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Diablo IV: The Tower - Best Builds by Category (Solo/Duo/Squad, HC/SC)

28 Feb 2026
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Diablo IV: The Tower - Best Builds by Category (Solo/Duo/Squad, HC/SC)

Diablo IV: The Tower - Best Builds by Category (Solo/Duo/Squad, HC/SC) is a practical pick list for Tower leaderboard runs. The Tower is a timed, multi-floor endgame mode with randomized layouts and monster families. You race a fixed timer, use Pylons for tempo, and finish by spawning and killing the final boss to complete a scored run. The mode unlocks after completing Season Rank 2 and is entered from the Obelisk in Cerrigar. Builds that win here are not just "high DPS" builds, they are builds that sustain speed, survive random floor variance, and cash in Pylons without losing momentum.

What makes a build good in The Tower

The Tower is fundamentally a speed-and-consistency check. You have a 10-minute clock, you fill a progress bar by killing monsters and collecting Orbs, and you get four Pylons per run by destroying Tower structures. That structure rewards builds that clear elite packs instantly, keep moving without downtime, and do not fall apart when the floor rolls a bad monster family or awkward tile set. Leaderboards rank by the highest Tier completed and then by completion time, and they are split into Normal and Hardcore, plus solo class brackets and group brackets for parties of 2, 3, and 4.

That last detail matters: solo rankings are class-specific. So the "best solo build" is not one universal answer, it is the best answer for your class. The best way to use a tier list is to pick the strongest Tower-leaning core for your class, then choose your category (SC vs HC, solo vs group) based on how much risk you can tolerate and how coordinated your group is.

Best Tower builds by category (Solo/Duo/Squad, HC/SC)


The build names below are pulled from a current Tower-focused tier list (Season 11) and then mapped into practical categories. Use this like a menu: pick the category you are actually playing, then pick one of the recommended cores. If you are pushing Hardcore, prioritize the options that naturally tolerate bad pulls and random pressure rather than the ones that only shine when everything goes perfectly.

Category Best picks (core) Why it fits the category
Solo (Softcore) - Paladin Judgement; Auradin; Blessed Hammer Top-end Tower push cores that convert floor clears into fast boss spawns without stalling on elite packs
Solo (Hardcore) - Paladin Blessed Shield Thorns; Auradin More forgiving survival profile for random floors while still keeping pace; less reliant on constant risk-taking
Solo (Softcore) - Barbarian HotA Simple high-tempo burst that can delete priority targets and keep the run moving
Solo (Hardcore) - Barbarian HotA (safer setup) Same core, but built around stability and fewer all-in pulls to reduce death risk
Solo (Softcore) - Rogue Heartseeker Reliable clear tempo with clean routing and strong single-target to finish the run fast
Solo (Hardcore) - Rogue Heartseeker (safer setup) Consistent pacing that can be tuned toward defense without breaking the run flow
Solo (Softcore) - Druid Pulverize Conservative, straightforward clears with a stable loop that is less punishing when floors roll awkward
Solo (Hardcore) - Druid Pulverize One of the safer solo templates when you want fewer "one mistake ends the run" moments
Solo (Softcore) - Necromancer Shadowblight Functional Tower core for players who prefer a steadier approach over peak speed
Solo (Hardcore) - Necromancer Shadowblight (safer setup) Stability-first pacing that can survive variance better than glassy alternatives
Solo (Softcore) - Sorcerer Esadora's Crackling Speed-friendly loop that can keep pressure while moving through floors
Solo (Hardcore) - Sorcerer Esadora's Crackling (safer setup) Same core with survival bias to avoid run-ending spikes on bad floors
Duo (Softcore) Carry + Carry: Judgement + Auradin; or Carry + Stable: Judgement + HotA Duo can stack two carries, or pair a high-tempo carry with a stable second carry to avoid stalls on bad floors
Duo (Hardcore) Carry + Anchor: Blessed Shield Thorns + Auradin; or Blessed Shield Thorns + HotA Hardcore duo wants one build that survives anything and one build that keeps tempo without forcing risky plays
Squad (Softcore, Party 3-4) 2x Carry + Support: Judgement + Auradin + zDPS Support Paladin (plus a fourth carry if Party of 4) Support converts buffs, healing, and debuffs into faster clears; stacked carries cash in Pylons and end boss time
Squad (Hardcore, Party 3-4) Anchor + Carry + Support: Blessed Shield Thorns + Judgement + zDPS Support Paladin Hardcore squads benefit most from one durable anchor, one fast carry, and one support to reduce death risk

Solo picks: what to run and what to avoid

For Softcore solo pushing, start with the top Tower cores for your class and focus on one simple rule: never stop moving unless you are cashing a Pylon or killing an elite pack that blocks progress. For Paladin, that usually means Judgement, Auradin, or Blessed Hammer. For other classes, the practical approach is the same: pick the highest Tower-leaning core you can pilot cleanly and gear consistently, then optimize your route and Pylon timing rather than chasing a "perfect" build swap every week.

For Hardcore solo, bias toward survival-first cores that keep moving even when the floor rolls poorly. For Paladin, Blessed Shield Thorns is the cleanest template for that job, with Auradin as a safer speed option when you already know your limits. Across all classes, the biggest mistake is picking a build that only works when you play on the edge; Tower variance will eventually punish that.

Duo and Squad picks: why support changes everything

Group leaderboards exist for parties of 2, 3, and 4, which means you can build around coordination rather than pure solo self-sufficiency. In duo, double carry can work, but stability matters because a single bad floor can erase the advantage of two glassy carries. The simplest duo template is one high-tempo carry plus one tougher or more stable carry that can play anchor on dangerous floors and keep the run alive.

In parties of 3 or 4, dedicated support becomes real value because it turns "good clears" into "fast clears" while making failures less likely. A true zDPS support is not there to top damage, it is there to keep your carries aggressive: maintain buffs and debuffs, keep the team healthy, and reduce the time lost to defensive resets. The practical result is straightforward: your carries focus on deleting packs, chaining Pylons cleanly, and ending the boss quickly instead of spending time on self-sustain and recovery.

Conclusion

The Tower rewards builds that maintain speed under a hard timer, survive random floor variance, and convert Pylons into momentum. Leaderboards are split into Normal and Hardcore and include solo class brackets plus party brackets for groups of 2, 3, and 4, so the "best build" depends on your class and whether you are pushing alone or coordinating a group run.

For Solo Softcore, prioritize the strongest Tower core for your class and play for tempo: clean routing, fast elite deletes, and consistent boss finishes. For Solo Hardcore, pick a survival-first core that can survive bad pulls without requiring constant risk. In Hardcore, consistency beats peak speed because a death ends the season for that character.

For Duo and Squad, treat Tower as a composition problem. Two carries can work, but the strongest teams usually add support. A dedicated zDPS support that buffs damage and survivability lets your carries stay aggressive, chain Pylons cleanly, and finish the boss without tempo breaks. If you build around that reality, you stop hunting for a mythical "one best build" and start picking the best package for your exact category.


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