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This is a guide to the Spiritborn class in Diablo 4 (Diablo IV). Read on to learn everything about the Spiritborn class including the Spiritborn's unique ability, the Spiritborn's skills, all the strengths and weaknesses of the Spiritborn, the best stats to increase for the Spiritborn, and how to play the Spiritborn!
All Spiritborn Guides | ||
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Class Guide | Best Builds | Spirit Hall |
List of Contents
Stats Overview | |||
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Spiritborn | |||
Main Stat | Dexterity | DMG Type
(Primary) |
Physical |
Base STR | Base DEX | Base INT | Base WP |
12 | 10 | 7 | 13 |
Core Stat Modifiers | |||
・Critical Chance x+0.02% per point in STR ・Skill Damage x+0.1% per point in DEX ・Resource Generation x0.1% per point in INT |
Extremely High Mobility Can Tank Good Damage Excellent Crowd Control Abilities
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The Spiritborn boasts a series of skills that provide great repositioning and gap closers. The Soar skill lets you fly at a target location and deal lightning damage, while Rushing Claw allows you to dash through your opponents and deal fire damage. Both the Gorilla and Centipede basic skills are gap closers that let you rush at an opponent as well.
The Gorilla spirit has tons of damage reduction and barrier abilities that can help increase your survivability. Make sure to use any Gorilla skill when you are waiting for your cooldowns to activate the Adaptive Stance passive of 30% Damage Reduction.
With the Centipede spirit, you are given access to various skills that can provide crowd control. Scourge is one prime example as it releases a burst of insect around you that can slow, fear, and poison your enemies. The Withering Fist basic skill is also a gap closer that applies poison and can slow your enemies on the third attack.
Long Cooldown on Abilities Core Skills Require Vigor
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Many of Spiritborn's skills have long cooldowns that can cause fights to drag on longer than they should. Cooldown Reduction can help with this issue but might ultimately hinder your damage capabilities.
The Core Skills of Spiritborn consume plenty of Vigor and will require players to build up this resource. Vigor does not regenerate on its own and will decay when no Basic Skills are being used requiring players to always hit Basic Skills to have Vigor available.
Guardian | Effects |
---|---|
Jaguar | Every 15th time you deal direct damage to an enemy with a Jaguar Skill, unleash additional slashes dealing 15% of the damage of the 0.5 seconds. All Skills are now also Jaguar Skills. (Primary) Maximum Ferocity is increased by 1. Gain 1 stack of Ferocity whenever you kill an enemy or damage a Boss. (Secondary) |
Eagle | Casting an Eagle Skill grants 4 seconds of the Storm Feathers Movement Speed bonus. When you Evade, fling up to 8 Storm Feathers for everyone remaining second, each dealing 125% Lightning damage and making targets Vulnerable for 5 seconds. All Skills are now also Eagle Skills. (Primary) Every 4 meters you move, your Critical Strike Chance increases by 4%. This bonus is reset 2 seconds after you Critically Strike. (Secondary) |
Gorilla | Casting a Gorilla Skill deals 100% Thorns to enemies you hit and grants a Barrier for 10% of Maximum Life (X), up to 40%, for 3 seconds. All Skills are now also Gorilla Skills. (Primary) Maximum Resolve is increased by 2. When you have at least 5 stacks of Resolve, you are Unstoppable. (Secondary) |
Centipede | Hitting an enemy with a Centipede Skill reduces their Damage by 2.5% and Slows them by 10% for 3 seconds, stacking up to a maximum of 8 times. All Skills are now also Centipede Skills. (Primary) Heal for 1% of your Maximum Life for every Nearby enemy you've Poisoned in the last 3 seconds, up 5%. (Secondary) |
At level 15, a new class quest will appear for Spiritborn players. Completing this quest will unlock the Spirit Hall, where you can enhance your build by choosing Primary Spirits for special Passives and Skill Tags.
You can attune spirits twice—one at level 15 and another at level 30, wherein you may choose to enhance the passive you have already chosen or combine it with another one.
Spirit Hall Specialization Guide
With the Spirit Hall specialization, this allows you to focus on certain stats such as Ferocity or Resolve, and gain or amplify the effects that would benefit you. Make sure to keep a steady balance between the two as this may make or break your build as you are progressing.
Spiritborn Skill Types | |||
---|---|---|---|
Basic | Core | Focus | Defensive |
Potency | Ultimate | Key Passives |
Skill / Effect | Skill Upgrades | ||
---|---|---|---|
Withering Fist
Dart at and jab an enemy, dealing XX% damage and applying YY% Poisoning damage over 6 seconds. Your 3rd attack bursts on your target, damaging surrounding enemies and Slowing them by 30% for 3 seconds. |
|||
1 |
Enhanced Withering Fist
You gain 1 Vigor per second for every Nearby enemy Poisoned by Withering Fist, up to 10. |
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2a |
Sharp Withering Fist
Withering Fist's 3rd attack spreads its Poisoning to 3 Nearby unaffected enemies. Hitting a Vulnerable enemy will also spread that effect to all hit. |
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2b |
Accelerated Withering Fist
Enemies Poisoned by Withering Fist deal 20% less damage. |
||
Thrash
Dive at an enemy and slash into it dealing XX% damage. Your 3rd attack unleashes a rapid series of slashes around your target, dealing a total of YY% damage. |
|||
1 |
Enhanced Thrash
After killing an enemy, your next Thrash generates 10 additional Vigor, up to 10 casts of Thrash. |
||
2a |
Sharp Thrash
Thrash's 3rd attack grants a stack of Ferocity. |
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2b |
Accelerate Thrash
Thrash continues to unleash its 3rd attack if cast again within 1.5 seconds. |
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Thunderspike
Quickly jab forward with a piercing strike dealing XX% damage. Your 3rd attack pierces further, dealing YY% damage and reducing your Evade Cooldown by 5 seconds. |
|||
1 |
Enhanced Thunderspike
Thunderspike generates 5 additional Vigor if you have moved in the last 2 seconds. |
||
2a |
Sharp Thunderspike
Thunderspike's 3rd attack strikes back again, Pulling in and Knocking Down Distant enemies for 3 seconds. |
||
2b |
Accelerated Thunderspike
When you Evade, you attack with Thunderspike along the way and make enemies vulnerable for 2 seconds. |
||
Rock Splitter
Rush at a target and clobber enemies in front of you, dealing XX% damage. Your 3rd attack strikes enemies around you, dealing YY% damage. |
|||
1 |
Enhanced Rock Splitter
Rock Splitter increases your Block Chance by 15% for 5 seconds and when you Block you gain 11 Vigor. |
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2a |
Sharp Rock Splitter
Rock Splitter's 3rd attack Knocks enemies Back and grants Resolve per enemy hit. |
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2b |
Accelerated Rock Splitter
Rock Splitter increases your Thorns by 13 for 5 seconds and your 3rd attack deals 100% of your Thorns to enemies. |
Spiritborn Skill Types | |||
---|---|---|---|
Basic | Core | Focus | Defensive |
Potency | Ultimate | Key Passives |
Skill / Effect | Skill Upgrades | ||
---|---|---|---|
Crushing Hand
Smash down next to you, creating 2 shockwaves on either side that overlap and each deal XX% damage. |
|||
1 |
Enhanced Crushing Hand
Crushing Hand grants a Barrier equal to 10% of the damage it deals for 2 seconds, up to 50% of your Maximum Life. |
||
2a |
Advantageous Crushing Hand
Enemies hit by both strikes of Crushing Hand are Knocked Down for 2 seconds. |
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2b |
Rampant Crushing Hand
Crushing Hand's radius increases by 5% for every stack of Resolve you have, up to 40%. |
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Quill Volley
Hurl 5 feathers that pierce through enemies, each dealing XX% damage. |
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1 |
Enhanced Quill Volley
Quill Volley makes enemies Vulnerable for 3 seconds if they are hit with at least 3 feathers at once. |
||
2a |
Advantageous Quill Volley
Quill Volley hurls out 3 additonal feathers and deals 30% increased damage to each enemy per hit. |
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2b |
Rampant Quill Volley
Quill Volley's feathers fly 50% further and converge on your target with 0.2% additional Critical Strike Chance for each point of Vigor you had on cast. |
||
Rake
Conjure claws that rake through enemies in front of you, dealing XX% damage before exploding for an additional YY% damage. |
|||
1 |
Enhanced Rake
Casting Rake grants a stack of Ferocity. |
||
2a |
Advantageous Rake
Hitting at least one enemy with Rake reduces your longest active Cooldown by 0.5 seconds. |
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2b |
Rampant Rake
Rake's Vigor cost is reduced by 2 per stack of Ferocity you have. |
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Stinger
Strike a small area, dealing XX% damage to enemies within as well as all surrounding Poisoned enemies. |
|||
1 |
Enhanced Stinger
Stinger applies 50% of its Base damage as Poisoning over 6 seconds to all enemies hit. |
||
2a |
Advantageous Stinger
If Stinger strikes a Vulnerable enemy it Heals you for 10% of your Maximum Life. If you are Healthy it makes enemies Vulnerable for 3 seconds. |
||
2b |
Rampant Stinger
Stinger deals 5% increased Direct damage to Elites for every Neaby Poisoned enemy. |
Skill | Effect |
---|---|
Follow Through | Your Basic Skills deal XX% increased damage, doubled to YY% for 3rd casts. |
Vigorous | Casting a Core Skill increases all Vigor Generation by XX% for 3 seconds. |
Balanced Exertion | Your Core Skills cost XX% more Vigor, but deal 5% increased damage. Vigorous required |
Velocity | If you've dealt damage within the last 5 seconds and are moving, you generate 1 Vigor per second. Vigorous required |
Spiritborn Skill Types | |||
---|---|---|---|
Basic | Core | Focus | Defensive |
Potency | Ultimate | Key Passives |
Skill / Effect | Skill Upgrades | ||
---|---|---|---|
Vortex
Creates a cyclone that Pulls enemies inward followed by a crushing downdraft that deals XX% damage to them. |
|||
1 |
Enhanced Vortex
Casting Vortex increases the damage of the next Skill cast by 20%. |
||
2a |
Measured Vortex
While you have an active Barrier, your Vortex does 200% additional damage and Knocks enemies down for 3 seconds. |
||
2b |
Repleneshing Vortex
Critical Strikes with Vortex reduces its Cooldown by 1 second. |
||
Soar
Fly into the air, creating a cloud which makes enemies at your target location Vulnerable for 5 seconds before you crash down upon them dealing XX% damage. |
|||
1 |
Enhanced Soar
The next hit against an enemy struck by Soar is a guaranteed Critical Strike. If Soar hits no enemies you instead gain 50% increased Movement Speed for 3 seconds. |
||
2a |
Measured Soar
Soar makes you Unstoppable for 3 seconds. |
||
2b |
Repleneshing Soar
Soar's cloud remains around you for 7 seconds after landing and continues to make enemies Vulnerable. |
||
Ravager
Passive: Minimum Ferocity increased by XX%. Active: Unleash a savage roar, causing all your attacks to trigger additional strikes dealing YY% damage over 6 seconds. |
|||
1 |
Enhanced Ravager
Ravager's duration is extended by 2 seconds per kill while active. This bonus is reduced by 0.25 each kill. to minimum of 0.5 seconds. |
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2a |
Measured Ravager
While Ravager is active, your Core Skills instantly dash to your target and all Vigor Generation is increased by 30%. |
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2b |
Repleneshing Ravager
Ravager passively stockpiles any Healing you receive up to 40 stacks. While active, Ravager spends stacks to strike Elite enemies up to an additonal 4 times. |
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Toxic Skin
Passive: Enemies that attack you are Poisoned for XX% damage over 3 seconds. Active: Your toxins overflow, applying the Poisoning in a trail and making you Unhindered for YY% seconds. |
|||
1 |
Enhanced Toxic Skin
While active, Toxic Skin's Poisoning is increased by 100% over 3 seconds. |
||
2a |
Measured Toxic Skin
While Toxic Skin is active, your Poisoning deals an additional 25% of its damage over time as Critical Strikes to Vulnerable enemies. |
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2b |
Repleneshing Toxic Skin
Toxic Skin passively increases Thorns damage you deal to Poisoned enemies by 100%. |
Skill | Effect |
---|---|
Mirage | Gain XX% increased Dodge Chance during Evade. Whenever you Dodge, you gain YY% Critical Strike Chance for 3 seconds. |
Unrestrained Power | You deal XX% increased damage while Unhindered or Unstoppable. Mirage required |
Swift | Your Mobility Skill Cooldowns are reduced up to 1 seconds based on how far you travel with them. Mirage required |
Focal Point | Gain a bonus based on the weapon type you wield. Casting a Focus Skill doubles this bonus for 5 seconds: Glaive: XX% Bonus Lucky Hit Chance. Quarterstaff: YY% Blocked Damage Reduction. Polearm: ZZ% Lucky Hit Chance to make enemies Vulnerable. |
Apex | You deal XX% increased Vulnerable damage. Double this bonus vs Elite enemies. Focal Point required |
Diminishment | Vulnerable enemies deal 5% less damage to you. Focal Point required |
Spiritborn Skill Types | |||
---|---|---|---|
Basic | Core | Focus | Defensive |
Potency | Ultimate | Key Passives |
Skill / Effect | Skill Upgrades | ||
---|---|---|---|
Armored Hide
Passive: Gain XX% Resolve every 5 seconds. Active: Encase yourself, becoming Unstoppable and gaining 100% Block Chance for YY% seconds. |
|||
1 |
Enhanced Armored Hide
Activating Armored Hide grants you Maximum Resolve and increases your Thorns by X for the duration. |
||
2a |
Adaptable Armored Hide
When you Evade through enemies with Armored Hide active, you deal 100% of your Thorns to them and Heal for 5% of your Maximum Life per hit. |
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2b |
Reinforced Armored Hide
While active, Armored Hide increases your Block Reduction by 5% for every Nearby enemy. |
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Concussive Stomp
Stomp in front of you, releasing a shockwave that deals XX% damage and Knocks Down enemies for YY% seconds. |
|||
1 |
Enhanced Concussive Stomp
Concussive Stomp grants a Barrier equal to 10% of your Maximum Life per enemy hit for 3 seconds, up to 100%. |
||
2a |
Adaptable Concussive Stomp
When enemies recover from Concussive Stomp, you Dodge their next 3 attacks. |
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2b |
Reinforced Concussive Stomp
Concussive Stomp gains an additional Charge and does 500% increased damage to Unstoppable enemies and Bosses. |
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Counterattack
Passive: Gain XX% Dodge Chance and automatically retaliate against Close enemies for YY% damage when you Dodge their attacks. Active: Dodge all direct attacks for 2 seconds. |
|||
1 |
Enhanced Counterattack
Counterattack's Cooldown is reduced by 0.5 seconds per stack of Ferocity you have. |
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2a |
Adaptable Counterattack
When you Dodge a Control Impairing attack with Counterattack it will reflect that Crowd Control to all Close enemies for 2 seconds. |
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2b |
Reinforced Counterattack
Counterattack passively increases your Critical Strike Damage by 10% for every Close enemy. |
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Scourge
Call forth a wave of insects that bite enemies, Fearing and Slowing them for 3 seconds and applying XX% Poisoning damage over 6 seconds. |
|||
1 |
Enhanced Scourge
Each time you hit an enemy with Scourge you gain 1% increased damage vs Crowd Controlled enemies for 6 seconds, up to 50%. |
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2a |
Adaptable Scourge
Lucky Hit: Hitting an enemy affected by Scourge has up to a 50% chance to Life Steal 35% of the damage done. |
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2b |
Reinforced Scourge
Casting Scourge grants 100% of your Maximum Vigor over 6 seconds. |
Skill | Effect |
---|---|
Endurance | Casting a Defensive Skill grants 5 Vigor. |
Fueled | Gain increased Life on Kill equal to 5% of your Maximum Life while your have at least 4 stacks of Ferocity. Endurance required |
Antivenom | You gain XX% increased Poison Resistance and your Maximum Poison Resistance is increased by YY%. |
Nourishment | Your Healing is increased by XX%. Whenever you Heal, your Poisoning Damage is increased by YY% for 3 seconds. Antivenom required |
Patient Guard | You gain XX% Block Chance. After standing still for 0.5 seconds, you gain YY% Blocked Damage Reduction until you move. |
Auspicious | You accumulate 1% of your Maximum Life as Barrier every second, up to 10%. Taking damage prevents additional accumulation for 5 seconds. Patient Guard required |
Bastion | Gain 2 Thorns. While you have a Barrier your Thorns are increased by XX%. Patient Guard required |
Perseverance | Gain XX% additional Damage Reduction per stack of Resolve. Endurance required |
Spiritborn Skill Types | |||
---|---|---|---|
Basic | Core | Focus | Defensive |
Potency | Ultimate | Key Passives |
Skill / Effect | Skill Upgrades | ||
---|---|---|---|
Payback
Smash enemies in front of you, dealing XX% damage. When attacked, you have a 35% chance to reduce Payback's active Cooldown by 1 seconds. |
|||
1 |
Enhanced Payback
Each time an enemy attacks you the damage they take from Payback is increased by 5% for 60 seconds, up to 75%. |
||
2a |
Poised Payback
Payback passively grants you Vigor when you take damage. Payback is now a Core Skill and consumes all available Vigor to increase its damage by 0.5% for each point spent. |
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2b |
Invasive Payback
Becoming Control Impaired while Payback is on Cooldown makes it free to cast and grants you Unstoppable for 3 seconds. Can only occur once every 30 seconds. |
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Razor Wings
Whirl out a cluster of razor sharp spirit feathers that rebound back, dealing XX% damage each way. |
|||
1 |
Enhanced Razor Wings
Razor Wings makes enemies Vulnerable for 5 seconds when hitting with a Critical Strike or from behind. |
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2a |
Poised Razor Wings
Razor Wings has a 10% chance to regain a Charge when they hit an enemy a second time. Double this chance if you have an active Barrier. |
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2b |
Invasive Razor Wings
Razor Wings consumes 3 Charges to send out a spiral of 3 wings at once. |
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Rushing Claw
Slash a short distance through an enemy, striking all enemies along the way twice for a total of XX% damage. |
|||
1 |
Enhanced Rushing Claw
Enemies hit by Rushing Claw take 10% increased damage from Rushing Claw, up to 80%. |
||
2a |
Poised Rushing Claw
When Rushing Claw hits an Elite enemy you gain 25% increased Dodge Chance for 3 seconds. |
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2b |
Invasive Rushing Claw
Using Rushing Claw's last Charge will instantly refill all Charges by consuming 4 stacks of Ferocity. |
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Touch of Death
Strike an enemy and infect them, dealing 5% damage and applying XX% Poisoning damage over 9 seconds. When the infection expires or the host dies, a swarm hatches and seeks enemies for 9 seconds, dealing YY% damage per hit. You can have up to 3 swarms active at once. |
|||
1 |
Enhanced Touch of Death
Touch of Death's infection Heals you for 2% of your Maximum Life per second for a total of 18% Maximum Life. You Heal any remaining when the swarm hatches. |
||
2a |
Poised Touch of Death
Touch of Death is now a Core Skill which costs 70 Vigor and has no Cooldown. |
||
2b |
Invasive Touch of Death
Touch of Death's swarm bursts every second, applying 30% of its Base Poisoning damage over 6 seconds to surrounding enemies. |
Skill | Effect |
---|---|
Vehemence | Your Potency Skills deal XX% increased damage, but have 5% increased cooldowns. |
Potent | Hitting enemies with Jaguar Skills increases the damage they take from you by XX%, up to YY%. |
Furnace | Jaguar Skills deal XX% increased Critical Strike Damage per stack fo Ferocity. Potent required |
Ravenous | Your Centipede Skills deal XX% increased damage. Double this bonus vs Healthy enemies. |
Oppressive | Your Centipede Skills deal XX% increased damage to Crowd Controlled enemies and gain XX% increased Crowd Control Durations. Ravenous required |
Resilient | Casting a Gorilla Skill grants XX% increased Maximum Life for 10 seconds. |
Dominant | Gorilla Skills deal XX% increased damage to Knocked Down enemies and their first hits have a 5% chance to Execute Non-Bosses. Resilient required |
Brilliance | Your Eagle Skill damage is increased by XX% of your Movement Speed. |
Acceleration | Gain 1 additional Evade Charge. After you Evade your next Eagle Skill deals XX% increased damage. Brilliance required |
Spiritborn Skill Types | |||
---|---|---|---|
Basic | Core | Focus | Defensive |
Potency | Ultimate | Key Passives |
Skill / Effect | Skill Upgrades | ||
---|---|---|---|
The Protector
The Gorilla Spirit protects an area for 6 seconds, continuously smashing surrounding enemies for 80% damage and granting you Barrier for 15% of your Maximum Life every 1.5 seconds. |
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1 |
Harmonious The Protector
The Protector's strikes deal 300% increased damage to Non-Elite enemies and reduce the damage you take from Elite enemies by 30% for 6 seconds. |
||
2 |
Exalted The Protector
The Protector's area persists for an additional 6 seconds. While in the area you are Unstoppable and any enemies or Small Missiles inside are Slowed by 80%. |
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The Seeker
The Eagle Spirit swoops down and deals 20% damage. After a short delay it blasts off dealing 300% damage. |
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1 |
Harmonious The Seeker
The Seeker's first hit Knocks enemies Down for 4 seconds and the second hit is a guaranteed Critical Strike. |
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2 |
Exalted The Seeker
The Seeker constantly makes all Nearby enemies Vulnerable while active. |
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The Hunter
Bound across the battlefield with the Jaguar Spirit, dealing 50% damage upon landing and the rapidily slashing enemies in the area for 200% total damage over 7 strikes. |
|||
1 |
Harmonious The Hunter
The Hunter overfills your Ferocity by 4 stacks and causes you to deal 100% increased damage to Injured enemies for 8 seconds. |
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2 |
Exalted The Hunter
Killing an enemy while The Hunter is present has a 15% chance to instantly reset its Cooldown and cause your next cast within 8 seconds to repeat its 7 strikes an additional time, up to 4 times. |
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The Devourer
The Centipede Spirit emerges, blasting enemies in a line for 140% damage and spitting at others for 40% damage. Lasts for 15 seconds. |
|||
1 |
Harmonious Devourer
As it emerges, The Devourer launches 10 toxic globs that apply 105% Poisoning damage over 6 seconds wherever they land. |
||
2 |
Exalted Devourer
While The Devourer is active, if a Non-Boss enemy's remaining Life becomes Poisoned they die instantly and unleash a Pestilent Swarm that deals 30% damage per hit to enemies it passes through. |
Skill | Effect |
---|---|
Resolution | Casting an Ultimate Skill grants XX% increased damage to Elites for 3 seconds. Double this bonus if you are only fighting one enemy. |
Spiritual Attunement | Your maximum Vigor is increased by XX% while you have an Ultimate Skill equipped. Resolution required |
Sustenance | Hitting enemies with Ultimate Skills Heals you for XX% of your Maximum Life. Resolution required |
Supremacy | Any enemies you kill while an Ultimate Skill is active grants a stack of Supremacy, each increasing your damage by XX%, up to YY%. When an Ultimate Skill ends, you gain 5 stacks of Supremacy, but you begin to lose one stack every second. Spiritual Attunement required |
Initiative | Casting an Ultimate Skill makes you Unstoppable for 2 seconds. Spiritual Attunement or Sustenance required |
Intricacy | Upon casting an Ultimate Skill, the last different Potency, Defensive, or Focus Skill you cast prior is reset and can be cast for free up to 1 times in the next 5 seconds. Sustenance required |
Spiritborn Skill Types | |||
---|---|---|---|
Basic | Core | Focus | Defensive |
Potency | Ultimate | Key Passives |
Skill | Effect |
---|---|
Noxious Resonance | Your Critical Strikes cause your Poisoning on an enemy to burst, dealing 100% of the total Poisoning instantly to them and 20% of it to surrounding enemies before removing the Poisoning effect from the primary target. |
Prodigy's Tempo | Every 3rd consecutive cast of the same Basic Skill increases all purchased Skills' Ranks by 2 for 5 seconds. Every 3rd consecutive cast of the same Core or Potency Skill reduces all Skills' active Cooldowns by 10%, increased by 2% for each of their Skill Ranks. |
Adaptive Stances | The Base Spirit of a Skill cast grants: Eagle: 30% Movement Speed. Gorilla: 30% Damage Reduction. Jaguar: 30% Attack Speed. Centipede: 3% Life per Second. Casting a Skill of a different Base Spirit: Swaps to the new bonus. Increases Core Stats by 50% for 5 seconds. |
Vital Strikes | You deal 45% increased damage to Vulnerable enemies. After making an enemy Vulnerable, your next Direct damage dealt to them: Heals you for 2% of your Maximum Life. Generates 5 Vigor. Removes the Vulnerable effect. |
Combine Different Guardian Skills Build Around Your Desired Guardian Take Advantage of Ferocity and Resolve Passives
|
Spiritborn has a total of 4 Guardian Spirits that influence each of his skills. Most of these skills complement each other in a certain way so try to combine skills from different spirits such as using Soar to enter the center of a mob and then Concussive Stomp to knock them back. Doing so will make a strong and versatile build that can adapt to any situation.
Once you have unlocked your class specialization Spirit Hall, the Base Spirit of all your skills and abilities will turn into the Guardian Spirit of your choosing. Focus on the guardian you want to use by building towards the stats they value the most.
・Jaguar: Attack Speed, Critical Damage, and Fire Damage
・Gorilla: Thorns, Barrier, and Damage Reduction
・Eagle: Movement Speed, Vulnerable Damage, and Lightning Damage
・Centipede: Poison Damage and Healing
Players should make use of the new Ferocity resource from the Jaguar spirit, and the Resolve resource from the Gorilla spirit as they provide a good amount of stackable attack speed and instances of damage reduction. Try to incorporate these in your build to make full use of every Spiritborn mechanic.
Spiritborn Stat Priority | |
---|---|
Dexterity ▶ Strength ▶ Willpower ▶ Intelligence | |
Dexterity | Dexterity will be the main stat Spiritborns want to focus on as increasing this directly raises your Skill Damage and Dodge Chance. |
Strength | Strength is the next stat to prioritize as you receive an increased Critical Strike Chance and Armor from this. |
Intelligence | Intelligence can be decent as your Resource Generation and Resistance to All Elements gets a boost. |
Willpower | Willpower can be prioritized last since this only increases your Healing and Overpower Damage and you would be better off increasing your armor and life stats. |
Best Class Tier List and How to Play All Classes
All Classes | |||||
---|---|---|---|---|---|
Barbarian | Druid | Sorcerer | |||
Rogue | Necromancer | Spiritborn |
Spiritborn Class Guide: Skills, Stats, and How to Play
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