Diablo II: Resurrected – What Is Fire Claws Bear? Fire Claws Bear Build Recommendation
by AutumnDiablo II: Resurrected – Fire Claws Bear Build Guide
Glossary of Terms
IAS – Increased Attack Speed
FHR – Faster Hit Recovery
F – Frames (1 second = 25 frames)
Fire Facet – Unique Rainbow Facet Jewel (Fire)
4R – All Resistances
Charm – “Board” refers to a Grand Charm
Dual Leech – LL = Life Leech, LM = Mana Leech
SC – Small Charm
USC – Unique Small Charm: Annihilus
UGC – Unique Grand Charm: Gheed’s Fortune
Shael Blade – 6-socket Phase Blade with six Shael runes (Rune #13)
I. Gear-Building Concepts
For wealthy players:
Mercenary must carry Infinity.
Except for monsters with 120%+ Fire Resistance, Fire Immunity can be broken.
Therefore, focus on increasing Fire skill damage.
For non-wealthy players:
Since the merc uses Reaper’s Toll, enhance Fire Claws damage while also improving physical damage.
Maul has no synergy skills boosting its damage, but at level 22, full charged Maul grants +280% ED, making hybrid Fire + Physical a good choice.
Keep your resistances maxed.
If you cannot reach full 4R, keep Fire Res and Lightning Res maxed for safety.
If you cannot reach FHR 86 breakpoint, 54 is acceptable; no need to force gear just to hit 86.
II. Attribute & Skill Allocation
Attributes
Strength: enough for gear
Dexterity: enough for gear
The rest into Vitality
Skills
Max Fire Claws
1 point in all Shapeshifting prerequisites, including Shock Wave
All remaining points into Fire Claws synergy skills
Explanation: After patch 1.10 removed charge-up bugs, only hard-points give synergy bonuses, so this maximizes Fire Claws damage.
Survivability is not an issue because late-game gear can reach ~level 20, ~4000 life, and >6000 defense.
III. Common High-End Gear Analysis
Helm
Jalal’s Mane: +4 Shapeshifting Skills total, 30 FHR, 30 All Res.
Alternatively: 2-socket Druid helms with +3 Werebear, +Shapeshifting, +Fire Claws.
Weapon
Prioritize fast weapons because Fire Claws relies on attack speed and needs Firestorm shield synergy.
Phase Blade with 6×Shael reaches 4-frame attack (requires 110 IAS).
Griswold’s Caddy with 4×Shael reaches 5-frame, with much higher physical damage.
Armor
Choosing between Chains of Honor and Enigma:
Enigma TP is useless for the Bear form, but +2 skills & 45% FRW matter.
CoH: +2 skills, 65 All Res, making it extremely strong.
Their performance on Fire Claws Bear is nearly identical. For general use, Enigma is more universal.
Shield
Phoenix causes Firestorm, which has ~0.5s casting delay, preventing Fire Claws attacks during that window—reducing clear speed.
For a fast-killing Fire Bear, that is inefficient.

Regarding Block shields (Pally shields with base block%), calculation shows:
Expected hit recovery time:
Block shields ≈ 7.4–7.5 frames
Monarch ≈ 8.4–8.6 frames
Difference: ~1 frame advantage.
But Jeweler’s Monarch of the Colossus provides +60 life and 4 sockets.
With 4 Fire Facets, damage is significantly higher—making it the better option.
Gloves
Magefist: +1 Fire Skills benefits Fire Claws.
Upgrade to Crusader Gauntlets.
Belt
Verdungo’s: DR, FHR, +40 life (multiplied by Werebear).
Arachnid Mesh: +1 All Skills → maximize damage.
TGod’s: keep one for Lightning absorption.
Boots
Gore Rider: standard for physical melee; upgrade for better effectiveness.
Amulet & Rings
Mara’s Kaleidoscope: +2 skills, +30 All Res → best choice.
Rare +3 Shapeshifting amulets must include life since +skills + all res cannot coexist due to prefix limits.
Raven Frost: essential for melee.
If using Shael Blade (low physical damage), dual-leech is ineffective—use BK ring for +skills & life.
For Gris Caddy, use dual-leech ring.
Off-hand
Heart of the Oak + Phoenix
Shael Blade’s poor physical damage makes Phoenix useful for sustain.
Charms
Shapeshifting GCs to increase Fire Claws damage & survivability.
Use charms to fill missing 4R and FHR (54 or 86).
Mercenary
Nightmare Offensive merc (Might aura) for more damage.

IV. Non-Wealthy Gear Analysis
Helm
Still Jalal’s Mane.
Weapons
3-socket Tomb Reaver with 3×Shael → 5-frame attack.
Charged Maul damage: 1.3k–6k.Griswold’s Caddy with 4×Shael → Maul damage 1.4k–1.9k.
Armor
Ormus’ Robes: +15% Fire Damage
Arkaine’s Valor: high defense, +2 skills, 30 FHR
Shield
4-socket shield with 4 Fire Facets for high damage
Spirit: +2 skills, big res, big FHR—great transitional option.
Gloves
Magefist for Fire Claws
Laying of Hands / Lava Gout for IAS
Crafted gloves with 20 IAS, 10 CB, 6 LL, +20 life also viable
Belt
Same as high-end.
Boots
Gore Rider.
Amulet & Rings
Highlord’s, Raven Frost, dual-leech.
Off-hand
Dual Spirits to increase Shapeshifting levels.
Charms
Fill 4R and reach FHR 86 if possible.
Mercenary
Nightmare Offensive merc for better damage.

V. Non-Wealthy Equipment Combos
5-Frame, Shield Version
Helm: Jalal’s (socket Fire Facet)
Weapon: Griswold’s Redemption (4×Shael)
Armor: Valor (socket Fire Facet)
Shield: 4-socket shield with 4 Fire Facets
Gloves: Magefist
Belt: Arachnid / Verdungo’s
Boots: Gore Rider
Jewelry: Highlord’s + Raven Frost + dual-leech
Off-hand: Spirit sword + Spirit shield
Charms: USC + UGC + Torch + 7 Shapeshift/Life GCs; rest fill 4R & FHR
Merc: Nightmare Offensive
Reaper’s Toll (Shael)
Treachery / Duriel’s Shell / Gladiator’s Bane (socketed)
Guillaume’s Face (15 IAS)
5-Frame Two-Handed Version
Helm: Jalal’s (socket Fire Facet)
Weapon: Eth Tomb Reaver (3×Shael)
Armor: Valor (15 IAS jewel)
Shield: None
Gloves: Lava Gout / Laying of Hands
Belt: Arachnid / Verdungo’s
Boots: Gore Rider
Jewelry: Highlord’s + Raven Frost + dual-leech
Off-hand: Spirit sword + Spirit shield
Charms: USC + UGC + Torch + 7 Shapeshift/Life; fill 4R and reach FHR 86
Merc: Nightmare Offensive
Reaper’s Toll (Shael)
Treachery / Duriel’s / Gladiator’s Bane
Guillaume’s (15 IAS)
VI. Combat Tips
For 4-frame Shael Blade Bear, against many Fire Immunes:
Use Shock Wave to stun, let merc kill. Re-cast Shock Wave to maintain stun.
Against bosses: multiple Shock Waves may be needed.
After clearing, switch to off-hand for Redemption aura to recover.For Gris Caddy / Tomb Reaver Bears, physical damage is decent, plus Reaper’s Toll helps.
Against large Fire Immune groups, switch to Maul.
For dangerous enemies (Fanaticism aura), Shock Wave first; once merc procs Decrepify, it’s safe.Against Gloams, use S-shaped movement to avoid lightning, then close in and kill.
If cautious, switch to TGod’s before engaging.
