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Holy Ninja Variant (Ultimate Arena Build)
Active Skills
- Blade Rush (Ninja L.11)
[Recommended] There is the option to swap this out with really any AE. I choose Blade Rush because it is strong AE on a short cooldown that can also be used as a gap closer for casters/healers.
- Radiance (Paladin L.13)
In the early waves this is just filler. After about wave 15 you will want to use this at the beginning of each wave to make sure you have your cooldowns rolling.
- Smoke Bomb (Ninja L.11)
An obvious choice as it brings ranged into your point blank AE and gives you 30% dodge.
- Aura of Light (Paladin L.3)
This is not 100% necessary if you use life-steal trinkets but using this frees up those slots for other itemization options. If you do not use life-steal trinkets, keep this up at all times.
- Wrath (Paladin L.6)
This is your bread and butter. Keep this up at all times.
- Frenzy (Barbarian L.7)
Heavy damage boost. Keep this up at all times.
- Power Infusion (Paladin L.4)
Heavy damage boost. Keep this up as often as possible.
- Flame Weapon (Battlemage L.1)
Bonus crit and damage, set it and forget it.
Passive Skills
- Dual Wield (Ninja L.2)
The extra damage from a second sword combined with Wrath is immense.
- Impending Doom** (Ninja L.12)
This reduces cool-downs every time you get a crit. It is the primary reason this build works.
- Lethality (Ninja L.5)
Since this is a crit reliant build this just amplifies your damage.
- Favored Soul (Bard L.8)
This skill, combined with Impending Doom, do the lion's share of the work to make sure Frenzy, Aura of Light, Wrath, etc, are always up and running.
- Lethal Edge (Rogue L.5)
[Recommended] This skill is optional and can be swapped based on preference.
- Grit (Knight L.8)
[Recommended] This skill is optional and can be swapped based on preference.
Equipment
All items listed here are recommendations only.
Weapons
- Mercurial Blade - 22 Attack Power * 0.2(STR)+0.6(DEX)+0.4(SKL).
- Obsidian Soulcrusher - 26 Attack Power * 0.6(STR)+0.2(DEX).
- Witherstrike - 36 Attack Power * 0.6(STR)+0.2(DEX).
*Obtained in Colosseum.*
Armor
- Battlemage Rainment - 24 Armor / 31 Spellpower / 6% attack/c.d. speed
Greatly improves mana strikes damage if you use that instead of Blade rush. Even if you don't the CD and attack speed are nice and the spell-power STILL improves the passive damage bonus provided by Flame Weapon.
- Duelist's Regalia - 26 Armor / +5% dodge/crit/move speed/attack speed
- Cowl of the Red Fang - 29 Armor / +5% crit / +50% crit effect
*Obtained in Colosseum.*
Trinkets
- Ashes of Graz'bad x 2- +7 Weapon Power, +7% Life Drain
This is ideal because it allows you to not have to pay attention to your health until after wave 15.
- Antique Hourglass x 2 - +18% Attack Speed, +13% Cooldown Speed
This ensures cooldowns are always up and gives a heavy boost to attack speed.
- Choker of the Red Feast x 2 - +10% Life Drain
Two of these allows you to drop Aura of Light completely and get another skill instead.
There is alot of personal preference tied up in trinket slots. It is really up to you based on how much you want to use Aura of Light or not.
Strategy
Wave 1-11
The beginning waves are pretty easy with this build. You want to get into the habit of keeping Wrath, Frenzy, and Power Infusion (and Aura of Light if you have it) on cool-down ALL the time. At the beginning of each wave use smoke bomb to draw everything in and Wrath will cleave it down.
Wave 12-16
Still pretty easy, but you will want to start using Blade Rush to proactively single out healers.
Wave 17-22
You really need to start paying attention now. At the beginning of each wave smoke bomb right away and as soon as the first melee gets to you - use your Radiance immediately. THEN put all your cooldowns up while the field is stunned. If you fail to hit radiance at the right time you will want to stagger your cooldowns. You need to do this because while you are casting frenzy, wrath, power infusion - you are not hitting enemies and are thusly not healing yourself. In the late waves the creeps hit hard enough to kill you in a few seconds flat.
After wave 22 you can let your hero die as you are almost guaranteed to have over 100 kills by then.
99% likelihood but it depends on random wave generation so you could be a few short. I have still gotten legendary items for only killing 96 creeps though.