Updated for Patch 3.22
The role of Gloves is often to enhance your character's offence or utility, especially in Attack-based builds with modifiers to Attack Speed, added Damage to Attacks, or Accuracy. It's also generally expected of them to have some kind of Resistance with Spell Suppression as their Suffixes and Maximum Life for a Prefix because defences are always your top priority. The list of good Eldritch modifiers that can be applied to them is also long - there's Rage on Hit, extra targeting for Strike Skills, Poison/Bleed/Impale Chance, Exposure, Damage Conversion, or Extra Pierce for Projectiles.
It's vital to mention the importance of Corrupted Implicits that would allow you to apply a Curse on Hit, get one extra Maximum Frenzy Charge, or increase the level of socketed Gems. It's often the edge the Uniques have over Rares - they are very cheap and you can continuously Corrupt them until you get what you want.
For Unique Gloves, it's a highly competitive item slot and the majority of Attack builds will prefer Rare Gloves. Spellcasters are more likely to use Uniqes, but they still need a good reason to choose something like Shaper's Touch, Asenath's Gentle Touch, Kaom's Spirit, or Hands of the High Templar over Rare Gloves with basic defensive stats. Unique Gloves often require a highly specialized build. This list of all the Unique Gloves we've put together should prompt you to explore their potential or explain how they work and why some of the builds use them.
Strength Gloves | |
Lochtonial Caress - These are great on nearly any level-1 character due to a wide range of various improvements. The Conduit makes them also useful in a party play or some Minion builds. | |
Required Level: 1 (6-9) Armour |
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Giantsbane - It's not really used in any build as it reduces your Attack Speed, which is undesirable in any Attack build. The most distinguished feature present here is the extra Piercing for Bow Attacks, but it's not something you need that much. | |
Required Level: 23 Armour: (138-192) |
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Meginord's Vise - You can use them in a low-level build that employs Melee Strikes, these Gloves will enhance your clear speed due to the extra targeting. It probably won't be needed later on as most such builds pick up Tribal Fury notable anyway which is enough. | |
Required Level: 35 (290-381) Armour |
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Winds of Change - These Gloves are quite good in a low-level Projectile-based build, such as Spectral Throw Deadeye, Spark Trickster, or Lightning Strike Berserker. The extra Projectile Speed is great in Spark or Tornado Shot builds, but do replace them later with something with Elemental Resistances and no reduction to Movement Speed. | |
Required Level: 47 (154-173) Armour |
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Empire's Grasp - Used only in a niche build that siphons all the enemies to you or your Totems, making them easier targets. Most builds, however, prefer simply high damage. | |
Required Level: 53 (574-800) Armour |
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Atziri's Acuity - It grants tons of Intelligence, great in a build that can also benefit from Maximum Life, Crit Chance, and Vaal Pact Keystone. Vaal Pact enhances your Life Leech but disables Life Regeneration. It can be good in a Slayer build as they usually have little to no Intelligence and specialize in Life Leech. | |
Required Level: 63 (696-851) Armour |
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Replica Atziri's Acuity - It's almost exactly the same as Atziri's Acuity, but the Keystone it grants is Perfect Agony instead of Vaal Pact. Almost no build uses this Keystone so these Gloves remain unpopular. | |
Required Level: 63 (696-851) Armour |
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Craiceann's Pincers - Aspect of the Crab is a very niche Skill and these Gloves don't really improve it that much. We see no reason to use this item. | |
Required Level: 69 (605-834) Armour |
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Kaom's Spirit - As of 3.22, the most widely-used Unique Gloves in the game. These are a popular source of Rage which is good in any build. It just requires some kind of Life Regeneration that one can obtain from any Rare Item, a Vitality Aura, or Voll's Vision. It's popular in all kinds of Tornado Shot Deadeye builds as they are often heavily damage-oriented. Keep in mind that Rare Gloves with a proper Eldritch Implicit can also generate Rage, albeit not as fast. | |
Required Level: 69 (242-278) Armour |
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Veruso's Battering Rams - There's quite a lot of Armour, Attack Speed, Movement Speed, some damage, and conditional Shock immunity there. These Gloves, however, lack Maximum Life and Elemental Resistances which are very important. It's only a good choice if you really need that Shock Immunity. | |
Required Level: 69 (532-778) Armour |
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Ceaseless Feast - Corrosion erodes flat Evasion and Armour, eventually leaving your enemy with neither of both. It can be good in a rapidly attacking Physical Damage build to improve its boss DPS. Not many Physical Damage Attack builds use these as there are superior choices, for example, Rare Gloves with extra Strike targeting or Rage on Hit. We have used it in a Summon Holy Relic Necromancer build. | |
Required Level: 70 (440-632) Armour |
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Hateforge - A very expensive pair of gloves - with good enough Rage generation you can bypass the "Cooldown" imposed on all Vaal Skills. It's typically used by Berserkers as they can quickly generate a lot of Rage. It goes along nicely with Vaal Slam Skills like Vaal Earthquake or Vaal Ground Slam. | |
Required Level: 72 (338-432) Armour |
Dexterity Gloves | ||
Hrimsorrow - It's used to Convert all Physical Damage to Cold. You can see it often being equipped by Shockwave Totem Hierophants, Blade Vortex Occultists, and other characters with a Spell that has base Physical Damage. | ||
Required Level: 9 (72-92) Evasion |
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Maligaro's Virtuosity - It fixes your Crit Multiplier at 300%, which i higher than the base 150%. Usually, Crit builds can go much higher than 300% Crit Multiplier. These Gloves are only somewhat good if you don't invest in your Crit Multiplier as it's a dead stat now. There are also no defensive stats other than Evasion here. We have used it in Shrapnel Ballista Hierophant which simply has no way to gain any meaningful Crit Multiplier. | ||
Required Level: 21 (113-158) Evasion |
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Great Old One's Tentacles - Not many players resort to using these Gloves in their Physical Attack Damage builds, which is the only type of builds in which they are remotely useful. It adds a bit of Flat Physical Damage to Attack, up to 20% Chance to Impale, and a high chance to "detonate" Impaled enemies on kill. Rare Gloves are typically better in such builds. | ||
Required Level: 38 (125-148) Evasion |
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Oskarm - Used pretty much only in the Accuracy-stacking Lightning Strike Juggernaut build due to the big Accuracy bonus. | ||
Required Level: 52 (109-122) Evasion |
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Painseeker - It can be used in a mixed Elemental Damage type build. Typically these are the same builds that have a weapon with various types of Added Fire, Cold, or Lightning Damage, and Trinity Support Gem in their skill setup. It also encourages you to invest in Chill and Shock Chance as you're no longer able to apply these with Crits, which would be a shame as Painseeker also improves the Chill and Shock effect. This Blade Flurry Pathfinder is an example of a build in which these Gloves may be good, but in most cases, Rare Gloves are still much better. | ||
Required Level: 54 (283-466) Evasion |
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Mercenary's Lot - The idea behind these Gloves is to transfer your Mark to another enemy when the one with it dies. It may seem good as you can only have one Mark on one enemy at any given time, but it's usually only the Rare and Unique monsters that you want to Mark, they are surrounded by white or blue enemies that will die instantly anyway. You can just link your Mark to Mark on Hit Support Gem and call it a day. | ||
Required Level: 70 (322-398) Evasion |
Intelligence Gloves | |||
Sadima's Touch - There's barely anything here, but the 10% of increased Quantity is enough for Magic Find builds, it's the most important stat for them. | |||
Required Level: 11 (23-25) Energy Shield |
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Doedre's Tenure - Good for low-level Spell Casters due to the increased Spell Damage, but the reduced Cast Speed will become a major downside down the line. | |||
Required Level: 12 (10-13) Energy Shield |
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Asenath's Gentle Touch - You can use these in any Bleed or Poison build to inflict Temporal Chains on Hit. It increases DoT Damage. It's also great due to the explosions. This Spark Trickster build is a good example of a build that benefits from these. | |||
Required Level: 25 (18-23) Energy Shield |
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Vixen's Entrapment - Used in Doom Blast builds. It quickly applies all socketed Curses each time you cast some other Curse Skill, typically supported by Impending Doom and Spell Cascade. | |||
Required Level: 36 (75-118) Energy Shield |
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Allelopathy - Grants you a high-level Blight Skill that you can support with four Support Gems. It's not particularly useful, most players, if they would want to include a utility Blight setup, would simply use the Skill Gem, often the Vaal version of it. However, a lot of non-Poison Chaos DoT builds use many Chaos DoT Skills like Essence Drain or Soulrend as each individual Skill is another separate instance of DoT. We have used it in our Vaal Blight/Essence Drain CI Trickster. | |||
Required Level: 41 (56-72) Energy Shield |
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Replica Allelopathy - It's a bit less useful than the original. Wintertide Brand is a Cold DoT Skill that can be added to your Cold DoT Build alongside Vortex or Creeping Frost, as each instance of Cold DoT from separate Skills is stackable. Still, we recommend simply using Wintertide Skill Gem. | |||
Required Level: 41 (56-72) Energy Shield |
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Demon Stitcher - Used mostly to quickly gain a lot of Energy Shield, which is great if you cannot easily Regenerate, Recharge, or Leech it. It is often the case if you're using Shavronne's Revelation or Mahuxotl's Machination. The sacrificed Life doesn't count as damage taken. You cannot die from sacrificing too much of it, but be mindful of Chaos Damage that always penetrates ES. It's good in Hybrid builds with a lot of Life and ES alike. | |||
Required Level: 41 (128-153) Energy Shield |
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Kalisa's Grace - If you can consistently uphold the Crit Chance bonus, which is actually quite significant, it's an okay item for a low-level build. Spending 800 Mana every 2 seconds is challenging - it requires a lot of Cast Speed, expensive Spells (you can't use Eldritch Battery to bypass the requirement), and Mana Recovery. Usually, Mana-stacking builds use Shaper's Touch. Other builds Reserve too much Mana or try to reduce the Cost of their Skills to 0 so it's not a popular choice. | |||
Required Level: 55 (82-117) Energy Shield |
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Replica Kalisa's Grace - It's bad, the increased AoE typically does not translate to damage. Activating this effect is also difficult. | |||
Required Level: 55 (82-117) Energy Shield |
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Voidbringer - Its notable feature is granting you ES on Kill while removing your Mana when you use a Skill, so it's the most useful with Eldritch Battery Keystone. The extra Level to Elemental Gems may also be good for Auras socketed here. However, it's still bad - Energy Shield on kill can be gained from Soul Thief notable, ES Leech, or it's often not needed at all. It has no effect during one-on-one fights. | |||
Required Level: 55 (103-154) Energy Shield |
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Grip of the Council - Used in Minions builds whose base damage is Physical. It grants them a lot of extra Cold Damage. Most commonly it is used by Guardians with Unwavering Crusade to create an Elemental/Cold Damage Minion build - Hatred granted by this passive is quite similar to what these Gloves offer. You can use it with Zombies, Skeletons, Raging Spirits, Herald of Purity, Dominating Blow, or Absolution. | |||
Required Level: 60 (45-52) Energy Shield |
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Replica Grip of the Council - It's not as popular as the original, but the target audience is very similar. It grants a huge bonus to Fire Damage instead of Cold Damage which doesn't matter if you're not specialized in any particular type of Elemental Damage. It reduces Minions' Maximum Life which is probably less desirable than the reduction to Movement Speed because it may cause your Zombies or Animated Guardian to die more often. | |||
Required Level: 62 (190-230) Energy Shield |
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Black Zenith - It allows you to create a powerful setup for a Projectile Spell to be used on a four-second Cooldown. It's not a popular pair of Gloves as most players prefer to use their main damaging Spell constantly. You can, however, bypass the Cooldown limitation by using a Channelling Projectile Spell linked to a Movement Skill and Cast while Channeling Support Gem, as we did in our Black Zenith Winter Orb Occultist build. | |||
Required Level: 70 (108-145) Energy Shield |
Armour/Evasion Gloves | |||
Flesh and Spirit - One of very few sources of Rampage. That doesn't make them good. It works best (grants you some Life and more Vaal Souls) if you enter the Rampage, but the nature of this buff is that you don't want it to end in the first place. |
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Required Level: 15 (50-81) Armour |
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Slitherpinch - Use it only on a low-level Attack-based Character that could use some Life and Mana Leech. It's no good in any other case. | |||
Required Level: 27 (50-62) Armour |
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Vaal Caress - Increases the Gem Level of socketed Vaal Skills by 5, even if you use only the non-Vaal component of it. It also reduces the level of any Support Gems and non-Vaal Skill Gems, so the best way to utilize it would be to socket 4 Vaal Skill Gems here. Auras don't need to be linked to anything so a lot of Aura-stacking characters do just that. You can also Corrupt them for another 4 additional levels (via double Corruption) to some Skills (such as Aura, Duration, or AoE Gems), so technically you can get a level 30 Skill Gem with no global modifiers this way. |
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Required Level: 27 (110-148) Armour |
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Aurseize - We see no use for these Gloves, not even MF characters value the extra Rarity. |
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Required Level: 36 (91-120) Armour |
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Tombfist - Used most commonly in an Abyss-stacking breed of Tornado Shot builds to fit in more Abyss Jewels. The Sockets and Attack Speed are usually enough but you can fish for the modifiers such as Onslaught On Kill, Blind or Maim on Hit there. |
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Required Level: 36 (65-75) Armour |
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Haemophilia - The best Gloves for a Corrupting Fever/Reap Champion. It's excellent for such Bleed builds due to explosions and increased DoT. | |||
Required Level: 43 (78-87) Armour |
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Tanu Ahi - One of the very few sources of Adrenaline, which is a potent buff. These Gloves are good if you constantly use a Skill that removes a portion of your Life so that you can Leech it back right after, preferably one with high Attack or Cast Speed as the chance of gaining this buff is only 10%. The build where you should use these is a Stunning Boneshatter Slayer or Boneshatter Juggernaut. |
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Required Level: 39 (176-260) Armour |
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Wyrmsign - Wyrmsign Gloves are not particularly good, but you can still use them to gain Rampage, given you can generate Endurance Charges. Rampage is usually not that good to justify wearing these Gloves. |
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Required Level: 49 (193-270) Armour |
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Breathstealer - The Blighted Spores it creates after you kill a Rare Monster provide you and your Allies with a random Aura. It's good only if you plan to kill a lot of Rare Monsters next to each other (it's good with Abyss, Rituals, or Expedition), and if you will actually benefit from these Auras. It works best in some sort of Physical-to-Elemental Damage Conversion, or random Elemental Damage build that can benefit from Hatred, Anger, and Wrath. We have used it in our Summon Skeleton Mages Necromancer build. |
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Required Level: 59 (212-305) Armour |
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Farrul's Pounce - We see no use for these Gloves. Bleed Builds can simply grab the Crimson Dance Keystone if they want to as it's close to all the Bleed Damage nodes on the Skill Tree. Cat Stealth won't be active constantly so the guaranteed 100% chance to cause Bleeding won't work half the time. |
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Required Level: 59 (212-292) Armour |
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Gravebind - In many cases, these are build-enabling Gloves. It's usually in Minion builds, where your character has to trigger on-kill Effects. Arakaali's Spider Summoner or Herlad of Purity Necromancer builds need them to summon their Minions in the first place. You can also put them on your Animated Guardian for some unique interactions. To learn more, visit our Animated Guardian - Best Items and Setups Guide. |
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Required Level: 59 (212-305) Armour |
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Surgebinders - These Gloves are used mostly in Charge-stacking builds for the extra damage. It's especially good in Discharge builds with Power and Frenzy Charges. See our Cast on Death Discharge Occultist or Discharge Assassin builds for more information. |
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Required Level: 67 (229-291) Armour |
Armour/Energy Shield Gloves | |||
Shackles of the Wretched - You can use them to Curse your character. Self-curse may work with Chains of Emancipation, Doryani's Prototype, or Self-Flagellation builds. Temporal Chains is also a popular Curse to be afflicted with due to the reduced expiration rate of effects, including buffs. |
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Required Level: 7 (14-20) Armour |
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Triad Grip - Used to convert Minions' Physical Damage to any other type of damage. You may see it being used in classic Zombie or Skeleton builds with four Green Sockets and a powerful Hatred Aura that sources extra Cold Damage from base Physical Damage. It can also be used by Guardians with Unwavering Crusade where you prefer your Minions to deal Elemental Damage rather than Physical Damage. |
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Required Level: 32 (104-147) Armour |
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Command of the Pit - It's used in Spell-oriented Abyss-stacking builds as it grants you two extra Abyss Sockets, Arcane Surge, and a bit of Cast Speed. We have used it in our Abyss Stacking Ethereal Knives Ascendant. | |||
Required Level: 37 (67-77) Armour |
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Hand of the Fervent - We see no use for these Gloves. It causes your character to take Physical DoT in exchange for Overwhelming a bit of Physical Damage Reduction. 15% is not a lot. | |||
Required Level: 43 (132-211) Armour |
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Volkuur's Guidance (Fire) - The most popular Volkuur's Guidance. Used in builds where you deal a lot of Ignite Damage - it's where you already invested in Damage over Time modifiers. This way you can get some extra Poison damage on top of Burning Damage. It's great when combined with Incandescent Heart in Cremation builds where you scale the base damage off of Corpses' Life. You can even combine with Blackflame Ring to deal only Chaos Damage with your Ignites. | |||
Required Level: 43 (78-92) Armour |
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Volkuur's Guidance (Lightning) - It can be used to create a Poison build using only Lightning Damage, but most players simply Convert their Lightning Damage to Chaos via Voltaxic Rift. The 50% less Poison Duration penalty is quite significant. | |||
Required Level: 43 (78-92) Armour |
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Volkuur's Guidance (Cold) - These Gloves may be used to cause Poison with your Cold Damage Skill with no need to Convert this Damage to Chaos first. It's not a good idea to do so because of the "50% less Poison Duration" modifier that reduces your Poison DPS. Remember you can also use a Pneumatic Dagger, Beacon of Madness, or Inextricable Fate. | |||
Required Level: 43 (78-92) Armour |
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Replica Volkuur's Guidance - If you wish to Ignite with your Chaos Damage, use these. Currently, there's no good reason to do so as the biggest Ignites come from Skills that deal base Fire Damage anyway (Detonate Dead or Death Wish) Or Skills whose majority of damage can be Converted to Fire to benefit from Elementalist's Shaper of Flames. It may be good in builds with high Chaos Damage per Hit (by linking a Spell to the Sacrifice Support) but this idea is yet to be explored. | |||
Required Level: 43 (78-92) Armour |
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Southbound - You can either use them in a regular Cold Damage Freezing build where you're confident you can Freeze even bosses, as we did in our Frost Blades Perma-freeze Raider, or you can equip your Animated Guardian with these, as the 16% increased Maximum Life is very efficient there. The added Cold Damage bonus is equal to that of a level 14 to 15 Added Cold Damage Support. | |||
Required Level: 51 (92-103) Armour |
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Null and Void - It has the Rampage buff, some Maximum Life, and Strength. Upon entering Rampage you gain immunity to Physical Damage for 1.5 seconds, which is definitely great, but impossible to proc deterministically or often. These are not particularly good. | |||
Required Level: 57 (257-338) Armour |
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Offering to the Serpent - Their unique selling point here is the "Life overleech" that normally you can only gain from Slayer's Brutal Fervour or Immortal Ambition. It will cause to to recover Life even after you stop dealing damage, which is good in a lot of many different builds that rely entirely on Leech for Life recovery. It's still not a very popular item as the recovery rate of Leech is bottlenecked by other variables. | |||
Required Level: 57 (257-363) Armour |
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Doryani's Fist - It's your Weapon, Attack Skill, and Gloves all in one item. The Doryani's Touch is a Slam-type attack with enormous AoE and the effectiveness of added Damage to make up for the lack of a Weapon. We've made a quite good build around it - Doryani's Touch Berserker. | |||
Required Level: 63 (232-266) Armour |
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Saqawal's Winds - Used only in a Twister build to reduce the Cooldown of Avian's Might. The bonus to Cold and Lightning Damage is quite low, but overall the Gloves are alright in an Elemental Damage build that uses Aspect of the Avian for some reason. | |||
Required Level: 64 (220-288) Armour |
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Hands of the High Templar - The ability to modify them while Corrupted allows you to add Corrupted Implicits until it "bricks" into a Rare item or until there are 5 of them. The base stats are not good enough. Some of the best Corrupted Implicits are multiple Curses on Hit, Maximum Frenzy Charge, or local modifiers to socketed Gem Level allowing you to create a powerful Aura setup. These are quite popular in Spark builds. You can also equip your Animated Guardian with these as a bonus to Maximum Life (combined with Windcream and two Curses on Hit) is very effective on them. | |||
Required Level: 66 (302-417) Armour |
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Repentance - These Gloves have a lot of Energy Shield and Armour, but what is more interesting is the increased Strength, making them a potential candidate for any Strength-stacking build. Even so, most such builds use Rare Gloves as they offer Attack Speed, increased damage per Strength, Life, Resistances, Rage on Hit, or Accuracy. The high Intelligence requirement is also deterring. | |||
Required Level: 66 (605-834) Armour |
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Shaper's Touch - These are popular in a lot of Attribute-stacking builds, especially among Inquisitors that already have a lot of Strength and Intelligence due to Righteous Providence. Here, it grants a lot of Accuracy, Mana, ES, and Evasion. We have used these in Eye of Winter CoC Mjölner Inquisitor, Mjölner CoC Ball Lightning Inquisitor, Energy Blade "Jedi Master" Inquisitor, or Manabond Mjölner Hierophant. It's the most efficient way to get tons of Mana or Energy Shield. | |||
Required Level: 66 (217-305) Armour |
Energy Shield/Evasion Gloves | |||
Ondar's Clasp - We cannot find a good reason to use these unless it's to level up a character quicker due to the added damage and a lot of Attack Speed. Just be sure you can stay on Full Life, for example with Leech and Immortal Ambition. | |||
Required Level: 5 (11-15) Evasion |
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Facebreaker - A build-defining item that grants you a lot more damage while your character is not wielding any Weapon. Weapons are great sources of Flat damage, so in the case of these Gloves, there's not much to gain more of. That's why such builds need a lot of Flat damage from other items and Tattoos to compete with regular builds. We have used them in Eartshatter Champion and Facebreaker Cyclone Champion builds. | |||
Required Level: 16 (30-39) Evasion |
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Aukuna's Will - A very interesting pair of Gloves. It enhances your Zombies with a lot of Maximum Life, lets you spawn them with no Corpses, and treats them as if they are one. It makes them useful in some sort of Minion Instability or Death Wish/Detonate Dead build where you treat your Minions as ammo. It's where you scale your damage off of Minions' Maximum Life. The ability to target them with Detonate Dead, Bodyswap, Volatile Dead, or Cremation is definitely useful and presents an alternative to Desecrate or exploding Raging Spirits. | |||
Required Level: 31 (114-162) Evasion |
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Shadows and Dust - Probably the best Rampage Gloves due to the high Crit Multiplier and Crit Chance. Mana Leech is also good in a lot of Attack builds. We have used these in our Vengeance Slayer, but you can wear them on any clear-speed-oriented character. These often use Skills such as Tornado Shot or Kinetic Blast. | |||
Required Level: 31 (114-149) Evasion |
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Abhorrent Interrogation - It's good in an Elemental Damage build that cannot afford to invest in Elemental Penetration, and one that cannot Ignore enemies' Resistances (as is the case with Inevitable Judgement). You can still lower your enemies' Resistances with Scorch, Hexes, and Exposure. Withered stacks up to 15, resulting in 60% increased damage taken, but achieving this many stacks may be difficult in a regular build as one Withered stack lasts only two seconds. We recommend using a Skill that Hits multiple times per Cast/Attack (like Ball Lightning), or just getting a lot of Attack/Cast Speed. You can't bypass it by using a different Skill setup dedicated to stacking up Withered. It's excellent with Rakiata's Dance. | |||
Required Level: 45 (162-227) Evasion |
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Architect's Hand - These are meant to be used in Trap builds that don't plan on gathering Trap Throwing Speed, but Cast Speed instead. It's good in builds with a lot of Frenzy Charges as these grant you Cast Speed, and other sources of Cast Speed such as Onslaught, or Void Batteries. A lot of players prefer the upgraded version of this item - Slavedriver's Hand. | |||
Required Level: 45 (243-318) Evasion |
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Slavedriver's Hand - Used in all kinds of Trap builds. Cast Speed can be easily sourced from Frenzy Charges and Onslaught. You will no longer need to worry about the Mana Cost of Skill as Traps Cost Life instead. Their AoE is increased, and you have a chance to gain Charges when any of your Traps are Triggered by an Enemy. It allows you to throw a lot of Traps very quickly. | |||
Required Level: 45 (243-318) Evasion |
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Stormseeker - Rarely used. There's not much here except for the increased Chill and Shock effects, and only while Leeching ES or Mana. We see no good reason to wear them. | |||
Required Level: 45 (81-91) Evasion |
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Algor Mortis - A very popular pair of Gloves in builds where you deal mostly Lightning Damage while also being able to create Chilling Areas. The easiest way to create Chilling Areas is with Vortex - it has no Cast Time and low Cooldown. Enemies standing there will deal less and take increased damage. You can use them in builds like Absolution Summoner Necromancer or basically any Lightning Damage build that can afford to approach enemies it wants to kill (if you don't use Vortex, you will have to Cast some other Spell such as Cold Snap or Creeping Frost, which is inefficient). | |||
Required Level: 50 (90-101) Evasion |
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Fenumus' Weave - These are okay for a close-range Chaos Damage build using Aspect of the Spider, like this Poisonous Concoction Pathfinder. | |||
Required Level: 50 (198-272) Evasion |
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Soul Ascension - The Soul Eater is a powerful stackable buff which gives you 5% increased Attack Speed and 5% increased Cast Speed per stack. With these Gloves, you can gain it on Hit against Unique bosses once every second. It's not that good as a lot of pinnacle bosses have long invulnerability phases. Other bosses should be killed in two seconds. It can be good against Atziri, Maven, Delve Bosses, or Uber Elder as these bosses don't disappear and you can Hit them during their invulnerability phases. | |||
Required Level: 50 (198-252) Evasion |
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The Embalmer - It has to compete with Asenath's Gentle Touch and Snakebite for the same niche, that is for Poison builds. It increases Poison Duration, adds Chaos Damage, has some Maximum Life, and Chaos Resistance which is good already. The built-in Vile Toxins Support Gem may enable some sort of secondary setup, but almost every Poison build uses only one Skill to deal most of the overall damage, socketed in a Weapon or Body Armour where it can be 6-linked, so these Gloves are not quite as useful in this regard. You can consider them as a budget option for any Poison build. | |||
Required Level: 50 (90-101) Evasion |
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Blasphemer's Grasp - Only good in DoT Builds with a lot of Elder Items equipped, especially after combining it with a Skill that deals base Physical Damage and Replica Eternity Shroud while wearing only Elder Items. These builds are not popular and very expensive, especially after the introduction of Original Sin which put them out of business. | |||
Required Level: 58 (260-369) Evasion |
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Entropic Devastation - A build-defining item for an Impale Spellcaster. It requires a pure Physical Damage Spell with a high Hit Rate and 100% Crit Chance, there it can double or triple your damage as Impales are extremely powerful. We have used it in our CoC Reap Impale Champion. | |||
Required Level: 58 (208-307) Evasion |
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Snakebite - Used in Attack-based Poison Damage builds that can easily gain Frenzy Charges. There, it grants Attack Speed, Accuracy, and DoT Multiplier. It's especially good if you can maintain the Maximum Frenzy Charges to receive a 60% Poison Chance. It saves you a lot of Skill Points, you no longer need Accuracy or Poison Chance from your Skill Tree. We have used it in our Scourge Arrow/Toxic Rain Pathfinder. | |||
Required Level: 58 (260-344) Evasion |
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Storm's Gift - These can be used to spread Shock to enemies near the ones you've killed, making them excellent with Inpulsa's Broken Heart as Shocked enemies you Kill will now explode. It's also good with Herlad of Thunder as this Skill cannot Shock on its own. We have implemented them in our Crest of Desire's Herald of Thunder Autobomber. That's the only use for these Gloves we can think of. | |||
Required Level: 58 (364-492) Evasion |
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Machina Mitts - Good in Mine builds that can generate Power Charges. It's used to Leech Life (which is excellent as Mines normally can't Leech Life for you), and to recover Life and ES faster per Power Charge. You can use them in Hexblast Miner Saboteur or any other Mine build for better survivability. | |||
Required Level: 57 (363-486) Evasion |
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Malachai's Mark - It grants some Life and ES on Kill. Life and ES on Kill are very easy to gain from notables like Soul Thief, Blood Drinker, Hired Killer, and Vampirism. The Malachai's Charges grant you a 20% chance to get Endurance, Power, or Frenzy Charges on Kill. Charges are usually easy to gain too, and these Gloves will only let you have them on Kill. They will expire before the next cycle anyway. It's not a good item. | |||
Required Level: 57 (217-278) Evasion |
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Thunderfist - Thunderfist Gloves are good in Lightning Damage builds that could really use the extra Shock Effect, but are especially good if you want to have more than one damaging setup. Builds with Lightning Conduit and Orb of Storms check all these boxes. See our Lightning Conduit Elementalist or Lightning Conduit Trickster to learn more. | |||
Required Level: 57 (302-417) Evasion |
Ward Gloves | |||
Medved's Challenge - You need a lot of Attributes to equip them which is already discouraging for most players. The upside is, one Flask Charge per second during boss fights. It's similar to the Pathfinder's Nature's Adrenaline, only worse. It means that after a minute of constant battle, you can completely re-fill a Flask. You will need at least a 100% increased Flask Charges gained modifier to make it remotely useful. Most players will either use The Traitor Keystone, Micro-Distillery Belt, Mageblood, or pick the Pathfinder to resolve the same issue. Don't use these Gloves. | |||
Required Level: 69 (132-175) Ward |
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Nightgrip - Used in combination with an Iron Flask and Mageblood to get a lot of Ward, around 6000. It results in tons of added Chaos Damage. This Ward won't be very useful in terms of defence. | |||
Required Level: 48 (82-105) Ward |
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