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ADEFGHIJKLMNO
1
2
Rift
Guardian
S13
Strategy
AttacksAffixesSummons
3
12345TypeHP %AmountSoft CapHard Cap
4
Agnidox- zMonk should position between RGK and RG as a meat shield against its Fireball
- zBarb and Wizard should position at least 30 yards away to distract RG's Mark of Fire
Flame Breath
- fire dmg
- knock back
Flame Nova
- low fire dmg
- used when <50% HP
Mark of Fire
- high fire dmg circle
- activates after <2s, lasts 15s
Fireball
- single, fast high fire dmg
- three slower, average fire dmg
Fast
Mortar
- no min. range
None
5
Blighter- RG's physical attack hits hard; RGK should use zMonk as a meat shield and stack while being between it and the RG Poison Nova
- 3 poison dmg bolts in 5 directions
- knockback
- 5 - 10s CD
Plaguestorm
- multiple poison pools 40y around RG
- used when <50% HP
Plague Ring
- 2 rings of poison pools
- safe zone around 20y from RG
(https://imgur.com/a/H6seq6r)
Plague Sweep
- multiple random poison pools
- poison pools blocked by impassable terrain
Plagued
- when <75% HP
Knockback
None
6
Bloodmaw- RG will return close to initial position on the final Leap if players remain stationary
- Wait for RG to finish his Leap animation (3 to 6 times) before cycling
- RG immune to CC once he begins the Leap animation; it is pointless to stun/blind to prevent it
- If possible, trap RG in a narrow area to limit its mobility for easy stacking
Cave-In
- 15y high phy. dmg
Leap
- 3 to 6 times, depending on HP
- immune to CC, but can be damaged
Animation: throws both arms down
Blood Frenzy
- Increased AS at lower HP
FastNone
7
Bone
Warlock
- If time and GR level permit, try to kill the RG in a single rotation, since adds only spawn @ 95% HP.
- zMonk/Wizard to take the wormholes so RGK has better time to stack.
"TP strategy"
- Let RG spawn all adds
- zMonk should avoid using Cyclone Strike to allow zBarb to pull adds
- zBarb pulls adds to one side and Wizard entertains them (avoid killing adds since RG has a spawn cap)
- When RGK is ready, move together with zMonk and Wizard at least 2 screens away from the RG
- zBarb stays with adds until the rest of the team is ready and in position
- zBarb uses Ignore Pain and returns to town
- Once RG has teleported to the waiting party, zBarb should return to the party to debuff RG (Rend, Threatening Shout, Gem of Efficacious Toxin)
Arcane Bolt 1
- high dmg, slow
- Charged
Arcane Bolt 2
- average dmg, fast
- 3 bolts/shot
Arcane Bolt 3
- average dmg, fast
- 4 bolts/shot
Empowered by Skeles
- Additional abilities from active skeletons
WormholeBones
- Fast
- Reflecting
- Mortar
- Knockback
951 to 3
8
Cold Snap- Wizard to TP to town if RG has <50% HP, so fewer crystals spawn
- zBarb & zMonk to stick to RGK as meat shields and to prevent RG's Charge
Charge
- high phy. dmg
- only if player is outside 10y
Frozen Nova
- low cold dmg
- freeze all within 100y
- unfrozen when hit by RG
- stuns RG for 2s
Frozen Bomb Storm
- series of 9 -14 frozen crystals
- crystals spawned based on number of players
- used below 50% HP
Frozen Pulse
- More pulses at lower HP
None
9
Crusader
King
- If RGK decides to 1-cycle, zBarb to use Furious Charge on RG during its summoning animation
"TP strategy"
- Let RG spawn all adds
- zMonk should avoid using Cyclone Strike to allow zBarb to pull adds
- zBarb pulls adds to one side and Wizard entertains them (avoid killing adds since RG has a spawn cap)
- When RGK is ready, move together with zMonk and Wizard at least 2 screens away from the RG
- zBarb stays with adds until the rest of the team is ready and in position
- zBarb uses Ignore Pain and returns to town
- Once RG has teleported to the waiting party, zBarb should return to the party to debuff RG (Rend, Threatening Shout, Gem of Efficacious Toxin)
Arcane Nova
- average phy. dmg
Teleport
- high physical dmg
Spinning Strike
- melee, phy. dmg
- 3 (4?) strikes, only 1st strike hurts
- also hurts his minions
JailerSkeleton Minions
Animation: plunges arms into ground
1006 to 81414
10
Ember- zMonk should avoid using Cyclone Strike to allow zBarb to pull adds
- zBarb can use Furious Charge against Fallens so they remain frozen and explode in a static spot away from the RGK
- Wizard and zBarb should position about 50y from RG and away from RGK+zMonk to reduce the probability of RG using Meteors against them
Meteor
- average fire dmg
Repulsion
- knockback
TeleporterFallen, Shaman952 to 3 fallens below 95% |
2 to 3 fallens + shamans below 85%
5 shamans
11
Erethon- Resists cold, requires more BotStricken stacks for Necro RGKs
- Team should stay in melee range to prevent RG from using Dash
Poison Blast
- 20y average poison dmg
Poison Burst
- 3 average dmg poison bolts
- casted following each Dash
- only used when players are outside melee range
Poison Explosion
- 1.5s delayed 30y high poison dmg blast
- Used when <50% HP
Missile DampeningNone
12
Eskandiel"TP strategy"
- Let RG spawn all adds
- zMonk should avoid using Cyclone Strike to allow zBarb to pull adds
- zBarb pulls adds to one side and Wizard entertains them (avoid killing adds since RG has a spawn cap)
- When RGK is ready, move together with zMonk and Wizard at least 2 screens away from the RG
- zBarb stays with adds until the rest of the team is ready and in position
- zBarb uses Ignore Pain and returns to town
- Once RG has teleported to the waiting party, zBarb should return to the party to debuff RG (Rend, Threatening Shout, Gem of Efficacious Toxin)
Vortex
- applies on each hit
Repulsion
- high cold dmg
- knockback
Fast
Teleporter
Arcane
- 2s charge up
Bones
- Canine
- Spitting
- Hungering
- Risen
1001213
13
Hamelin- RG spawns 2 to 3 Ratlings when hit, even when under CC effects
- RGK can consider beginning cycles earlier than usual to maximise damage before too many Ratlings spawn (i.e. Cold cycle of CoE)
- Approach 1: RGK stacks with zBarb pulling Ratlings aside. Once RGK is ready, Wizard kills Ratlings to spawn an Oculus Ring for RGK. During LoTD, Wizard continues to kill Ratlings to maximise RGK's damage, since RG will continue spawning Ratlings when frozen.
- Approach 2: Wizard keeps trying to kill any Ratlings that spawn without zBarb pulling them away. Once RGK is ready, Wizard tries to spawn an Oculus Ring for RGK. During LoTD, Wizard continues to kill Ratlings to maximise RGK's damage, since RG will continue spawning Ratlings when frozen.
- Team should stay within RG's Plagued Arena to prevent it from tunneling away
Plagued Vermin
- 2 x 10y poison tornadoes
Plagued Arena
- 45y radius wall
- 10s duration; 15s CD
Digger
- teleport when players exit Plagued Arena
Rat Smack
- fast melee
Ratlings1005/cast30ish
[to be confirmed]
14
Infernal Maiden- Team should stay in melee range or against the wall to prevent RG from using Dash Fire Nova
- Serpentine fireballs, high fire dmg, piercing
- only used when <45% HP
Whirling Atk 1
- average fire dmg
Whirling Atk 2
- high fire dmg
- knockback
Teleporter
Mortar
None
15
Man Carver- When RG uses Charge, it stuns itself (adds to its CC DR)
- Consider having zBarb stun with Furious Charge (2.5s) to interrupt his Charge (RG's self stun = 3s), especially if the team needs to keep RG in the same position
- Position RG against wall/obstacle so RGK has an easier time stacking
Ancient Spear
- High phy. dmg cone
Sickle GrabMark of Fire
- high fire dmg circle
- activates after 1s, lasts 15s
Heavy Smash
- High phy. dmg cone
- Knockback
Animation: Jumps twice
Charge
- Stunned for 2s after charging
- Can be interrupted
WallerNone
16
Orlash- RG's Echoes cannot rotate their beam
- While stacking, allow the Echoes to begin their animation before repositioning
- zBarb can interrupt RG's Lightning Breath by using Furious Charge on if RGK is still building stacks
- Wizard and zBarb should stay with the team and attack RG's Echoes, positioning such that the Lightning Breaths from them are fired away from the RGK
- Walls raised by RG can be destroyed using Bottomless Potion of Kulle-Aid
Lightning BreathFast
Teleporter
Waller
Echoes
- Casts Lightning Breath, but can't rotate beam
- Cannot be CCed
1002 to 3; depending on RG HP23
17
Perdition- RG's Blade Cleave hits a wide arc but leaves a small area directly behind it undamaged
- Position team close to and facing RG with zMonk taking the brunt of his damage while RGK stacks directly behind the RG
Blade Cleave
- Charged, avoidable
Teleport Charge
- high phy. dmg
- only when player is not in melee range
Volley
- High dmg arc
- Avoidable by moving closer or further from the RG after its casting animation (https://imgur.com/a/dmUh9jC)
FastNone
18
Perendi- Approach 1: zMonk avoids using Cyclone Strike, allowing zBarb to pull Armoured Destroyers away from RG. RGK stacks while in zMonk's Inner Sanctuary.
- Approach 2: zBarb pulls Armoured Destroyers away from RG to where zMonk is positioned. zMonk continually uses Cyclone Strike to leash Armoured Destroyers. RGK stacks alone, taking care to avoid RG's hits
- When RGK is ready, cycle Perendi on the opposite side of where the adds are. Note that there is a window of opportunity between the adds spawns.
- RG prefers to use Cave-In on distant players, so Wizard and/or zBarb should position such that they are far enough from the rest of the team while still being in range of RG
Cave-In
- 15y high phy. dmg
- 10s CD
Fast
Vortex
Teleporter
Armoured Destroyers
- knock back
- expires in 20s
1001 to 5; depending on RG HPNone
19
Raiziel- RGK to take cover behind zMonk when RG begins casting Nova, in order to avoid taking a big hit
(https://imgur.com/a/FPQYagI)
Lightning Orb
- 15y
- Casts more frequently at <75% HP
Nova
- volley of 7 holy dmg bolts (wide arc) when below 75% HP
- volley of 13 holy dmg bolts (360) when below 25% HP
Animation: Yellow glow
Electrified
- More sparks released at lower HP
Teleporter
None
20
RimeFrost Pool
- 4 cold circles
Frost Ring
- large cold circle
Volley
- 3 high cold dmg bolts
TeleporterNone
21
Sand
Shaper
- Wizard and zBarb should space out to attract RG to spawn Slow Time bubbles on them insteadCave-In
- high phy. dmg
- casts more at lower HP
Energy Twister
- high arcane dmg tornadoes
- lasts 30s
Fireball
- high fire dmg medium spd projectile
Slow Time
- slows movespeed by 80%
- slows attack speed by 30%
- lasts 15s
TeleporterNone
22
Saxtris- If RGK decides to kill in more than a single cycle, try not to bring RG <75% HP initially to prevent adds from spawningEnergy Twister
- average arcane dmg
- lasts 30s
VortexSwarm | Snakechild75 | 508 - 15 per set2 full sets2 full sets
23
Stone
singer
- Turrets despawn after a 12s, RGK should find a position away from the turrents to maximise dmg
- Turrets target the player closest to it; Wizard and zBarb should stick beside them to draw fire
- If Turrets are in the way when RGK is about 10s from cycling, the RG can be isolated by luring it to Charge in the direction the team desires
Meteor
- high phy. dmg
Charge
- high phy. dmg
- only if player is outside 10y
KnockbackTurret
- mortar
100123
[@50% HP]
24
TethrysFireball Volley
- 3 slow high fire dmg projectiles
Blood Star
- reduces armour by 35%
Teleporter
Knockback
None
25
The
Binder
- Resists cold, requires more BotStricken stacks for Necro RGKs.
"TP strategy"
- Let RG spawn all 10 Spiderlings
- zMonk should avoid using Cyclone Strike to allow zBarb to pull adds
- zBarb pulls adds to one side and Wizard entertains them (avoid killing adds since RG has a spawn cap)
- when RGK is ready, move together with zMonk and Wizard at least 2 screens away from the RG
- zBarb stays with adds until the rest of the team is ready and in position
- zBarb uses Ignore Pain and returns to town
- Once RG has teleported to the waiting party, zBarb should return to the party to debuff RG (Threatening Shout, Rend, Gem of Efficacious Toxin)
Venomballs
- 100y, high poison dmg
- only used when players are outside melee range
Animation: Green glow
Poison Spit
- 30y, average poison dmg, cone
- Used when <50% HP
Animation: Yellow glow
Impaling Limb
- melee, average phy. dmg
- Used when other skills on CD
Net Toss
- web, slows movespd by 60%
Animation: White glow
Power from Pain
- reduced skill CD on low HP
Spiderlings855 to 7 per set1010
26
The
Choker
- Resists cold, requires more BotStricken stacks for Necro RGKs.
- RG occasionally teleports to the player furthest from it, but this becomes less frequent as RG's HP drops
- While RGK is stacking, the rest of the team should stay close to prevent RG from teleporting away. Scattering makes it difficult for the RGK to predict where the RG will teleport to.
- If there is a need to pop a pylon, consider having the team move to it if the pylon is close. Otherwise, the RGK may need to pop the pylon itself.
- zBarb should pull adds away to allow RGK to stack properly. When ready, RGK should run to a suitable spot while the rest of his team waits with the adds and then perform a cycle. Be ready to begin cycling as soon as RG teleports to prevent it from spawning adds.
Slimey Worms
- average poison dmg
Plagued Circle
- 5 to 10 poison pools
- Used when <80% HP
Poison Blast
- 20y, high poison dmg circle
Bile Spawns1001 to 3NoneNone
27
Vesalius- zBarb can Furious Charge to interrupt RG's Gateway if RGK is still stacking
- Wormholes should be managed by the rest of the team so RGK can focus on stacking
Energy Barrage
- Very hard to dodge spray of bolts in rapid succession that ignore cover. Unless moving at high speed, can kill an adequately geared character in one volley.
Gateway
- Allows Vesalius to disappear into a portal, then reappear at any other location
- Only used when players are within 15y
Wormhole
Frozen Pulse
- Lower cooldown as Vesalius loses more life
None
28
Voracity- zMonk to Blinding Flash Voracity IMMEDIATELY when it becomes targetable (5s after spawning) to reduce the dmg of poison clouds (snapshotting)
- zMonk to control location of RG and to place Inner Sanctuary such that RGK has the space and safety to stack BotStricken
Bite
- average phy. dmg
Bile Spew
- high poison dmg cone
Flatulence
- 2 poison clouds
- 2 min duration, does not stack
- can be snapshot
Slime
- only when player is outside 10y
Animation: Butt wiggle
602None
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