Best D2R Ladder Season 2 Paladin Builds - Diablo 2 Resurrected 2.5 Tesladin & Auradin Guide

10/18/2022 5:27:10 PM

Terror zones might have made a couple of fan-favorite Paladin builds become the best leveling solutions in Diablo 2 Resurrected Ladder Season 2 for reaching 99 fastest, in this article, let’s take a look at the new best D2R 2.5 Paladin builds including Tesladin and Auradin details for Ladder 2, as well as difference between Tesladin and Auradin.

D2R Tesladin vs Auradin, What’s the Difference?

Firstly, looking at the key differences between the Tesladin and the Auradin, the Tesladin utilizes the Holy Shock Aura from D2 items like Dream, while the Auradin uses the Holy Fire Aura from items like Dragon, both of these builds tend to be a bit on the expensive side and even the budget versions of these are no exception, because of sunder charms and D2R Patch 2.5, these builds no longer run into the hard stops that they did before.  Check out the Coooley's D2R 2.5 Paladin and Auradin builds with sunder charms work for endgame as well. 

D2R Ladder Season 2 Paladin Build - Best Tesladin Build in Diablo 2 Resurrected 2.5

All monster immunities can now be broken with Sunder Charms, we can completely commit to lightning damage on the Tesladin build, this changes things and paves the way for a completely new version of the build. This D2R 2.5 Tesladin build is not meant for Uber Tristram, it's designed to rip through new terror zones in Diablo 2 Resurrected 2.5 and Ladder 2 and quickly kill groups of monsters that all possess similar levels to Diablo, when you reach at least level 92, every single monster that spawns in these terror zones, so a build like this can get a lot of residual kills that you don't even need to be close to monsters. 


Crescent Moon is probably the new best-in-slot item for this build, with this weapon, conviction, and a sundering charm, lightning damage will make an absolute joke out of nearly any monster in the game, conviction is our main Aura and it can reduce a monster's resist by up to 150% in combination with the Sunder charm that still leaves the monster with negative 55 light resist, but Crescent Moon reduces it by an additional 35, making the monster go from completely immune to negative 90 lightning resist, the lowest that a monster can possibly be is negative 100 and that's certainly what most monsters will be. Zeal is our main attack and Crescent Moon will cast a static field while you're swinging away, this is great in a lot of terror zones for AOE and faster clear times at higher player difficulties because we can completely commit to lightning damage, we can also move away from the traditional max damage charms in the inventory get ready for the new best in slot charms, you better save up these are Shocking Small Charm of Storms and are extremely rare these are actually similar to 451 poison charms, they can only be found from monsters with high levels, luckily you can find these a lot easier in the new Terror Zones after you reach level 88 at that point, most monsters will be able to drop these. Additionally, we can move away from armors like Fortitude opting for more mobility with Enigma this allows the Tesladin to smash through the new terror zones. The full list of gear for this D2R Ladder 2 Tesladin build is as below. 

- Weapons: Crescent Moon (Phase Blade)

- Helm: Dream (Bone Visage)

- Amulet: Highlord’s Wrath 

- Shield: Dream (Sacred Targe)

- Armor: Enigma (Mage Plate)

- Gloves: Vampirebone Gloves

- Rings: Dread Thirst, Raven Frost

- Belt: Arachnid Mesh (Spiderweb Sash)

- Boots: Gore Rider

- Charms: Crack of the Heavens (Grand Charm), Hellfire Torch (Large Charm), Annihilus (Small Charm), Shimmering Small Charm of Storms, Shocking Small Charm of Storms


- Weapon: Grief (Phase Blade), Last Wish (Phase Blade)

- Helm: Andariel’s Visage (Demonhead)

- Armor: Chains of Honor (Archon Plate)


- Defensive Auras: Resist Lightning 20, Salvation 20

- Offensive Auras: Blessed Aim 19, Might 1, Holy Fire 1, Thorns 1, Holy Freeze 1, Sanctuary 1, Conviction 16

- Combat Skills: Zeal 20, Sacrifice 1, Holy Bolt 1, Smite 1, Charge 1, Blessed Hammer 1, Holy Shield 1


- Strength 136

- Dexterity 170

- Vitality 495

- Energy 55

D2R Ladder Season 2 Paladin Build - Best Auradin Build in Diablo 2 Resurrected 2.5

Take a look at the D2R 2.5 Auradin build, this is a good choice to level a Paladin in Season 2 Ladder. The mobility of this build isn't as good as the Tesladin because we do give up Enigma, but as long as you're not in Act 3 jungle areas, it really doesn't matter that much. The Auradin passive Aura damage is far greater and more consistent than the Tesladin, the PVP setup offers diverse damage and aggressive gameplay. 


We don't really need skills on our amulet and since mobility is the priority in terror zones with this build, we actually use The Cat’s Eye for the faster run and walk, then we don't need to cast on our helm, so a 232 open socket helm is perfect and helps us move a lot faster. With a Sunder charm, conviction, and negative resistance from Hand of Justice and these jewels, no monster will ever have more than negative 85 fire resistance, while Laying of Hands is good versus demons in this game, you're not always going to run into demons and terror zones, that's why we use crushing blow for these gloves instead. The belt slot is also a very good place to make up for resistance that you lose, you can stack up different belts to switch out to depending on the zone that you're in. Speaking of resistances, you need to use some resistance charms with fire damage to help offset the sunder charm, but the big ticket item in the inventory of this build is the Flaming charm of incineration much like the 451 poison charm and the lightning charm, these two need to be rolled on a charm with a very high level, even if you find ones with lower fire damage, they're still probably the better choice on this build.

- Weapons: Hand of Justice (Phase Blade)

- Helm: Ghoul Bite (Diadem)

- Armor: Dragon (Mage Plate)

- Shield: Dragon (Sacred Targe)

- Amulet: The Cat’s Eye

- Gloves: Blood Bite (Vampirebone Gloves)

- Rings: Storm Splitter, Raven Frost

- Belt: Pain (Mesh Belt)

- Boots: Gore Rider (War Boots)

- Charms: Ruby Small Charm of Incineration, Shimmering Small Charm of Incineration, Flaming Small Charm of Incineration, The Crack of the Heavens


- Defensive Auras: Resist Fire 20, Salvation 20

- Offensive Auras: Conviction 18

- Combat Skills: Sacrifice 20, Zeal 18


For the Merc, use an A1 Rogue and put Harmony on her for the Vigor Aura, increasing our mobility even further while a fire arrow variant for the mercenary can help with damage, we're the ones clearing most of the game, so just prioritize her survivability as much as you can.

- Act 1 Rogue

- Weapons: Harmony (Grand Matron Bow)

- Armor: Fortitude (Wire Fleece)

- Helm: Andariel’s Visage (Demonhead)