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Death Trap is a Rogue Ultimate: you place a trap that arms after a short delay and then hits every enemy in its area with Shadow damage. The Season 15 endgame build casts it again and again across the screen by stacking Cooldown Reduction and maximum Energy, then letting the Preparation Specialization cut the cooldown as Energy is spent. This lot builds a Death Trap Rogue at Torment I, Torment IV, Torment X or Torment XII, Seasonal or Eternal.
| Class and resource | Rogue; Energy |
|---|---|
| Key skill | Death Trap: an Ultimate Trap skill; the trap arms after a short delay and deals Shadow damage in an area when an enemy comes in range |
| Specialization | Preparation: spending Energy reduces the Ultimate cooldown |
| Core loop | Beastfall Boots make Death Trap spend Energy, so with Preparation each cast cuts its own cooldown |
| Key Uniques | Beastfall Boots, Eyes in the Dark, Misericorde, Scoundrel's Leathers |
| Mythic Unique priority | Beastfall Boots, Eyes in the Dark, Scoundrel's Leathers, Leoric's Crown, Misericorde, Stone of Jordan |
| Key Legendary Aspects | Aspect of Aftermath (Energy refund that scales with skill ranks), Aspect of Inner Calm, Aspect of Debilitating Toxins |
| Skill variants | Explosive Trigger (also a Grenade skill, releases Stun Grenades), Death Pit (pulls enemies in, extra charge), Sudden Death (shorter arm time) |
| Talisman piece | Phoba of the Sightless resets Concealment after each Ultimate cast |
| Mobility | Shadow Step and Dash |
| Durable variant | Melted Heart of Selig, less gear-dependent |
| Strengths and limits | Easy to play, very mobile, large area; depends on breakpoints and gear, fragile until Selig |
Misericorde and Eyes in the Dark bring Cooldown Reduction and damage, Scoundrel's Leathers add Death Trap ranks, and Beastfall Boots head the Mythic priority list ahead of Eyes in the Dark. Phoba of the Sightless resets Concealment after each Ultimate cast. A Melted Heart of Selig version is less gear-dependent and much more durable. The build is easy to play and very mobile, but it depends on exact rolls and stays fragile until Selig.
Leveling 1 to 70 and Legendary Aspects in all slots are part of all four options. Starting at Torment IV (Paragon 150+) the order also covers Unique items, Greater Affixes, Masterworking, Glyph leveling, the Paragon board and a Charm Set, a step that counts for a build this dependent on rolls. Torment X (Paragon 225+) adds Paragon, and Torment XII (Paragon 250+) adds Mythic items.
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