BUILD AT A GLANCE
| Class | Reaver: Nightblade + Berserker |
| Main Skill | Shadow Strike |
| Damage | Physical / Bleeding |
| Weapon Setup | Dual Wield, 2 Mythical Sanguine Crescent |
| Transformation | Werewolf |
| Difficulty | Hardcore Ultimate |
| Content Completed | Ultimate main campaign, Lokarr, SR 20-21 |
| Rare MI and Ascended stats | None |

GRIMTOOLS 1.3.0.8
1 skill point is still missing because this character hasn’t killed The Dread yet.
AUTHOR'S NOTES
- This build will be added to my Hardcore Build Collection.
- Time Assassin enjoyer here. Aeon’s Hourglass: favorite devotion; Nightblade: favorite mastery; Shadow Strike: favorite skill.
- I like making unusual Shadow Strike builds with different damage types and mastery combinations while still trying to fit Aeon’s Hourglass. I’m not expecting every build to be the most optimized version possible. Some experiments work, some die
, but having fun theorycrafting is the main point. - This post includes content from Ashes of Malmouth, The Forgotten Gods, and Fangs of Asterkarn.
- This is not a detailed beginner guide. GrimTools links, important build interactions, performance videos, and an overall review are the main focus.
- Exact skill, attribute, devotion point allocation, items, components, and augments can be checked in the GrimTools link.
HARDCORE BUILD COLLECTION UPDATE
| Chaos | Aether | Lightning | Fire | Vitality | Piercing | Acid | Cold | Physical/Bleeding | |
|---|---|---|---|---|---|---|---|---|---|
| Blademaster (Soldier) | — | — | — | — | — | — | — | ||
| Saboteur (Demolitionist) | — | — | — | — | — | — | — | — | |
| Witch Hunter (Occultist) | — | — | — | — | — | — | — | — | |
| Spellbreaker (Arcanist) | — | — | — | — | — | — | — | — | — |
| Trickster (Shaman) | — | — | — | — | — | — | — | — | |
| Infiltrator (Inquisitor) | — | — | — | — | — | — | — | ||
| Reaper (Necromancer) | — | — | — | — | — | — | — | — | |
| Dervish (Oathkeeper) | — | — | — | — | — | — | — | — | |
| Reaver (Berserker) | — | — | — | — | — | — | — | — | |
| Pure Nightblade | — | — | — | — | — | — | — | — |
SIDE NOTE:
: done with Aeon’s Hourglass + Shadow Strike builds
: done with other builds- — : not yet done
COLORED TEXT GUIDE
| Mastery | Skills from Mastery | Damage Type |
|---|---|---|
| Nightblade | Nightblade skills | Physical |
| Berserker | Berserker skills | Bleeding |
PERSONAL CHECKLIST (as of 1.3.0.8)
| OA | • 3000+ • Chance to Hit Level 112 Lokarr: 100% |
< 3000 | |
| DA | • 3000+ • Chance to be Hit by Level 112 Lokarr: ≤ 90% • Chance to be Crit by Level 112 Lokarr: 0% |
< 3000 | |
| Shadow Strike and Nidalla’s Justifiable Ends hard capped (max level + 10 over) | both | only 1 | none |
| Maxed Resistances | 25%+ over max on all resistances | all maxed | not all maxed |
| Health | 15000+ | < 15000 | |
| Main Damage % Modifier | 2000%+ | < 2000% | |
| Main Damage RR | • many RR sources from skills and items • total RR can bring resistance down to or below 0 |
• got a few RR sources • can still defeat monsters with high resistance |
almost bare minimum |
SIDE NOTE:
: Got what I was aiming for; if possible, the more the better.
: good enough for me
: we make do with what we have- Numbers in the checklist pertain to in-game rather than GrimTools.
- Checked while Permanent + Temporary buffs are active.
- OA and DA thresholds are personal benchmarks based on Level 112 Lokarr.
| Rating based on checklist | |
|---|---|
| OA | |
| DA | |
| Shadow Strike and Nidalla’s Justifiable Ends hard capped | |
| Maxed Resistances | |
| Health | |
| Main Damage % Modifier | |
| Main Damage RR |
BUILD IDENTITY
Physical/Bleeding Shadow Strike Werewolf.
Mythical Sanguine Crescent converts Shadow Strike’s Piercing and Cold damage to Physical while also adding a large amount of Bleeding damage to Shadow Strike. Dual wielding them doubles down on the concept. The build eventually became a Physical/Bleeding hybrid instead of forcing everything into one damage type.
Build-defining parts:
- 26/16 Shadow Strike
- Werewolf + Rip and Tear
- Dual Mythical Sanguine Crescent
- Belgothian’s Carnage cooldown reduction
- Aeon’s Hourglass + Azrakaa, the Eternal Sands
COOLDOWN INTERACTION
Time Dilation from Aeon’s Hourglass is assigned to Rip and Tear. If Time Dilation is ready, hitting with Rip and Tear reduces all currently active skill cooldowns by 3 seconds.
Each Mythical Sanguine Crescent also gives Shadow Strike a 100% Chance on Critical Attack to reduce the cooldown of Rip and Tear by 3 seconds. With both weapons equipped, a Shadow Strike crit fully resets Rip and Tear’s 3.7-second cooldown.
Rip and Tear → Time Dilation → reset Shadow Strike
Shadow Strike crit → reset Rip and Tear
Belgothian’s Carnage adds another source of cooldown reduction on top of this.
GAMEPLAY / MECHANICS
Shadow Strike is assigned to LMB. While Shadow Strike is available, holding LMB uses it. When it is on cooldown, Feral Claws becomes the default attack while in Werewolf form.
This used to feel clunky because Werewolf would do nothing when a cooldown skill assigned to LMB was unavailable. Version 1.3.0.7 changed this so Feral Claws automatically attacks when the LMB cooldown skill is unavailable. Huge QoL change for this build.
Buff up before combat using Pneumatic Burst and Rallying Cry.
General combat flow:
Shadow Strike → Bonechilling Cry → Ring of Steel → Health and Energy Potions → Rip and Tear → Shadow Strike
What happens:
- Shadow Strike applies -% Physical Resistance and reduces enemy DA.
- Bonechilling Cry applies -% Bleeding Resistance.
- Ring of Steel applies flat RR.
- Health and Energy Potion modifiers reduce enemy OA and damage.
- Rip and Tear can proc Time Dilation and reduce active skill cooldowns.
- Shadow Strike can crit and reset Rip and Tear.
- Feral Claws becomes the default attack whenever Shadow Strike is unavailable.
Repeat depending on which skills are available.
ITEMIZATION
BUILD-DEFINING ITEMS
Weapons: 2 Mythical Sanguine Crescent
Shadow Strike:
- +3 to Shadow Strike
- 720 Bleeding Damage over 3 Seconds
- 100% Piercing Damage converted to Physical Damage
- 100% Cold Damage converted to Physical Damage
- 100% Chance on Critical Attack to reduce cooldown of Rip and Tear by 3 Seconds
Rip and Tear:
- 480 Bleeding Damage over 3 Seconds
Each weapon also gives +1 to all skills in Berserker, plus Physical/Bleeding support.
Relic: Belgothian’s Carnage
Carnage (33% Chance on Critical Attack)
- -1 Second to All Currently Active Skill Cooldowns
It also gives +1 to all skills in Nightblade. I originally replaced this with Deathstalker, then went back. Deathstalker looks amazing on paper for Physical/Bleeding, but Belgothian’s Carnage simply felt better to play. Gameplay wins this one.
Helm: Mythical Wildhowl Hood
Werewolf:
- +3 to Werewolf
- +15% Crit Damage
- +6% Offensive Ability
It also gives +1 to all skills in Nightblade, plus Physical/Bleeding support, Health, and Defensive Ability.
Gloves: Mythical Grasp of Unchained Might
Ring of Steel:
- 50% Weapon Damage
- 22 Reduced target’s Resistances for 3 Seconds
Feral Claws:
- +22% Weapon Damage
It also gives +2 to Werewolf, plus Physical/Bleeding support.
Medal: Mythical Brand of the Crimson Company
Bloodborne:
- +2 to Bloodborne
- 12 Physical Damage
- +80% Physical Damage
- +80% Internal Trauma Damage
It also gives Physical/Bleeding support and armor.
OTHER EQUIPMENT
The remaining item slots mostly provide Physical/Bleeding support and fill needed stats such as OA, DA, Health, resistances, Physical Resistance, armor, skill bonuses, and Attack Speed.
The build uses 3 pieces of Bloodrager’s Endless Frenzy:
- Mythical Bloodrager’s Coat
- Mythical Bloodrager’s Shoulderguard
- Mythical Bloodrager’s Gem
The 3-piece bonus gives +8% Offensive Ability, 12% Physical Resistance, and +3 to Circle of Slaughter.
ALTERNATIVE / CONSIDERED EQUIPMENT
Deathstalker + Morgoneth’s Step
Deathstalker is probably the strongest alternative relic on paper. It supports Physical and Bleeding while also reducing Physical and Bleeding resistance.
The downside is losing +1 Nightblade and the Carnage cooldown proc. Morgoneth’s Step can be used with it to keep Shadow Strike at 26/16. I tested both setups and preferred Belgothian’s Carnage.
Krieg’s Boots
More Physical and Internal Trauma damage than Mythical Boots of Primordial Rage. I chose Primordial Rage because Health, OA, Physical Resistance, Chaos Resistance, and Stun Resistance were more useful to the final build.
DEVOTIONS
Final constellations:
- Assassin’s Blade
- Tortoise
- Ghoul
- Toad
- Berserker
- Stag
- Hound
- Eel
- Nighttalon
- Wraith
- Aeon’s Hourglass
- Azrakaa, the Eternal Sands (5/6 stars)
- Chaos Crossroads
The main priorities are Aeon’s Hourglass, Azrakaa, Assassin’s Blade for Physical RR, Berserker, and survivability from Tortoise and Ghoul.
Aeon + Azrakaa are the “Lore Power Duo” in the title. I like their lore connection and wanted both of them in the build, so the devotion setup is partly a build identity choice instead of being purely min-maxed.
Aeon’s Hourglass is here because… well, it’s my non-nego. ![]()
There is also some accidental Retaliation damage stacking from Wraith, Hound, and Stag.
Wraith-aliation build confirmed! ![]()
ALTERNATIVE DEVOTIONS
If survivability was not a concern, I’d replace Tortoise with Panther and take Azrakaa’s missing star.
I also considered Oleron for a more conventional Physical/Bleeding setup, but fitting Oleron together with Aeon and the other things I wanted became too restrictive. I decided to keep the Aeon + Azrakaa lore power duo.
ENEMY DEBUFFS
| Source | Effect |
|---|---|
| Shadow Strike → Assassin’s Mark | -32% Physical Resistance |
| Recklessness Triggers from damage dealt while in Werewolf form |
250 Reduced target’s Defensive Ability for 3 Seconds |
| Mythical Sigil of the Stone Thane → Mark of the Stone Thane | -10% Physical Resistance |
| Bonechilling Cry | -34% Bleeding Resistance |
| Ring of Steel → Mythical Grasp of Unchained Might | 22 Reduced target’s Resistances for 3 Seconds |
| Health Potion → Potentis | 150 Reduced target’s Offensive Ability for 3 Seconds Stun target for 2 Seconds |
| Energy Potion → Expulsimum | 30% Reduced target’s Damage for 4 Seconds Knockdown target for 3 Seconds |
| Seal of Annihilation → Annihilation | -55 Offensive Ability -55 Defensive Ability 50% Reduced Health Regeneration |
IN-GAME PERFORMANCE
Lokarr
Testing conditions: Patch 1.3.0.8 • Hardcore Ultimate • No consumables
The build can handle Lokarr, although it feels noticeably squishier than some of my previous Hardcore Shadow Strike builds. Or maybe monsters just hit harder nowadays? ![]()
Ultimate SR 20-21
Testing conditions: Patch 1.3.0.8 • Hardcore Ultimate • No consumables
OVERALL REVIEW
OFFENSE
Damage is good enough. Shadow Strike has good single-target damage while the cooldown interaction between Shadow Strike, Rip and Tear, Time Dilation, and Belgothian’s Carnage makes the gameplay fast and active.
The Physical/Bleeding hybrid works, although optimizing two damage types at the same time is more challenging than building around one. Deathstalker may look stronger from a damage and RR perspective, but Belgothian’s Carnage fits how I want this character to play.
DEFENSE
This is the ironic part. The character has 15k+ Health, 3k+ DA, 4k+ Armor, 31% Physical Resistance, capped main resistances, and 17% Life Steal, yet it still feels kinda squishy.
Maxing Amatok’s Pact helped a lot. I originally treated it as a 1-pointer plus item bonuses, but the extra DA and Armor became much more valuable while finalizing the build. I sacrificed some Bleeding RR from Bonechilling Cry to fund it and I think that was the right call.
Tortoise and Ghoul are the main emergency defensive devotions. The Energy Potion also has Menhirus, which gives 33% of Current Health gained as Damage Absorption. Combined with Expulsimum reducing enemy damage, the Energy Potion ended up being surprisingly useful defensively.
PROS / CONS
| PROS | CONS |
|---|---|
| • Unique Physical/Bleeding Shadow Strike concept • 26/16 Shadow Strike • High-octane Shadow Strike + Rip and Tear gameplay • Cooldown interaction between Shadow Strike, Rip and Tear, Time Dilation, and Belgothian’s Carnage • Aeon + Azrakaa fits the build identity • No rare MI or Ascended stats • Hardcore proven through the Ultimate main campaign, Lokarr, and SR 20-21 |
• Permanent Werewolf form means I barely see my actual character while fighting • Physical/Bleeding hybrid is harder to optimize than a single damage type • Feels squishier than the character sheet suggests • Some CC resistances are not great • Not something I currently want to risk in Ascendant Mode • Not recommended for players who don’t like Zoom Zoom gameplay |
ROOM FOR IMPROVEMENT
Resistance overcaps could be better. All main damage resistances are capped, but some barely reach the maximum and could use more protection against enemy RR. Freeze and Petrify resistance also have room for improvement. Physical RR is another limitation. The build currently has -42% from Assassin’s Mark and Mark of the Stone Thane, with limited room to add more without changing the current setup.
FINAL VERDICT
I really like the gameplay and concept of this build. It is not my favorite Shadow Strike build; Chaos Shadow Strike Witch Hunter still owns that title. I also wouldn’t put it above my Acid Shadow Strike PURE Nightblade in terms of personal achievement.
But Physical/Bleeding Shadow Strike Werewolf is one of my more unusual experiments. Optimizing around two damage types was challenging. Werewolf completely changes the visual identity of the character, and the build somehow feels squishier than expected.
Still, it works. Lokarr and SR 20-21 completed in Hardcore. Good enough for me. ![]()
CLOSING
Funny story. My first HC Physical/Bleeding Shadow Strike Werewolf died at Level 82 while still wearing Lokarr’s set after getting slapped by Voldrak’s Big Bonk Club. Voldrak raised both his arms and my character died. Diagnosis: Armpit smell issue.
![]()
HC Physical/Bleeding Shadow Strike Werewolf 02 made it to Level 100 and finished the job. I had a lot of fun theorycrafting this one, especially with all the new Fangs of Asterkarn toys.
Thanks for reading! It’s TIME to think about my next Shadow Strike build. ![]()