Guardian Jolt, the Summoning Elemancer, HC vanilla untwinked single-pass Presenting Guardian Jolt, the Summoning Elemancer! Detailed chronicles of his adventure through Hell can be read here. Jolt full-cleared Hell Difficulty using a team of mages (including an Iron Wolf) and a fire golem. Physical damage was restricted to the point of insignificance. 99% of damage was elemental (non-poison), enhanced with the Lower Resist curse. Guidelines: HC, vanilla, solo, untwinked, single-pass, full clears. GoMule allowed as an extended stash. No ESC to escape death. Stats: Level: 85 Str 108, Dex 36, Vitality 358 (1100 life), Energy 37 (330 mana) Resists: 70/56/75/-36 Skills: 20 (+13) Skeleton Mastery. Mage synergy. 1 (+13) Raise Skeleton. I raised skeletons for anti-resurrection corpse disposal, and as helper tanks to flank the fire golem. Their damage was very weak. 1 (+13) Clay Golem. Rarely used, but allowed when I needed an uber-tank or slowing. Its physical damage was negligible. 20 (+13) Golem Mastery 20 (+13) Raise Skeletal Mage. 13 mages. The heart and soul of this build. 1 (+13) Summon Resist. 62% resist-all. 20 (+17) (cast in town) Fire Golem. 1 (+4) Amp Damage (banned) 1 (+4) Weaken, IM, Life Tap (never used) 1 (+4) Terror, Decrep (occasional use) 5 (+4) Lower Resist. -54% enemy resists. Jolt's favorite curse, he loved to spam it. Poison/Bone Skills: banned Minion damage stats: Fire Golem: Life 7749, Fire damage 978-1072. 13 mages, each with 1200 life. Lightning mage: 48-462 damage. Fire mage: 292-296 damage. Cold mage: 166-169 damage. Poison mage: low damage, but the 490 sec. duration was very useful for PMH. Gear: Golemlord's Unearthed Wand. Created via chippie reroll. +3 to Summoning, 2 sockets, with fire resist and cold resist jewels. rare Fetish Trophy. A surprising gift from NM Anya, socketed with PDiamond: +2 necro skills, 34% resist-all, +8 Str, MDR 2. Golemlord's Coronet of Measure. +3 Summoning, useless suffix, socketed with Ort, Larzuk only gave me 1 socket. I gambled this surprisingly early. Silks of the Victor Ancient Armor. +1 skills, socketed with PTopaz. I found neither the Skin of the Vipermagi, nor the common Spirit Shroud. I needed +skills, therefore I went with Silks. Unfortunately I had to pump up Str for this. Cobalt (26) Demonhide Sash of the Whale (93). rare Leather Gloves. 9% fire resist, 23% lightning resist, 8% MF. rare Mesh Boots. 34% fire resist, 30% cold resist. Golemlord's Amulet. +3 Summoning. This is where I spent ~8 million gold, which I'd been saving since late NM. I scored numerous +3 tree amulets before I finally got it. rare Ring. 30% lightning resist, +12 Energy, +2 Dex, Replenish Life +4. The Stone of Jordan. Dropped from an Evil Urn pack on the Frozen River, Act 5 Hell. Always open evil urns! :yes: Weapon Switch: War Staff of Teleportation. Level 3 Teleport, 41 charges. Absolutely critical for efficient placement of mages, I used it very often. Flux, the Lightning Mage: Culwen's Point War Sword. +1 skills, 20% FHR. Wall of the Eyeless Grim Shield. 20% FCR. Upgraded for defense boost. rare Circlet. 20% FCR, 14% fire resist, +9 life Stealth Dusk Shroud. 25% FCR, FHR, FRW. Excellent (and comfortable) mage armor. Helpful town items: Golemlord's Grim Wand. +3 to Summoning Skills, +3 Fire Golem staffmod. Magefist Light Gauntlets. +1 to Fire Skills. Yep, this works for Fire Golems! :thumbup: Bahamut's Ring. Without it, I couldn't cast the fire golem. Gull Dagger. Often equipped in the late stages of Hell. Rare Finds: Stone of Jordan M'avina's Diadem Bloodmoon Elegant Blade Tal Rahsa's Swirling Crystal Bane Ash Witchwild String Vidala's Ambush Leather Armor Crimson Jewel of Bliss (+15 to Minimum Damage) 5 Black Hacks (who wrote their own updates) Cunning Amulet of Life Everlasting (19) Master's Circlet of the Lamprey Chromatic (27) Amulet of Nirvana (28) T-God's Vigor Soul Drainer Vambraces Gavel of Pain 6 skillers Items with great names. Comments: Although Jolt was not a powerful build, he was perfectly capable of clearing Hell at p1. Tele-bombing allowed the mages to concentrate their fire effectively. This was among the safest of the odd builds I've tried. With a durable golem and defensive curses available, I was able to survive the dangerous boss packs and stairtraps.