claw-class weapons. Must use a dragon finishing move or normal attack to release charges.

    Cast Delay: None

    Releasing one charge of Blades of Ice results in a small cold damage effect 1m or less in diameter that will damage only the mob it was released on. Releasing two charges of Blades of Ice results in a short lived (half a second or less) aoe; the aoe consists of a group of 7-9 ice damage patches about 7m in diameter total. Mobs in the aoe(that are not immune to cold) will take damage and become chilled (appear blue and attack and move more slowly). Releasing three charges results in the same aoe effect, but the mob that the charges were released on will become frozen in place; the duration depends on the skill level. Special mobs can't be frozen.

    Lvl 1
    Bonus Attack 15%
    Charge 1 Cold Damage 15-35
    Charge 2 Cold Radius 4
    Charge 3 Freeze Duration 4
    Dragon Flight
  • Dragon Flight Required Level: 24
  • Dragon Flight Prerequisites: Dragon Talon , Dragon Claw , Dragon Tail
  • Finishing Move Teleport to your enemies and destroy them with a kick. Adds Charged-up bonuses to the kick.

    Cast Delay: 1 Second

    Dragon flight allows you to teleport to mobs that are in your line of site. You can't telport through walls, however you can teleport across rivers or over some other physical boundaries (stairs or other levels of a structure) as long as there is a mob there that you have site of. The animation is slow (23 frames) and it is easily interupted.

    Lvl 1
    Attack Rating 100%
    Kick Damage 100%
    Phoenix Strike
  • Phoenix Strike Required Level: 30
  • Phoenix Strike Prerequisites: Tiger Strike , Fists of Fire , Cobra Strike , Claws of Thunder , Blades of Ice
  • Charged-Up Skill Add elemental noveas to finishing moves. Must use a dragon finishing move or normal attack to release charges.

    Cast Delay: None

    Phoenix Strike launches the active charge, not all three charges at once. So if you have it built up to Charge 2, Chaos Lightning will be released.

    Lvl 1
    Attack Rating 15%
    Charge 1 Meteor Damage 22-44
    Charge 2 Chain Lightning Damage 1-45
    Charge 3 Chaos Ice Bolt Damage 17-35
    Fire Explosion Damage 14-23
    Shadow Disciplines Skills Skill Tree
    Claw Mastery image
    Psychic Hammer image
    Burst of Speed image
    Weapon Block image
    Cloak of Shadows image
    Fade image
    Shadow Warrior image
    Mind Blast image
    Venom image
    Shadow Master image
    Skill Name Required Level Effect First Level Stat
    Claw Mastery
  • Claw Mastery Required Level: 1
  • Claw Mastery Prerequisites: None
  • Passive Effect: Improves your skill with claw-class Weapons.

    Cast Delay: None

    Claw Mastery functions like the barbarians weapon masteries by providing a passive bonus to all attacks made by the Assassin if she wields a claw weapon. The skill is great to have in that case, though whether or not to spend 20 points into it is another matter. Possibly there are other skills worth more investing in.

    Lvl 1
    Bonus Attack 30%
    Bonus Damage 35%
    Crit Chance 3%
    Psychic Hammer
  • Psychic Hammer Required Level: 1
  • Psychic Hammer Prerequisites: None
  • Use the power of your mind to create a psychic blast to crush and knock back your enemies.

    Cast Delay: None

    Psychic Hammer is close to useless. It does close to no damage, scales badly and has no synergies. It doesn't even give any synergistic effects to any other skills either. There is no way this skill will ever be useful past normal, and even before then it isn't of much use. In the early acts when it can provide decent damage, monsters are often relatively easy to kill simply by just hitting them, and there are other skills here that provide better damage and are better investments for higher levels there as well.

    Lvl 1
    Mana Cost 4
    Damage 2-5
    Magic Damage 2-5
    Burst of Speed
  • Burst of Speed Required Level: 6
  • Burst of Speed Prerequisites: Claw Mastery
  • Increases Attack And Movement Speed For A Period Of Time

    Cast Delay: None

    Burst of Speed and Fade will not work at the same time.

    Lvl 1
    Increased Attack Speed 21%
    Run/Walk Speed Bonus 23%
    Duration 120 Sec.
    Weapon Block
  • Weapon Block Required Level: 12
  • Weapon Block Prerequisites: Claw Mastery
  • Passive Effect: Chance to block when you are using dual Claw-Class Weapons.

    Cast Delay: None

    Weapon Block allows Assassins to use two Katar (or Claw Weapons) while still having Blocking. Assassins that use two Katars will want to invest heavily in this skill. Even a 1% Increase in Blocking will provide a great amount of protection.

    Lvl 1
    Chance To Block 26%
    Cloak of Shadows
  • Cloak of Shadows Required Level: 12
  • Cloak of Shadows Prerequisites: Psychic Hammer
  • Cast a Shadow to Blind nearby enemies lowering their defenses for a period of time.

    Cast Delay: None

    Darkness covers the area, forcing all monsters to stop their attacks and casts unless they are in melee range. Also lowers monsters' defense and increases your defense.

    Lvl 1
    Defense Bonus 10%
    Enemy Defense -15%
    Duration 8
    Fade
  • Fade Required Level: 18
  • Fade Prerequisites: Claw Mastery , Burst of Speed
  • Raise all resistances and resist curses for a period of time.

    Cast Delay: None

    Lvl 1
    Curse Duration Reduction 47%
    Resist All 19%
    Duration 120
    Physical Resist 1%
    Shadow Warrior
  • Shadow Warrior Required Level: 18
  • Shadow Warrior Prerequisites: Claw Mastery , Psychic Hammer , Weapon Block , Cloak of Shadows
  • Summon a Shadow of yourself that mimics your skills and fights by your side.

    Cast Delay: 6 seconds

    Lvl 1
    Mana Cost 27
    Life 376
    Attack Rating 40%
    Defense 0%
    Mind Blast
  • Mind Blast Required Level: 24
  • Mind Blast Prerequisites: None
  • Using the power of your mind stun a group of enemies and convert the Feedle-minded.

    Cast Delay: None

    Lvl 1
    Duration 10-20
    Damage 10-20
    Chance To Convert 18
    Stun Duration 2
    Venom
  • Venom Required Level: 30
  • Venom Prerequisites: Claw Mastery , Burst of Speed , Fade
  • Lvl 1
    Poison Damage 60-80
    Skill Duration 120
    Shadow Master
  • Shadow Master Required Level: 30
  • Shadow Master Prerequisites: Claw Mastery , Psychic Hammer , Weapon Block , Cloak of Shadows , Shadow Warrior
  • Summon a Powerful Shadow of yourself to fight by your side.

    Cast Delay: 6 Seconds

    The Shadow Master has Resistances when compared to the Shadow Warrior. Most players choose the Shadow Master for play past level 30 although the Shadow Warrior offers more control over which skills and spells she casts.

    Lvl 1
    Mana Cost 35
    Life 376
    Bonus Attack 40
    Resists to All 5
    Trap Skills Skill Tree
    Fire Blast image
    Shock Web image
    Blade Sentinel image
    Charged Bolt Sentry image
    Wake of Fire image
    Blade Fury image
    Lightning Sentry image
    Wake of Inferno image
    Death Sentry image
    Blade Shield image
    Skill Name Required Level Effect First Level Stat
    Fire Blast
  • Fire Blast Required Level: None
  • Fire Blast Prerequisites: Required Level: 1
  • Throw a Fire Bomb to blast your enemies to bits.

    Cast Delay: None

    Lvl 1
    Mana Cost 3
    Fire Damage 3-4
    Shock Web
  • Shock Web Required Level: 6
  • Shock Web Prerequisites:
  • Throw a Web of Lightning to shock your enemies to bits.

    Cast Delay: None

    Lvl 1
    Spikes 6
    Lightning Damage 1-10
    Blade Sentinel
  • Blade Sentinel Required Level: 6
  • Blade Sentinel Prerequisites: None
  • Set a Spinning Blade to patrol between you and target point.

    Cast Delay: 2 seconds

    Blade sentinel will not trigger % chance to cast on striking nor % chance to cast on attack effects, and will not apply open wounds.

    Lvl 1
    Duration 4
    Damage 6-10
    Charged Bolt Sentry
  • Charged Bolt Sentry Required Level: 12
  • Charged Bolt Sentry Prerequisites: Fire Blast , Shock Web
  • A trap that emits charged bolts at enemies that pass near.

    Cast Delay: None

    Lvl 1
    Damage 1-7
    Wake of Fire
  • Wake of Fire Required Level: 12
  • Wake of Fire Prerequisites: Fire Blast
  • A trap that emits waves of fire.

    Cast Delay: None

    Lvl 1
    Fire Damage 5-10
    Blade Fury
  • Blade Fury Required Level: 18
  • Blade Fury Prerequisites: Fire Blast , Blade Sentinel , Wake of Fire
  • Throw spinning blades to slice up your enemies.

    Cast Delay: None

    Blade Fury doesn't use up durability of weapons, thus qualifies for ethereal weapons.

    Lvl 1
    Mana Per Blade 1
    Damage Per Blade 8-10
    Lightning Sentry
  • Lightning Sentry Required Level: 24
  • Lightning Sentry Prerequisites: Fire Blast , Shock Web , Charged Bolt Sentry
  • A trap that shoots lightning to scorch passing enemies.

    Cast Delay: None

    Lvl 1
    Lightning Damage 1-24
    Wake of Inferno
  • Wake of Inferno Required Level: 24
  • Wake of Inferno Prerequisites: Fire Blast , Wake of Fire
  • Trap that sprays fire at passing enemies.

    Cast Delay: None

    Lvl 1
    Fire Damage Per Second 12-30
    Death Sentry
  • Death Sentry Required Level: 30
  • Death Sentry Prerequisites: Fire Blast , Shock Web , Charged Bolt Sentry , Lightning Sentry
  • Trap that shoots lightning at your enemies or explodes nearby corpses laying waste to more enemies.

    Cast Delay: None

    Lvl 1
    Lightning Damage 1-56
    Corpse Explosion Range 3.3 Yards
    Blade Shield
  • Blade Shield Required Level: 30
  • Blade Shield Prerequisites: Fire Blast , Shock Web , Charged Bolt Sentry , Lightning Sentry
  • Spinning blades slice enemies who stray too close.

    Cast Delay: None

    Using Blade Shield will reduce the durability of your weapon.

    Lvl 1
    Mana Cost 27
    Duration 20 Sec.
    Damage 1-30

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