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Mercenary Guide

Acts · Auras · Gear · Survival · Pairing
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Why Your Merc Matters
More than a follower — an extension of your build

Your mercenary is a permanent fixture in Hell difficulty. They soak damage, apply auras, proc runeword effects, and in some cases are the entire reason a build works — a Sorceress running Infinity on her Act 2 merc isn't just getting a helper, she's breaking lightning immunities that would otherwise wall her out of entire areas.

Mercs have three gear slots: weapon, helm, and armor. They scale with your character level and can never exceed your level. They die from poison (unlike your character, who bottoms out at 1 HP), but can be revived for a gold cost that caps at 50,000. Any act's hireling NPC can revive any merc type — you don't have to go back to the original act.

The single most important merc mechanic: mercs do not lose durability on ethereal items. This means the most powerful, highest-stat version of any gear can live on your merc permanently. An ethereal elite polearm with Insight is the standard budget setup for this exact reason.

⚠️ When you hire a new merc while one is still alive, the old one disappears instantly — along with all their gear. Always strip a merc before replacing them. There is no warning prompt.
💡 +Skills gear applies to mercs too. Items with "+X to All Skills" or class-specific "+X to [Class] Skills" that match the merc's type will boost their abilities. Putting +skills gear on an Act 2 merc raises the level of their aura — making Insight's Meditation stronger, Infinity's Conviction deeper, and so on.
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The Four Acts
Act IV has no mercenary — Tyrael only revives
Act I — Rogue Scout
Hired from Kashya
Niche
A ranged archer available in two variants: Cold (Cold Arrow + Freezing Arrow) for crowd control, or Fire (Fire Arrow + Exploding Arrow) for area damage. Both cast Inner Sight to reduce monster defense and can equip Amazon-specific bows in D2R. Cold is generally preferred for the freeze utility; Fire is chosen when you specifically want to avoid freezing enemies (e.g. builds that need corpses for Corpse Explosion).
Weapons: Bows (including Amazon bows)
Cold Arrow / Fire ArrowFreezing / Exploding ArrowInner Sight
Act II — Desert Mercenary
Hired from Greiz
Best
The most-used merc in the game by a wide margin. Uses Jab as his attack and radiates a passive aura that benefits your entire party and all summons. The combination of polearm runewords (Insight, Infinity, Obedience) and powerful auras makes him the default choice for almost every build. See the Auras section below.
Weapons: Polearms, Spears
JabPassive Aura
Act III — Iron Wolf
Hired from Asheara
Situational
A caster merc available in three elemental flavors. The Lightning variant casts Static Field and Chain Lightning — useful for knocking down high-HP boss targets. The Cold variant uses Ice Blast and Glacial Spike to freeze enemies. The Fire variant casts Fireball and Inferno — and uniquely, also casts Enchant on nearby melee characters, adding fire damage and attack rating to your attacks. This makes the Fire Iron Wolf the only merc that directly buffs your own offense, and a genuine niche pick for close-range physical builds. All three are mostly outclassed by Act 2, but the Lightning and Fire variants see specific use.
Weapons: Swords, Staves (1-handed)
Fire / Cold / LightningStatic Field (Lightning)Enchant (Fire only)
Act V — Barbarian
Hired from Qual-Kehk
Good
The hardest-hitting merc in the game when geared. Two variants: Bash (two-handed sword, uses Bash + Battle Cry) and Frenzy (dual-wield one-handed swords, uses Frenzy + Taunt). Frenzy is more popular for the dual-wield flexibility. Can equip Barbarian helms. Best choice for melee-focused builds that want a damage partner rather than an aura provider. Note: Taunt aggros everything nearby — risky in Uber content.
Weapons: Swords (1H dual or 2H)
Bash or FrenzyBattle CryTaunt
📋 Where to hire: Kashya (Act 1), Greiz (Act 2), Asheara (Act 3), Tyrael (Act 4 — revive only), Qual-Kehk (Act 5). Any of these NPCs can revive any merc type — you never need to travel back to the original act to revive. Completing Quest 2 without an active merc in Acts 1, 3, or 5 earns you a free merc from that act's hireling NPC — a free Rogue from Kashya (Act 1), a free Iron Wolf from Asheara (Act 3), or a free Barbarian from Qual-Kehk (Act 5).
Act II Auras — The Core Decision
6 total auras · Choose at hire · Stacks with runeword auras

When hiring an Act 2 merc, you choose between Offensive, Defensive, and Combat flavors. Not all auras are available in every difficulty. In Normal, Greiz only offers three auras: Blessed Aim (Offensive), Defiance (Defensive), and Prayer (Combat). The powerful Nightmare-exclusive auras — Might, Holy Freeze, and Thorns — only become available when hiring in Nightmare difficulty. In Hell, all six auras are also available — the same as Nightmare. Only Normal is restricted to three. This is why almost every endgame guide specifies hiring from Nightmare Greiz specifically: the auras are also available in Hell, but hiring in Nightmare is preferred because you encounter Greiz earlier in progression.

If Greiz isn't showing the aura you want in Nightmare, creating a new game instance refreshes his available hires. Each game generates a fresh set of mercenaries for hire — so if you're not seeing the Offensive (Might) or Combat (Holy Freeze) variant you need, simply start a new game and check again. This is well-established community practice.

The aura is fixed at hire — you cannot change it without replacing the merc (and losing their gear if you forget to strip them first). The same aura does not stack if both you and the merc have it — if you're a Paladin running Might and your merc also has Might, only the higher level applies. Different auras always stack freely. Runeword auras like the level 12 Conviction from Infinity are treated as item auras and stack with the merc's innate aura, which is why an Infinity merc gives you both Conviction and his base aura simultaneously.

Aura Type Available What It Does Best For
Might
Offensive
NM & Hell Hire Nightmare difficulty Increases physical damage dealt by you, your merc, and all minions in range. Scales with aura level. Physical damage builds: Barbarian, Paladin (Smiter/Zeal), Amazon (Javazon physical), Necro summoner, Druid (Werewolf)
Holy Freeze
Combat
NM & Hell Hire Nightmare difficulty Slows and eventually freezes all nearby enemies. Radiates constantly. Applies to everything in range — including fast, dangerous elites. Hardcore characters, builds with survivability concerns, Cold Sorceress (crowd control synergy), any build where keeping enemies slowed is valuable. ⚠ Avoid for Necromancer Corpse Explosion builds — Holy Freeze can shatter frozen corpses, eliminating them before CE can detonate them.
Prayer
Combat
Normal & Hell Normal or Hell hire Continuously regenerates life for you and your merc. Pairs with Insight runeword to create a permanent Meditation + Prayer combo — the merc heals himself and keeps your mana full simultaneously. Caster builds that want both mana regen (from Insight) and passive healing. Particularly useful when leveling and sustain is more valuable than raw power.
Defiance
Defensive
Normal & Hell Normal or Hell hire Increases defense rating for you and your merc. Makes the merc significantly harder to hit in melee, improving survivability in dense packs. Hardcore mode where merc survivability is priority. Builds that already have strong offense and need their merc to stay alive rather than deal more damage.
Thorns
Combat
NM & Hell Hire Nightmare difficulty Reflects a percentage of physical melee damage back to attackers. Scales aggressively at high levels. Rarely used — melee-heavy areas can make it occasionally worthwhile. Very niche. Can be useful in Normal/early Nightmare to kill melee attackers passively. Largely outclassed by Might and Holy Freeze at endgame.
Blessed Aim
Offensive
Normal & Hell Normal or Hell hire Increases attack rating for you and your merc, improving chance to hit. Most builds maintain sufficient attack rating through gear, making this unnecessary except in niche cases. Physical builds with attack rating problems — particularly Bowazon in early progression. Rarely the best choice at endgame when gear solves the hit chance problem directly.
The standard recommendation: Hire a Nightmare Might merc for physical builds or a Nightmare Holy Freeze merc for casters, summoners, and Hardcore characters. Might amplifies your own damage; Holy Freeze keeps the battlefield controlled. Both are available from the same Nightmare Greiz — just choose the appropriate offensive or combat variant.
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Gear Slots
Weapon · Helm · Armor — ethereal bases preferred on all three
⚔️ Weapon
Act 2: Polearms & Spears only
Budget
Insight RW Ral·Tir·Tal·Sol in any 4-socket polearm. Meditation aura gives infinite mana regen. Every caster's first merc weapon.
Obedience RW Hel·Ko·Thul·Eth·Fal. Massive damage and resistance. Strong budget choice for physical builds that don't need Infinity.
Endgame
Infinity RW Ber·Mal·Ber·Ist in ethereal Thresher or Great Polearm. Conviction aura breaks or reduces elemental resistances. Mandatory for endgame elemental builds.
Fortitude RW El·Sol·Dol·Lo in any 4-socket weapon. Enormous enhanced damage plus resistances. Turns a Might-aura merc into a serious damage dealer.
Act V Barb Only
Grief RW Eth·Tir·Lo·Mal·Ral in sword. Flat +340–400 damage makes the Frenzy barb merc hit extremely hard.
🪖 Helm
Life leech is the key stat here
Budget
Tal Rasha's Horadric Crest — Life leech + mana leech + all resistances. Cheap, drops from NM Mephisto. Excellent budget option.
Vampire Gaze — Dual leech + physical damage reduction. Outstanding survivability. Very affordable relative to its effectiveness.
Endgame
Andariel's Visage — +2 skills (boosts aura level), 20% Increased Attack Speed, 10% life leech, +70% poison resist. Best-in-slot for most builds. Socket a Ral rune to offset the -30% fire resistance penalty.
Guillaume's Face — 35% Crushing Blow on merc. Exceptional for physical builds — Crushing Blow from a merc dramatically speeds up boss kills including Uber bosses.
🥋 Armor
Defense + resistances + survivability
Budget
Treachery RW Shael·Thul·Lem. The Fade proc grants +80 all resistances temporarily and near-permanent uptime. Outstanding merc budget armor for survivability in Hell.
Shaftstop — 30% physical damage reduction. Very cheap and dramatically reduces physical damage taken. Good placeholder before Fortitude.
Endgame
Fortitude RW El·Sol·Dol·Lo in ethereal armor. +200% enhanced defense, +25–30 all resistances, and 8% damage reduction. Best-in-slot armor for nearly every merc. Makes them nearly unkillable when combined with Andariel's Visage and a leech weapon.
Chains of Honor RW Dol·Um·Ber·Ist in 4-socket armor. +70 all resistances and 8% damage reduction. Best resistance armor available. Situationally better than Fortitude in areas with heavy elemental damage.
💡 Always prefer ethereal bases for merc gear. Ethereal items have higher base stats (defense, damage) and never lose durability when equipped by a mercenary. An ethereal Fortitude has significantly more defense than a non-ethereal one. Always check the ethereal checkbox when searching for merc pieces — the upgrade in stats is often dramatic.
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Survival — Why Your Merc Keeps Dying
The most Googled merc question — answered
No Life Leech
This is the #1 reason mercs die. Without life leech, a merc cannot sustain through damage. Every endgame merc setup must include life leech — either from the helm (Andariel's, Vampire Gaze, Tal Rasha's Crest) or from the weapon. Aim for at least 7–10% life stolen per hit.
Uncapped Resistances
Mercs take full elemental damage and have no innate resistance cap bonuses. In Hell, elemental attacks hit hard. Aim for capped or near-capped resistances — Treachery (Fade proc), Chains of Honor, and Andariel's Visage with a Ral socket all contribute meaningfully.
Non-Ethereal Gear
Mercs using non-ethereal items have lower base stats across the board. An ethereal Thresher with Insight has significantly higher damage and base defense than a standard one. Whenever possible, build merc gear in ethereal bases. The durability loss mechanic doesn't apply to them.
Hire Difficulty — Does It Matter?
In D2R, stat gains were updated to be consistent across all difficulties — there is no longer any stat disadvantage to hiring in Nightmare or Hell versus Normal. The only reason Normal mercs were ever preferred was their higher base stats in classic D2, which no longer applies. Hire in Nightmare to access Might and Holy Freeze auras as early as possible.
Merc Dies to Poison
Unlike your character, who survives at 1 HP, mercs can be fully killed by poison damage over time. Poison-heavy areas (Flayer Jungle, Maggot Lair, Andariel) are especially dangerous. Ensure your merc has solid poison resistance and consider Antidote Potions tossed to them before engaging.
Revival Costs
Merc revival costs scale with merc level but cap at 50,000 gold. At endgame this is trivial. Don't hesitate to let a merc die if it means your character survives. Prioritize keeping your character alive over protecting the merc — the merc can always be revived, you might not be able to recover your corpse.
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Quick-Reference Pairing
By damage type — not by build name

Rather than dictating merc choices per build, this table works by damage type — the primary element or style your character uses to kill things. Find your damage type and the table tells you what aura and weapon to prioritize. Most characters fit cleanly into one row. If you deal two damage types (e.g. a Fissure Druid who also deals physical from shapeshifting), prioritize the one you use for boss killing.

Your Damage Type Recommended Aura Weapon Priority Notes
Lightning Infinity's Conviction Infinity → Insight Infinity's Conviction lowers enemy lightning resistance, breaking or reducing immunities. Transforms lightning builds in Hell. Budget: Insight + Might merc until you can afford Infinity.
❄️Cold Holy Freeze (NM hire) Insight Cold Mastery already reduces enemy resistances for non-immunes — Conviction from Infinity adds little on top of it. Might does nothing for cold spell damage. Holy Freeze keeps the battlefield controlled and the merc alive. Cold Rupture Sunder Charm handles the remaining hard immunities.
🔥Fire Infinity's Conviction Infinity → Insight Fire builds need Infinity more than almost any other element. There are more fire-immune monsters in Hell than any other element, and Conviction breaks a high proportion of them. Unlike Cold Mastery, fire builds have no built-in resistance reduction — Infinity fills that gap directly. Budget: Insight + Holy Freeze merc until Infinity is affordable.
🗡️Physical Might (NM hire) Insight → Obedience → Infinity Might amplifies your own physical damage directly. Infinity is still valuable for Conviction's defense-reduction component (which improves your chance to hit), even on physical builds.
☠️Poison Holy Freeze (NM hire) Insight Poison builds want the merc to crowd-control and stay alive, not compete for kills. Holy Freeze slows everything and keeps the merc and you safer. Rotting Fissure Sunder handles poison immunities.
💀Summoner / Minions Might or Holy Freeze Insight Might aura benefits all minions in range — every skeleton, revive, and golem hits harder. Holy Freeze is the safer pick if merc survival is an issue. Insight keeps your mana up for constant resummoning.
🔮Magic Holy Freeze (NM hire) Insight Magic damage builds (Hammerdin primarily) don't need resistance reduction since magic bypasses most resistances. Holy Freeze crowd control and Insight mana regen are the most impactful merc contributions.
⚠️ Aura stacking rule: If you're a Paladin with your own active aura, check whether your merc's innate aura matches. If a Paladin using Might takes a Might merc, only the higher level applies — the lower is wasted. In that case, swap to a Holy Freeze or Prayer merc to get two different auras active simultaneously.
Frequently Asked Questions
Common merc questions answered quickly
How do I give my merc a potion?
Two methods: drag a potion from your belt directly onto the merc portrait in the bottom-left corner of the screen, or hold Shift and right-click a potion in your inventory to throw it to your merc. The drag method works for any potion in your belt. The Shift+click method is faster mid-combat. Mercs can receive all potion types — health, mana, rejuvenation, and antidote. They cannot pick up potions themselves.
How do I check my merc's stats and level?
Hover over the merc portrait in the bottom-left corner of the screen. A tooltip appears showing their current level, name, resistances, and base stats. To view their full equipment screen, click the portrait — this opens their gear window where you can equip, swap, or remove items. Their current HP is shown as the small red orb beneath their portrait. Their level is always capped at your own character level.
Can I put Insight in a bow for my Act 1 merc?
Yes — Insight works in bows, making it a viable budget option for the Act 1 Rogue merc and giving her the Meditation aura. The Rogue can also equip other bow runewords: Harmony (Tir·Ith·Sol·Ko) gives her a Vigor aura for faster movement, Mist (Cham·Shael·Gul·Thul·Ith·Amn) grants Concentration aura and is the top-tier Rogue weapon, and Faith (Ohm·Jah·Lem·Eld) grants Fanaticism aura — extremely powerful for bow-based builds that want attack speed and damage from their own character.
Why did my merc get left behind / not follow me?
Mercs follow you through town portals automatically but can occasionally lag behind if you move very quickly after the portal opens. If your merc doesn't appear, wait a moment — they catch up. Waypoints do not teleport your merc — they run to your new location and may take a while to arrive in large areas. Some portals exclude mercs entirely: Pandemonium Event portals, the Secret Cow Level, and Uber Tristram all require your merc to be waiting outside. They will be present when you exit.