Explosive Blast Farming Wizard Skills and Runes

Last updated on Jul 22, 2021 at 09:00 by Deadset 14 comments

On this page, we explain how to choose and use your skills when playing Explosive Blast Farming Wizard in Diablo 3. Updated for Patch 2.7.1 and Season 24.

Active Skills
Left Mouse Button Electrocute Icon Electrocute Surge of Power Surge of Power Right Mouse Button Teleport Icon Teleport Calamity Calamity 1 Frost Nova Icon Frost Nova Frozen Mist Frozen Mist 2 Explosive Blast Icon Explosive Blast Chain Reaction Chain Reaction 3 Diamond Skin Icon Diamond Skin Prism Prism 4 Storm Armor Icon Storm Armor Scramble Scramble
Passive Skills


A few background buffs play a quiet, but very impactful role in the Flashfire Wizard builds; most notably Diamond Skin Diamond Skin, which switches between a resource management skill in regular Rifts with the Prism Prism, and pure protection in GRs and bounties with the rune Enduring Skin Enduring Skin. The second background buff varies between Storm Armor Storm Armor Scramble Scramble for the additional movement speed in normal rifts and bounties, and Magic Weapon Magic Weapon Deflection Deflection in mid-to-high tier Greater Rifts. Regardless of the adjustments, spam Diamond Skin Diamond Skin on cooldown, and only reapply Storm Armor Storm Armor or Magic Weapon Magic Weapon near the end of their 10-minute duration.

The rest of the Flashfire Wizard rotation is fairly standard for Tal Rasha setups, using Explosive Blast Explosive Blast Chain Reaction Chain Reaction as the major damage dealer and proc of the fire element, Frost Nova Frost Nova Frozen Mist Frozen Mist for cold, and Electrocute Electrocute Surge of Power Surge of Power for the lightning proc and AP maintenance. Your mobility skill will also cover for the arcane proc, as Teleport Teleport gains a minor damage component from the Calamity Calamity rune.


Skills and Runes

To streamline the build, you will use a primary that will count towards one of the Tal Rasha elements, in this case lightning with Electrocute Electrocute. The inclusion of a primary skill has varying importance depending on the content you clear. In normal rifts the importance of the particular skill and rune selection diminishes, and as long as you maintain the lightning proc you can toy around with the various options.

The build's major damage dealer and the skill whose damage you will gear around is Explosive Blast Explosive Blast: a low-cooldown explosion that releases a 12 yard radial wave of energy, emitting from the character without the need to aim. With its additional detonations, Chain Reaction Chain Reaction is the strongest rune, and you will further augment it with the powers of Wand of Woh Wand of Woh and Orb of Infinite Depth Orb of Infinite Depth. As a fire skill, it will take care of yet another element in the Tal Rasha rotation.

Usually perceived as a utility cooldown or part of Halo of Arlyse Halo of Arlyse, Frost Nova Frost Nova takes a firm damage spot in the Flashfire Wizard spec. Leaving its usual crowd control duties to Calamity Calamity, Frost Nova Frost Nova brings a Tal proc of its own, counting as a cold damage dealing skill with the Frozen Mist Frozen Mist rune. Similarly to Explosive Blast Explosive Blast, its effect is centered on the hero, making it more suitable to speed farming than other cold skills.

Mobility is a cornerstone of any speedrunning playstyle, and Wizards are no exception. Either through a cubed In-geom In-geom in rifts, Aether Walker Aether Walker in bounties, or simply through Illusionist Illusionist resets in GRs, you will overwrite the standard cooldown of Teleport Teleport into a reasonably spammable state. You will be taking the rune Calamity Calamity, whose minor arcane damage will trigger the fourth elemental requirement of the Tal Rasha set bonus, as well as deliver a helpful 1 second stun.

In lower difficulties — Torments and sub-60 GRs — your first utility slot should be taken up by Storm Armor Storm Armor. While its damage proc will be negligible, it offers a consistent movement speed increase through the Scramble Scramble rune, as you invariably get hit in this melee spellcasting build. Both skills sport a generous 10-minute duration, making it simple to refresh them in between runs.

The final slot will be taken up by Diamond Skin Diamond Skin, a versatile utility skill that you will mold according to the content. In the In-geom In-geom-focused normal rifting builds, you will be taking the resource management Prism Prism rune (see this build's gear page for more information). Achieving permanent uptime through In-geom In-geom procs, this utility cooldown will reduce costs of all skills by the whopping 9 AP, single-handedly making the signature explosion spam of the build possible.

This concludes the overview of the Active Skills, now let us look through the Passives.



Two utility picks provide the foundation of the passive choices. Evocation Evocation offers a simple, but powerful effect: 20% additional cooldown reduction. Illusionist Illusionist is a passive with a lot of depth and nuance; it serves the Flashfire Wizard specifically by resetting the Teleport Teleport cooldown when receiving a damage spike, and working with a pre-mitigation calculation it gives you near infinite mobility. The additional 30% movement speed after Teleport Teleporting makes the passive attractive even when doing non-threatening content.

Audacity Audacity is a natural inclusion in a melee range spellcasting build like this one, bringing an impressive 30% multiplicative damage increase against enemies within 15 yards.

The final passive slot will be adjusted according to your needs. When farming keystones or Death's Breaths in normal rifts, use the standard Elemental Exposure Elemental Exposure — the total 20% damage increase is additive in nature and is a small increase overall, but any additional DPS is welcome.



  • 22 Jul. 2021: No changes required for Season 24.
  • 02 Apr. 2021: No changes required for Season 23.
  • 20 Nov. 2020: No changes required for Season 22.
  • 01 Jul. 2020: No changes required for Season 21.
  • 12 Mar. 2020: No changes necessary for Season 20.
  • 22 Nov. 2019: Reviewed for Season 19.
  • 23 Aug. 2019: Reviewed and approved for Season 18.
  • 17 May 2019: Guide was reviewed and approved for Season 17.
  • 18 Jan. 2019: Information was reviewed and approved for Season 16 with no changes required.
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