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A build is a selection of choices that help define how a character's gameplay works, beyond the core design of their class. Most builds in Diablo games center around which skills and items are trained, equipped, and used, although each game has its own variations.

Builds can be designed for general use, or customized for specific situations such as solo vs group play, hardcore vs regular play, focused on bosses, speed-running, farming, or completion of special modes like Nephalem Rifts. Most specific builds are oriented around the "endgame" where characters have moved past the earlier levels and have access to all skills and zones of the game. Early Diablo gameplay is more generalized, with characters able to shift through various skills and items as they find them - although technically the first skill or attribute point selected is the beginning of a build.

Diablo[]

The first game's builds are largely defined by Stat Point allocation and weapons and skills used, since there are no Unique Items or Legendary Items that heavily alter the gameplay as in later games, and all characters can theoretically learn any skill. Some builds are more item/weapon focused, and others are oriented more toward attacks with spells.

Diablo II[]

In the second game, reassigning skill points is extremely limited, so the build begins with the first skill point allocated into the Skill Tree. It is wise to have a plan for the endgame build from the start. Synergies in the tree suggest related skills that should be part of the same build. Unique Items and Rune Words can significantly improve various builds, although few of them define a playstyle by themselves - skills are more significant. Set Items are designed for an entire group of items to be used together, although partial sets can also be effective.

In the expansion, items with charges of utility skills are useful to augment regular class skills, and Charms provide mostly incremental improvements beyond the primary items equipped.

Akara offers a "respec" (re-specialization) as a quest reward, refunding all skill points previously allocated. This allows a character to change to a completely different build, and is available three times in the life of each character - earned once per difficulty level, and usable any time thereafter.

Diablo III[]

In the third game, all skills are learned automatically and attributes are primarily improved via item bonuses, so build decisions revolve around which items and skills are selected to be used. Only six traditional "active skills" are allowed at a time (they must be chosen before combat begins), as well as four passive skills. Additionally, Legendary and Set items now have significant unique powers, which can be exploited via Kanai's Cube in addition to equipping them directly. These powers can dramatically alter or define a build, particularly the six- or seven-piece "class sets". Paragon Points increase effectiveness of builds without redefining them; at high levels their bonuses will all be maxed out the same way regardless of build.

With multiple game modes, Diablo III builds often specialize: they may focus on Bounties, speed-farming Nephalem Rifts or Greater Rifts, or "pushing" the level of Greater Rift. More specialized builds include speed-running, completing each Set Dungeon or the Echoing Nightmare, or accomplishing certain Conquests.

Challenge Rifts put a focus on one character's build at a time by allowing all Diablo III players to take the role of that character, using their class, skills and items (no changes allowed) to try to complete a rift as fast as possible. A Challenge Rift build may be very finely honed, or be more of a work in progress. A different build is offered to play each week.

The Armory of Diablo III allows a character to save and quickly switch between up to 10 different builds, although Paragon point attribution is not included.

Diablo Immortal[]

Diablo IV[]

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