Rabid Strike
Legendary Fist Weapon
- Legendary
- Level 70
Properties
392.0 Damage Per Second
168–392 Damage
1.40 Attacks per Second
Primary Attributes
- +626–750 Dexterity
- Critical Hit Damage Increased by 26–50%
Secondary Attributes
- Spirit spenders that teleport you while Epiphany is active are also mimicked on a nearby target with 350–450% increased damage for free. (Monk Only)
Ancient & primal values
Ancient
- +825–1,000 Dexterity
- Critical Hit Damage Increased by 51–100%
Primal
- +1,000 Dexterity
- Critical Hit Damage Increased by 100%
Fixed properties of the ancient form; primal items roll the top value of the ancient range. Game files, version 2.8.0.
All possible random properties (20 primary, 13 secondary)
Besides its fixed properties, this item rolls 2 primary and 1 secondary properties at random from these lists.
Primary
- +6–10% Damage
- Reduces cooldown of all skills by 6–10%.
- Reduces all resource costs by 8–10%.
- Increases Attack Speed by 5–7%
- Increases Spirit Regeneration by 2.17–3 per Second (Monk)
- Gain 353–415 Life per Spirit Spent ancient 456–540 (Monk)
- Chance to Deal 16–24% Area Damage on Hit.
- +626–750 Dexterity ancient +825–1,000
- +626–750 Vitality ancient +825–1,000
- +(853–1,043)–(1,022–1,296) Damage ancient +(1,318–1,560)–(1,609–1,940)
- +(853–1,043)–(1,022–1,296) Fire Damage ancient +(1,318–1,560)–(1,609–1,940)
- +(853–1,043)–(1,022–1,296) Cold Damage ancient +(1,318–1,560)–(1,609–1,940)
- +(853–1,043)–(1,022–1,296) Holy Damage ancient +(1,318–1,560)–(1,609–1,940)
- +(853–1,043)–(1,022–1,296) Lightning Damage ancient +(1,318–1,560)–(1,609–1,940)
- +(853–1,043)–(1,022–1,296) Poison Damage ancient +(1,318–1,560)–(1,609–1,940)
- +(853–1,043)–(1,022–1,296) Arcane Damage ancient +(1,318–1,560)–(1,609–1,940)
- +15,474–18,429 Life per Hit ancient +20,271–23,950
- Increases damage against elites by 5–8%
- 34–39% chance to inflict Bleed for 300–400% weapon damage over 5 seconds.
- Sockets (1–1)
Secondary
- Monster kills grant +140–200 experience. ancient +220–260
- +13–15 Maximum Spirit (Monk)
- Level Requirement Reduced by 2–30 ancient 30–40
- +6,428–8,914 Life after Each Kill ancient +9,805–11,590
- 1–2.6% Chance to Fear on Hit
- 1–2.6% Chance to Stun on Hit
- 1–2.6% Chance to Blind on Hit
- 1–2.6% Chance to Freeze on Hit
- 1–2.6% Chance to Chill on Hit
- 1–2.6% Chance to Slow on Hit
- 1–2.6% Chance to Immobilize on Hit
- 1–2.6% Chance to Knockback on Hit
- Ignores Durability Loss
Pool of the item type from the game files, version 2.8.0. Skill damage bonuses only carry weight for their class. All properties of this slot
Those who survive the winter fever retain the strength of the madness it brings.
Teleporting spenders with a hard double hit
In this version your teleporting Spirit spenders during Epiphany also strike a nearby target, and that second hit deals its own, greatly increased damage rather than merely copying the effect. For the Monk this turns Rabid Strike into a genuine damage-multiplier weapon instead of a pure convenience item.
Because the bonus hit costs no extra Spirit, you can teleport aggressively through packs while hammering two targets at once. Tip: Build around this effect for maximum multiplicative damage and keep Epiphany up without gaps, so every teleporting spender lands the boosted second strike and lifts your single-target peak considerably.
Epiphany Sets the Pace
The power only works while Epiphany is running. The skill lasts 15 seconds on a 60-second cooldown, so without Cooldown Reduction Rabid Strike sits idle most of the time. That is why Cooldown Reduction belongs on as many pieces as possible. While Epiphany is active you gain 20 Spirit per second and your melee attacks dash you straight to the target.
Among the runes, Insight stands out: it raises the extra Spirit to 45 per second, which funds more teleporting spenders and therefore more free second hits. Desert Shroud cuts your damage taken by 50% for the duration, and Inner Fire makes your attacks deal 353% weapon damage as Fire.
Stats and Roll
The second hit's damage bonus rolls 350–450%; a high roll is worth it, and a Primal Ancient gives 450%. Dexterity at +626–750 and 31–35% Critical Hit Damage are fixed. For the open slots, look for Cooldown Reduction, a Socket, Maximum Spirit, Area Damage or Damage against Elites. The fist weapon is often combined with Pinto's Pride, the Incense Torch of the Grand Temple, Tzo Krin's Gaze and Kyoshiro's Blade. The flavor text fits the name: those who survive the winter fever keep the strength of the madness it brings.