Q: What is a throwzon? A: An Amazon that throws javelins (actual, physical javelins, not uber chain lightning), with the help of her passive tree that gives her crowd control, attack rating, and the chance to hit multiple enemies. At the same time, she has a viable melee option. Other names could include Java-Jabazon, or ranged passivezon. The core idea is to combine the tankiness of a daggerzon (shield, fast blocking with thrusting weapon) with a viable ranged option. The obvious disadvantage is that there is no javelin equivalent of Fleshripper. The obvious advantages are that javelins have higher melee range and higher base damage than (throwing) knives, and you can Jab with them, making you hit extremely fast. Q: Why not just make a LF zon? A: Because it's been done a million times before, and the sound of javelins flying through the air and piercing through monster flesh is so much more satisfying (evil laugh). Q: How do you play her? A: The main active "skill" is Throw, usually applied against groups of enemies lined up in a row, to be able to pierce. Lightning Bolt is used against Stone Skin and PI, as well as high defense monsters. Jab is used against priority targets (e.g. revivers), single enemies, and bosses. Lightning bolt is a 1-pointer, since the straight damage from the skill is not significant, and unlike the weapon damage part, it is not modified by str / dex / might / critical strike. The skill itself is pretty good also against non-PIs, since it is independent of AR, which partly offsets the -25% weapon damage penalty. Jab needs only 1 point as well, but more points give it a nice AR bonus, so I chose to dump all remaining points there. Max valk is godly. At level 28, she has a decent chance to become immune against elemental damage, has 4.5k life, and 675 STR with a crit chance of > 60%. She tanked Hell Duriel, Mephisto, Bremm Sparkfist with Blood Lord backup, etc. Decoy is awesome crowd control when maxed. You can literally sort through loot while merc and Valk take on Hell Act V Horror Archers and suchlike. It can usually last for at least several seconds even against very tough monsters. It can block mummy sarcophagi when placed carefully, and separate Minions of Destruction (because they will keep pushing it back). Overall, this is the safest build I've ever played. She never died once despite having less than 800 life when starting Hell. Skill setup at level 85: Inner Sight: 1/4 Critical Strike: 10/13 Dodge: 1/4 Slow Missiles: 1/4 Avoid: 1/4 Penetrate: 20/23 Decoy: 20/23 Evade: 1/4 Valkyrie: 20/23 Pierce: 4/7 Jab: 15/20 Poison Javelin: 1/6 Lightning Bolt: 1/6 Damage with Might aura: Jab: 656-1268 (AR: 6523) Throw: 691-1367 (AR: 4320) Lightning Bolt: 506-1111 All with 62% chance of critical strike. LCS Gear: Tarnhelm (39% MF, socketed with 20% ED, 1-46 lightning damage, 18% FR jewel, upgraded) One of my favorite items for untwinked play. It dropped in Act III Normal, what more can you expect. The jewel dropped in Act III NM. Cannot socket javelins, so it went into the helmet. Amulet of Luck (35% MF) Never found an amulet with MF and another useful property. Titan's Revenge (169% ED, upgraded) In Act III Hell, keeping up the MF at all times finally paid off when this dropped from a container in the Spider Cavern. The Pul to upgrade it dropped in the Hell Countess tower (the Countess herself dropped Sol and Nef runes). I think it is best in slot for this build. The item geared towards the build, Thunderstroke, is actually much worse (less physical damage, no FRW, no replenishing mod). Before that, she used gambled javelins up to Throwing Spear in Normal, a Savage War Javelin found in Act V Normal, a rare Harpoon (upgraded from Throwing Spear) with 104% ED throughout most of NM, a Ferocious Harpoon of Evisceration, shopped from NM Anya, and the Hell Imbue, applied to a Balrog Spear found in the Sewers: Spoiler Code: Cruel Picket Harpoon Throw Damage: 38 - 110 One Hand Damage: 28 - 71 Quantity: 80 Required Level: 30 Required Strength: 25 Required Dexterity: 118 Fingerprint: 0xe7f0e7c0 Item Level: 52 Version: Expansion 1.10+ 104% Enhanced Damage +2 to Minimum Damage +64 to Attack Rating +187% Damage to Undead +188 to Attack Rating against Undead Adds 21 Poison Damage Over 4 Secs (100 Frames) 6% Mana stolen per hit Required Level +5 Ferocious Harpoon of Evisceration Harpoon Throw Damage: 39 - 173 One Hand Damage: 28 - 132 Quantity: 80 Required Level: 37 Required Strength: 25 Required Dexterity: 118 Fingerprint: 0x8e73ee38 Item Level: 75 Version: Expansion 1.10+ 118% Enhanced Damage +56 to Maximum Damage Doom Thirst Balrog Spear Throw Damage: 122 - 194 One Hand Damage: 100 - 197 Quantity: 80 Required Level: 53 Required Strength: 127 Required Dexterity: 95 Fingerprint: 0xe71d56e0 Item Level: 82 Version: Expansion 1.10+ 205% Enhanced Damage +5 to Maximum Damage +155 to Attack Rating +119% Damage to Undead +143 to Attack Rating against Undead Replenishes quantity Titan's Revenge Matriarchal Javelin Throw Damage: 119 - 227 One Hand Damage: 105 - 195 Quantity: 140 Required Level: 55 Required Strength: 107 Required Dexterity: 151 Fingerprint: 0x3faa15e3 Item Level: 82 Version: Expansion 1.10+ +2 to Javelin and Spear Skills (Amazon Only) +2 to Amazon Skill Levels +30% Faster Run/Walk 169% Enhanced Damage Adds 25 - 50 Damage 8% Life stolen per hit +20 to Strength +20 to Dexterity Increased Stack Size Replenishes quantity Required Level +7 "Smoke" Russet Armor This is hands down the best MF armor for untwinked Hell. Yes, it does not have any MF on it, but it allows you to focus all other gear slots on MF. Lum runes are cheap in 1.13. This character found six (!). "Rhyme" Tower Shield Again, it's hard to imagine anything better suited for this character: +skills not needed, MF + GF boni, CBF saves ring slot, max block even with less dex points, etc. Chance Guards (25% MF, upgraded) Dropped from NM Summoner, again one of the best items for untwinked single-pass. Worst possible MF roll, though (range is 25-40). "Eagle Grip" crafted Hit Power ring (10% all res, 9% CR, +53 AR, 1-19 lightning damage) Ran out of ingredients for Blood rings, this is not bad but it has no MF and the Frost nova basically never triggers since she does not get hit. "Corpse Cord" crafted Blood Belt (2% LL, 10% OW, +32 life, +5 STR, +24% LR, +19% FR) The very first try to craft a Blood Belt at the start of NM. Garnet Ring of Fortune (21% FR, 24% MF) Found somewhere in Act III Hell - was plain 24% MF before. Coral Light Plated Boots of Luck (28% LR, 32% MF) No luck at all gambling or finding boots. This was the best gambling result, and it could have been shopped in Normal difficulty. Charms: Life, mana, res, AR, MF, FHR, poison + cold damage Switch: Valkyrie's Throwing Spear / Lidless Wall Stash: Athletic Gauntlets / Maiden's Amulet (level 28 Valk prebuff with weapon switch) Rare War Javelin with 20% IAS, ~ 150 fire + cold damage (PI / LI killer) The General's Tan Do Li Ga (Act boss debuff) Merc: Mizan, Might enchanted Town Guard Cruel Giant Thresher (236% ED) 'Amn' Acquired in Act V Hell at Larzuk's one-stop shop for big sticks. Sadly it only got 1 socket, because there was a 40% ED jewel sitting in the stash. Before that, a chippie re-rolled War Pike with 82% ED and 'ShaelAmn' inscription. Before that, a "Honor" Partizan socketed with the recipe, and this beauty from Act III Normal, upgraded: Spoiler Code: Storm Impaler Lance Two Hand Damage: 58 - 230 Durability: 21 of 25 Required Level: 30 Required Strength: 100 Required Dexterity: 78 Fingerprint: 0xaf09c78b Item Level: 23 Version: Expansion 1.10+ 35% Enhanced Damage +4 to Minimum Damage +15 to Attack Rating 5% Mana stolen per hit 5% Life stolen per hit Required Level +5 Ethereal Marshal's Circlet of Life Everlasting (+25 DR) From a circlet gambling spree (~ 10 M gold) before entering Hell. 'Lionheart' Diamond Mail The Fal finally dropped in Act IV Hell. She developed a love-hate relationship with Mizan. OTOH, he provides a significant damage boost to her and the Valk. OTOH, he loves getting personal with Cursed Aura Enchanted Venom Lords and suchlike. Actually he spent most of Act IV pushing daisies, while Mikado and the Valk cleared out the areas slowly but steadily. He became much more powerful after acquiring the Lionheart armor. Before that he had an **% MF Gothic Plate, which was of no use any more since he constantly was either dead or getting his kills stolen by the Valk. Stats: Spoiler Code: Name: Mikado Class: Amazon Experience: 1052167753 Level: 85 Naked/Gear Strength: 140/165 Dexterity: 200/225 Vitality: 160/160 Energy: 15/25 HP: 698/831 Mana: 141/169 Fire: 180/140/80 Cold: 153/113/53 Lightning: 183/143/83 Poison: 128/**/28 MF: 190 Block: 85 GF: 325 FR/W: 30 FHR: 28 IAS: 0 FCR: 0 Name: Mizan Race: Desert Mercenary Type: Off-Nightmare Experience: 72344818 Level: 84 Dead?: false Naked/Gear Strength: 184/209 Dexterity: 148/163 HP: 1727/1777 Fire: 178/138/78 Cold: 178/138/78 Lightning: 178/138/78 Poison: 178/138/78 Notable S/U finds (> 143 total): Dangoon's Teaching Tal Rasha's Lidless Eye Stoneraven Dark Adherent Swordguard Goldstrike Arch Raven Frost Dwarf Star Haemosu's Adamant Islestrike Aldur's Rhythm Butcher's Pupil Endlesshail Arm of King Leoric Spirit Forge Kuko Shakaku Razortail Skin of the Flayed One Whitstan's Guard Rite of Passage (2x) Silks of the Victor Spectral Shard Sigon's set (5/6) Milabrega's set (4/4) Lenymo (2x) Hellforge: ? / Sol / Fal Highest rune find: Pul Other questing notes / screenies: Being an untwinked MF-oriented javazon can be excruciating since there are so many useful, and not too rare, unique bows and spears in the game (as Maltatai's zon would say, "I am not a bowazon"). One of the most intense fights was in Act II Nightmare: Stairtrap in Sarina's temple, featuring Holy Freeze Yeti + Flesh Hunter bosspack (not Sarina's). Portal parked the Yetis to the left (room was empty), then re-entered from the stairs, ran to the right and slowly worked towards the main room, where Sarina was easily defeated. In Act II Hell, Mizan was imprisoned for poor performance. Ironically, that's exactly where we want him to be in that situation: doing nothing while staying alive and still providing his damage bonus. A similar situation had occurred in Act I Hell - this is the optimal fighting position, Mizan! The Halls of the Head had a brutal entrance on level 1. Champ Unraveller pack, several regular packs, and mummies, no chance to make a stand in the first room. Ran to the right, Unraveller boss pack. Managed to establish a foothold next to the stairs down to level 2 and slowly worked back. We could not defeat Coldworm in Hell difficulty, as she was LE in addition to being natively CE and PE (unique poison enchantment). It meant that everytime someone was hit by a bolt, s/he would suffer her poison explosion damage, which is huge. Before that, we had to fight a PI/LI flies boss next to her lair, so she had plenty of time to spawn so many maggots that there was no chance without a heavy AoE attack. A quick sprint to the chest to grab the staff, followed by TP out saved the day. Hell Ancients: first try was successful. whirler: blessed aim, spectral hit; leaper: extra strong, spectral hit; thrower: lightning enchanted, mana burn. The thrower did heavy damage (250-ish), but we managed to get him throw at NW pillar while being murdered by merc + valk. Got leaper to 50% health using similar tactic, then ran around in circles throwing spears at him to trigger OW. Finally took a deep breath and rushed at him, finishing him off with Jab. Only the whirler left, he whirled back and forth between decoy, merc and valk, not doing real damage, so I assumed he could just be tanked, which was true. Total potion usage: 5 super healers. In Hell WSK 1, we finally found a Lem rune ... Baal dropping a green breast plate was symptomatic of Hell Act Boss drops. I really enjoyed this run. Thanks for reading!