II: Gear:Before we start, a basic explanation of how mirrored blades works. It splits your attacks into five attacks, buffs the damage, attack rating, and speed of those attacks. With a melee weapon (don’t use an eth one if it can break), you basically do 5x attack damage to your single targets. With a ranged weapon, it splits your arrows into 5 arrows, each doing your attack’s damage. If all 5 hit the same target, the target takes the 5x damage. If they hit individual targets, each one soaks the damage of the attack on its own.
Unlike echoing strike, which splits your damage among the 10 shards, mirrored blades delivers equal damage from each of the five blades. Further:
-Hex: Bane delivers full damage for each blade (instead of 1/10th damage for echoing strike)
-Chance to cast and crushing blow each work for mirrored blades (not for echoing strike)
Now, what Hex: Bane does is adds magic damage to your arrows. On its own, that’s a nice boost to a skill like echoing strike. But when you fully synergize it, with the three synergies that each add 35% damage to the skill, you really get into some serious numbers. Bumping the skill up a level then adds exponential damage over what the weapon does on its own. On the character screen, this looks like ~9k-12k damage per mirrored blade of
straight magic damage, unaffected by the weapon you choose to deliver it with. So while there are bigger and bulker ways to use this skill, your only concern needs to be how can that 12k magic damage per hit be delivered as fast as possible, with every point of -enemy resist or % magic damage enhancing that even more.

This is the crux of the build. The two options I will talk about have this in mind, as well as a couple of other options that people prefer (but I don’t for this specific build).
Weapon: Brand demon crossbow (key stats: fires explosive arrows, ctc bone spears, ctc amplify damage when struck, 260-340% enhanced damage, knockback, deadly strike, +% attack rating, prevent monster heal)
OR Demon Machine demon crossbow (upgraded from chu-ko-nu) (key stats: fires explosive arrows, 66% pierce, +66 max damage, lots of attack rating, socketable)
I prefer Brand for a few reasons, but Demon Machine is incredibly viable and, to some, the better option.
They both have a few things in common. They utilize the incredibly fast demon crossbow (but there are other base options, that I’ll go into later), which means your hex will be delivered as fast as possible without having to add IAS. As a tradeoff, they provide little in the way of physical damage, which means you don’t need to play around with prioritizing things that enhance that. And they both fire explosive arrows.
What the explosions do is add a some fire damage (more with Brand than Demon Machine, and these can help with minion packs) but really they
MAKE YOUR ATTACKS GUARANTEED TO HIT. When lots of the explosions happen at once, they can provide a nice little damage boost, but there’s
no comparison between items that rely on attack rating and items that guarantee that every one of your max frame, split equally five ways, massive damage bolts hit your target.
#1 reason to prefer Demon Machine: Pierce.
It’s a really enticing thing to know that you can pierce your attacks on this. It enhances the build greatly when a monster who gets an explosive arrow hit of 10k magic damage have that same arrow pass through and explode on another monster. This is especially helpful when fighting difficult heralds (especially when they’re behind a doorway or obstruction). But in reality, TZ 96 mobs in P8 just melt to this build, even without the pierce, partly because of how the defilers buff and spread the damage. Many monsters will die without being hit by a single arrow, because your double defilers have linked them to the ones you actually hit.
Other reasons to prefer Demon Machine: affordability, socketability.
The second reason isn’t as big of a one because of the lack (as of now) of a Rainbow Facet alternative for magic damage means that the really only interesting thing to put in the weapon is a Shael rune (I guess you could put things like Ber/Lo in there, but I don’t know if there’s a lot of real benefit to that) to free up a piece of gear to drop some IAS.
The real reason to use a Demon Machine, in my opinion, is that it costs nothing compared to the Jah/Lo/Mal/Gul from the Brand. If that’s your priority, then please use that and adjust your gear slightly to accommodate that.
Reasons to prefer Brand: Knockback, fun amp procs for the mercenary, bonespears that may or may not carry Hex: Bane on them (things die too fast for me to really tell). I notice I do more damage when I use Brand vs. Demon Machine, and I think it’s fun to use a runeword that legitimately has no other real use in the game.
There are actual, by the numbers reasons to use Brand. First, the explosive arrows are significantly higher level on Brand than on Demon Machine. If you fire your 5 arrows into a pack of 14 mobs, all 5 will hit, all 5 will explode, and many of those 5 will pierce and explode again. The explosions do a few hundred each, and that adds up. A monster that’s hit by 5 Brand explosions just took 2500 fire damage (CHECK THIS), and that means that pack of 14 mobs just took 35k damage just from the explosions of your one arrow shot, assuming none pierced and before the defilers spread that damage. Any fire damage your character has will increase this damage substantially. So while the explosions don’t seem like much, it starts to add up.
The bone spears also proc 100% of the time, meaning monsters across your screen take that damage. Basically, you have tons of hex damage, but the Brand adds what seems like small amounts of damage, but in ways that stack and add up very quickly to help clear screens.
I will talk about other possibilities, like Mist and Buriza, later on when discussing build variants. But just know that
there are reasons I prefer Brand/Demon Machine to them, though many guides will recommend those instead.Helmet: Hellwarden’s Will (key stats: +1 all skills, 20% FCR, 20% IAS, up to 6 MAEK, up to -8% enemy magic resist and -8% enemy fire resist) with a Guardian’s Light jewel
I feel that this helm will soon be just the default for many builds that utilize IAS, because just the simple fact that there is 20% FCR and 20% IAS on the same item can open up other slots. The fact that everything else on the hat seems perfectly designed for this build makes it absolutely best in slot for me.
With how little magic immunity exists in this game, every point of -enemy magic resist is basically 1% additional damage to your arrows (again, arrows that deliver equal damage across all 5 shots and can pierce). So this is basically a helmet that gives you the minimal IAS you may need, FCR you’re hurting for in this build, the +skill, substantial amount of MAEK, and then a gross amount of damage to your hex in the form of +10% damage and -18% enemy magic resist. Unless the character is immune, this likely ends up being more than the aggregate 28% damage increase. But wait! There is also up to -8% enemy fire resist, which bumps your explosions up by 8% per hit. Just a tremendous option.
There are potential variants that can use other hats. Shako is a classic, and we all know what that adds to the table. A 2/20/2 circlet (or even 3/20/2 if you want) will help you add resists to the build through via the extra socket (and potential extra added resist if you have a rare 2/20/2 with all resist), but those are way better used by being sold to other warlocks.
Helmet: EnigmaI’ll save the explanation.
Gloves: Horizon’s Hold (key stats: 140-270 fire damage, 10% crushing blow, dexterity, life, attack rating, 30% IAS and 20 dexterity from 2 piece set bonus)
Gloves: Horizon’s Legacy (key stats: cannot be frozen, magic resist, strength, dexterity, 10% extra FRW and 20 dexterity from 2 piece set bonus)
I’ll keep these together for a couple of reasons. For the default build, you do not need this 30% IAS. Demon crossbows attack so fast, that this is not needed to hit the fastest possible mirrored blades attacks. This IAS becomes crucial in other variants, but really it’s just the default stats on these that make them, in my opinion, best in slot.
As noted earlier, mirrored blades can proc crushing blow. Having 10% is nice against t5 heralds that can get hit 5 times by your same shot. Also as noted earlier, fire damage buffs not just the arrow shots, but also the explosions from Brand, so that 140-270 fire damage is now being added to the 5 explosions you launch per shot as well as the 5 bolts themselves (enhanced by the -8% fire damage in Hellwarden’s, too!).
For the boots, you have -45% magic resist from your sunder, and this mitigates 1/2 to 2/3 of that loss. The key stat is the CBF, though, which frees you from having to use a Raven Frost (something that gives no benefit because of your lack of needing attack rating with Brand, remember). The fact that using the two piece gives you up to 50 dexterity means that you won’t need any to equip your bow.
I think the boots are mandatory for the build, and wouldn’t swap them for anything because of the CBF/magic resist. The gloves, you can move around. I think they’re BIS, but if you wanted to use a Lava Gout (20% IAS, fire damage, ctc enchant) because you don’t have an outside source of enchant, that’s fine. Blood gloves with crushing blow and resists, or rare gloves with resists can cover you if you feel you need the extra resists (I don’t personally worry about them, but some people do). For some variants, using slower weapons, you pretty much have to use 2 piece Horazon’s, so it’s good to know they’re amazing even without the 30% IAS.
Belt: Razortail (key stats: 33% pierce and dexterity)
OR Arachnid’s Mesh (key stats: +1 all skills, 20% FCR, with some slow and max mana)
OR Gheed’s Wager (key stats: up to 20% FCR, FHR, and FRW, to go with up to -7% enemy magic resist and up to 15 all resist)
This is 100% a personal preference, so I’ll outline the pros for each. There’s a specific circumstance where you will definitely want one over the other two, but in reality for 95% of encounters, there isn’t a wrong choice in my opinion. Others will read build guides and disagree with me on principle, but I’ve run these all a lot and I don’t really notice when losing the key stats on each in favor of the key stats of other pieces.
Reasons to use Razortail: You have a Brand and want some pierce. That’s pretty much it. Now, this build, because of it’s TREMENDOUS damage output, rarely finds itself needing the pierce. If there’s a huge pack of mobs, they’re getting hit by thousands of damage in explosions, bone spears, and defiler spread even if they aren’t in the front row, and whatever isn’t wiped out by the first volley is usually cremated by the second. The only time I want to have some pierce is when fighting tougher heralds that are in the middle of a pack of higher HP/fire/magic resist minions, because I want to clear out those minions as fast as possible and objectively the arrows themselves do most of that damage. So having some of the arrows pierce to hit the herald while the minions are in front, and also have the back minions take the most damage possible, that’s important. If you’re planning to spend a game farming heralds, wear a Razortail. If you aren’t and just want to clear tombs or bosses, you can likely get away with one of the other options and be fine.
Reasons to use Arachnid’s Mesh: You want to hit the next FCR breakpoint and prefer the +skill for some prebuffing purposes. Again, pretty much it. If you use a Demon Machine and don’t care about the difference between 100% and 66% pierce (you won’t care), then here’s an option. The +1 skills benefits everything from your hex damage, to the length of your consume, to the size of your sigil, to the DR/resist from oath. If you’re doing a demon variant, you might want to prefer this item. The 20% FCR is the biggest add, because it brings you from the 30% FCR breakpoint to the 48%, and that’s a big deal in a lot of cases. I play at the 30% and don’t miss the 48%, but others might disagree and that’s fine!
Reasons to use Gheed’s Wager: You want to hit the next FCR breakpoint and prefer the increased damage, resists, FRW, and FHR to the skill point. This item has it all, and if it had any pierce on it it would be broken beyond belief. As noted in the Hellwarden’s section, the -% enemy magic resist is a straight 1% damage increase for each percentage, and 7% adds up nicely. This build also hurts badly for resists, and this provides a reasonable amount. You only really need 8% FCR from the belt, so save your money and get a low FCR roll that prioritizes the resists and -% enemy magic resist.
I use a Razortail most of the time, because I like to just clear games and the pierce helps with that. But a Demon Machine version of this would probably prefer Gheed’s Wager, and a variant that uses a bound demon would likely prefer Arachnid’s Mesh. But they’re all great!
Amulet: Mara’s Kaliedoscope (key stats: +2 all skills, 5 attributes, 20-30 all resist)
This one is easy for me. I’m a glass cannon that is made of pretty strong stuff, but even I don’t want to have negative resists. Mara’s gets me to the ~20 resist all range with some charms, and that’s what I’m prioritizing here. IAS is not needed from the amulet slot.
If you want to, you can push for FCR here to get up to the 48% breakpoint, and honestly I will likely end up doing this. A crafted amulet with 8% might allow you to get +2 warlock skills and a ton of resists for a lot cheaper than any 10%+ FCR amulet would cost. It would come at the cost of life from BO (if you use a CTA for yourself), but it’s a worthy goal. I just want max resists and don’t really worry about the FCR because I honestly don’t notice it much on this character. It’s possible to get up to 75% FCR using a Gheed’s/Arach and a crazy 15%+ FCR amulet, but again, not missed in my opinion.
Ring #1: Opalvein (key stats: +3-5% magic damage, all resist, LAEK and MAEK)
Ring #2: Sling (key stats: 10% FCR, some mana and MF, and TOWN PORTAL)
I’ll just copy most of what I put in my Blood Boil guide for this section:
“I can't begin to describe how happy it makes for me to never have to carry TP scrolls. Raise your hand if this is you: You carry a torch, tome of identify, and tome of town portals with you, and hate that you have 3 things that take up two vertical slots in your inventory, but only two of them fit with the 2x2 size of the cube. So you either need to drop a skiller/Gheeds in favor of more small charms, or you live in tyranny your whole life to have to keep TP scrolls on your belt. Really fun when running A2 and you need to go find Drognan in the middle of your run.
I bring a BO/hork barb with me in games, and so I end up casting a decent amount of portals. Every time I cast a Sling TP, it makes me so happy. So now, if I'm using a 2/20 super expensive circlet, I'm going to have 135% FCR, because I'm using the damn Sling forever on my mains. No double SOJs for this guy.”Sling gives -3-5% enemy magic resist and 10% FCR, Opalvein gives +3-5% magic damage and 10% FCR (with all resist and MAEK). Just use these and you’ll do more damage and be happy. You can also use double Opalveins if you hate your inventory and are a sadist, or mix in a SOJ, I’m not going to tell you how to live your life. I’m using a Sling.
Inventory:- Rows 1-2: Torch and Tome of Identify over the cube
- Row 3: Renewed Black Cleft sunder (I prefer +damage over -enemy resist here, because the +damage works like Enchant does: it applies when I prebuff with Hex: Bane, and is again applied when I attack with magic damage) and the Annihilus (there’s an argument to, if you use enchant, to use a fire sunder here. I don’t think it’s necessary)
- Rows 4-8 grand charms:
-If you want MF, use a Gheeds and a combination of skillers/life and resist GCs
-If you want survival, sacrifice a skiller or two and use resist GCs
-If you want to be awesome like jimmybrando, run with 5 skillers (if they have life, great, if not you’re still awesome)
- Rows 4-8 small charms: all resist/cherry-picked resist charms