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  • Furious Charge Stamina
  • Seismic Slam Rumble
  • War Cry Impunity
  • Battle Rage Bloodshed
  • Call of the Ancients Together as One
  • Wrath of the Berserker Insanity
  • Ruthless
  • Nerves of Steel
  • Animosity
  • Rampage


More Details
  • Legendary Gems

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

Kanai's Cube

  • Fury of the Vanished Peak
  • Fury of the Ancients
  • Ring of Royal Grandeur

Put Diamonds in Helm, Chest & Pants. There are several viable gearing variations for this build - my personal favorite is a long range slam build but it is very glassy compared to this build. If you are new to the playstyle of Raekor's Set spend some time with this build until you are comfortable with the mechanics before trying variations.

Paragon Priorities


Movement Speed
Maximum Resource
Primary Stat


Critical Hit Chance
Critical Hit Damage
Attack Speed
Cooldown Reduction


Resist All
Life Regeneration


Area Damage
Life on Hit
Resource Cost Reduction
Gold Find

Movement speed allows you to move out of dangerous situations when charge is down (which will happen inevitably). Its both an offensive and defensive stat, and a no brainer as far as I am concerned for 50 paragon points. To get the 12% back on boots you are looking to trade off 130 Resist All, 15% Seismic Slam Damage, 650 Str or 650 Vit for 24 paragon points. None of those losses are compensated by a measly 120 strength you gain by skipping movement speed via paragon.

I will briefly touch on Maximum Resource here - from my testing it greatly affects the damage output of rumble ticks. The difference in rumble crits unleashing a full fury 5 stack slam with 207 Fury vs 100 is roughly 272 Billion damage per Rumble Tick. That's roughly 3 Billion damage per single point of maximum resource per rumble crit - it really makes a difference in clear speed but go test it yourself if you don't believe me.

Build Guide

This build is pretty effective as of patch 2.6.1. Playstyle is fairly basic - Keep up Wrath of the Berserker, Ancients and both shouts, use furious charge for at least 5 stacks of the R6 bonus and line up a seismic slam. Seismic slams are you main source of healing, so if you are close to death you can slam spam for survival purposes. The bulk of damage mitigation is handled by the Band of Might legendary ring effect (80% damage reduction for 8 seconds after furious charge) so don't forget to use furious charge at least once every 8 seconds.

With this setup you have to be careful not to spam charge when there are between 2 and 3 enemies left - you will stall your furious charge damage. This is part of the reason the ancients fury shoulder is cubed - if you stall the ancients will still generate fury for you for healing purposes. Since furious charge is your primary source of damage reduction, it's important to use a Diamond in the helm socket to bring the furious charge cooldown to 8 seconds even if you screw up and stall.

If you find yourself in a stall, it is best to just go find more mobs. If more mobs are not an option you must instead work to isolate just one elite and aim your charge to end on one enemy rather than passing through 2 or 3 and re-triggering the stall.

For rift lords you just want to machine gun spam charge and drop 5 stack slams right on their head.

The majority of your damage comes from rumble ticks, which occur 2 seconds following your slam at the epicenter of wherever you had targeted - these can crit for 15 trillion during the physical cycle of CoE and the 20% area damage provided from one rumble tick and BattleRage/Bloodshed will proc 3 Trillion damage as an AOE. Area Damage stat is pale in comparison to direct damage due to the incredible scaling of rumble ticks. This build naturally scales very well with mob density and struggles in single target situations - so focusing on area damage as a stat has a negative impact overall compared to direct damage stats. (AD does not deal damage to the original target that it triggers from, IE the Rift Lord)