I6/U4 Fulminating Seven Sided Onslaught 95+

BBCode Link


  • Seven-Sided Strike Fulminating Onslaught
  • Way of the Hundred Fists Assimilation
  • Cyclone Strike Implosion
  • Serenity Ascension
  • Dashing Strike Blinding Speed
  • Beacon of Ytar
  • Mythic Rhythm
  • Near Death Experience


More Details
  • Legendary Gems

    • Esoteric Alteration
    • Bane of the Trapped
    • Bane of the Stricken

Kanai's Cube

  • Lion's Claw
  • The Crudest Boots
  • Ring of Royal Grandeur


You're going to be using the Inna six piece bonus in order to boost the Uliana 4 piece bonus damage. So basically you just need three pieces of Uliana somewhere (the shoulder is required since Inna does not have a shoulder), and 5 pieces of Inna's. Then RORG will fill in the other two for both.

This is one of the only builds where you will be using Holy as your main damage dealer on monk, so you want to stack that on your gear. Pretty self explanatory.

This is a burst build so you're only going to be attacking once every holy cycle and then spending the rest of the time gathering. You need just enough CDR to hit during every single Holy cycle.

CDR explanation

Technically this means that you don't really need any cdr on your gear. We have 5 elements, and 5*4=20 seconds.


With just Beacon and diamond in helm, you'll hit that.

But SSS also takes about 2.33 seconds to execute. So 20-2.33=17.67, and 1-(17.67/30)=0.411. 42% would be ideal. Try to get at least one 8% CDR roll somewhere, and you'll be gold. Gloves or shoulders are ideal, but this can be hard to do... at least while keeping AD/CHC/CHD on the gloves as well. The shoulders pretty much need SSS damage % and AD on them. So you might have to sacrifice AD on either the gloves or one of the rings for CDR until you get a perfect pair of gloves.

Note about AD (Area Damage)

I'm making a section for this since even though I pointed it out in the roll priorities above, it might kind of get pushed under the rug: you want as much AD as humanly possible if you want to push high with this build. Basically, if you've ever played any DH Fan of Knives build, you'll know that you need a lot of AD to make sure each of your bursts counts for as much as possible. This is exactly the same. The more AD you have, and the larger the mob size, the more damage you will do. Exponentially more. STACK THAT AREA DAMAGE WHEREVER YOU CAN.


Bracers are a mixed bag. You can take Spirit Guards for more survivability. Binding of the Lesser Gods for more damage and some chance to proc Oculus for yourself. Strongarm bracers give you more damage, but... aren't really a strong choice. There's no real right option here. Play around with what you like. Spirit Guards are suggested because they're the defensive option. Note that if you do run Bindings of the Lesser Gods you will have to make run Ally activation in one of those blank slots up there. The reason I left them blank is that what you choose will depend on what you use.


The only gem you can swap around is Esoteric. If you're feeling ballsy, you can run Bane of Powerful. You will hit much harder, but you will be much easier to kill. Give it a shot when you are more experienced with the build. You'll notice that even DIABLO3 doesn't run Bane of Powerful. If you CAN run it and stay alive, you will hit 2-3 GR's higher than you would with Esoteric.

Sample D3planner


This is just one possible overall setup, loosely based on DIABLO3's 94 clear setup.

Paragon Priorities


Primary Stat
Movement Speed
Maximum Resource


Cooldown Reduction
Critical Hit Chance
Critical Hit Damage
Attack Speed


Resist All
Life Regeneration


Area Damage
Life on Hit
Resource Cost Reduction
Gold Find

Paragon priorities are fairly self explanatory. You NEED the CDR from the offense branch so go there first. CHD/CHC again self explanatory. AD is the only useful thing in utility branch. Primary stat is your priority for the core. Remember that gear move speed and paragon move speed combined cap out at 25% so just monitor how much MS your gear gives you immediately and then pad it out with paragon if you feel that you move too slow. Your primary mobility will come from dashing strike, but gear/para move speed does help. Don't bother with maximum resource as it's totally pointless.

Instead of talking further about paragon priorities, I'll use this space to talk about the skills chosen, and lack thereof.

You will notice that I left one skill and one passive at the top blank.

The thing is, this build has a lot of possible variations depending on what you want to strive for. The ones at the top are highly suggested, but even some of them are not necessary.

Current skill explanations

- SSS Fulminating strike is... well... your bread and butter

- Assimilation stacks both stricken and gives you a huge damage boost in density.

- Dashing strike is practically necessary to get out alive.

- Implosion for grouping <-- This is technically replaceable. If you want to bank on having highly aggressive mobs that group themselves, insert something else here.

- Serenity to give you just the right amount of time to stack Assimilation before unloading during holy <--- If you don't like using this one because of your playstyle, feel free to replace it

For the remaining slot (and some of the replaceable skills), there are some possibilities

- If running Bindings instead of Spirit Guards, you need Mystic Ally slotted. Its main use in this build will be proccing oculus for your SSS on holy

- Blinding flash is good both defensively and offensively. You'll notice below that DIABLO3 used it during his 90 clear.

- Agility on Mantra of Salvation is always a solid defensive passive

- Epiphany with Desert Shroud for an extra OSH-- button. You'll notice DIABLO3 runs this in his 95 clear, it's quite helpful for not dying. He only died once during that clear.

- Exploding Palm, cold rune provides some extra damage during your onslaught. Not much, but it's a half decent offensive option. If you use Mystic Ally with a full glass setup, consider slotting it so that you can blow up during cold and maybe have the oculus ring carry over into holy.


Only two passives are actually required: Mythic Rhythm and Beacon of Ytar. Technically Near Death Experience isn't necessary. Your other two passives can both be:


Harmony (if you have a lot of secondary resistances)

Sixth Sense (otherwise)

Near Death Experience (always useful for new players)

Resolve (best in slot against the RG, but otherwise kind of questionable)



Combination Strike, Determination, Unity, etc. Monk has many offensive passives just see which one fits your playstyle.

DIABLO3 chooses to run Unity and Harmony (Harmony in place of Near Death Experience, though; this is ballsy).

Build Guide

First of all, I want to take this moment to thank DIABLO3#1832 (https://us.battle.net/d3/en/profile/DIABLO3-1832/hero/74117124) for taking my build and running it as high as he did, and for providing the gameplay video. Completing 94 is quite a feat and it only took him 3 tries I believe. He's a great player. Note that the 90 video above is actually from 2.4.3. It should be considerably easier to push that now that Inna has a 25% buff.

Also here is a link to the current Battle.net thread discussing this build: https://us.battle.net/forums/en/d3/topic/20753465957?page=3

There's some theory to work out, so feel free to chip in either here or there.

Now then...

As you can see in the gameplay video, the gameplay of this build is demanding, but remarkably simple. In fact it's easier to play than Inna EP. There is no attempting to mark the right target or having to have a boss that spawns adds. Your job is strictly to stay alive until holy cycle while gathering all of the mobs that you can together.

Some steps:

- During fire cycle you go into the middle of the mobs, use cyclone to gather, and then

- start using assimilation to get your damage stacks up.

- Pop serenity whenever you see you're taking a considerable amount of damage (or right at the beginning if you're lazy).

- Afterwards just pop any damage increasing abilities you have (like blinding flash)

- and then unleash your Seven Sided Strike somewhere in the middle of holy cycle.

- Dash right out afterwards and repeat the process.

-- Note: if using Bindings of the Lesser Gods, pop Mystic Ally either during cold cycle or fire cycle and hope that an oculus ring pops up. If it does, center yourself and the mobs on the oculus ring.

It is important that during this process you DO NOT USE YOUR FREAKING CYCLONE STRIKE before unleashing SSS. It's incredibly important that your Mythic Rhythm be up for your SSS.

Do note also that Holy SSS has a very small explosion radius. If you're in the middle of a mob that you cannot get to stay close together... then just skip the mob. You're doing crap for damage on anything that doesn't stay very close together. You need very, very clumped mobs in order to take advantage of all of your AOE and AD. If they don't cooperate, your damage just literally goes flying all over the place because you cannot control SSS.

RG fights are a pretty simple affair, and your steps of engagement don't really change. Just use your generator to stack stricken as best as you can and then unload during holy cycle. If facing bosses with adds, pull them all in before you unleash so that you can not only get more assimilation stacks, but do a lot of extra AOE damage. This build is not fully dependent on adds, but they do help.

Bonus: Oculus ring theory

This is just a theory I have, but I believe that SSS snaps to your starting position as far as oculus is concerned, and that its damage is dynamic. Hence, if you can, try to also engage mobs in very tight places. That way you have a higher probability of spawning an oculus ring under yourself DURING your Seven Sided Strike, as you can see happens with some frequency to DIABLO3 in the video.

That's about it, have fun. As a little closing, I'll put a picture of DIABLO3's 95 clear down here: