Diablo 4 – Gauntlet Guide (Everything You Need to Know)

Ultimate Guide to Gauntlet

By Avarilyn!

Have you ever wondered why you do the exact same route, but your score is wildly different at the end of a run? Have you ever clicked a chest before using the Glory Shrine, only to pick the orbs up during glory and wondering why you gain so little score? These questions are examples of stuff that you have to find out by playing.


The current meta in the Gauntlet is utilizing shrines to traverse the map and kill enemies faster. Each boss spawns a specific shrine (it cannot spawn Glory or Revive shrines) as you can see in the first image, so you can plan this ahead of time in your route. That means that most builds that are meta makes sure to use abilities that makes them move fast while also using Area of Effect (Henceforth AoE) spells to kill enemies fast with the Artillery shrine. Because of this, it is very important to use Shrine Duration% on your amulet and boots to extend the windows where you are empowered. These shrine duration effects also works on the Glory Shrine (second image), a shrine which gives you a multiplicative increase between x2.33-x2.8. This variance comes from different enemy types having a different unique glory multiplier that has to be discovered by the player (more on this in the enemy specific sections later). There is a second Gauntlet exclusive shrine called the Revive shrine. This shrine revives bosses and specific elite packs on the map, and this shrine is one of the most important aspects when it comes to effective routing.

The skill you use to activate Artillery does affect its damage, and it looks like it scales off of your generic damage stats. There has not been any conclusive testing done to determine exactly what scales its damage, but it has been determined that, for example, puncture and penetrating shot has different artillery damage output with the same skill rank.

Note: Most high end routes makes use of the extended shrine duration on gear for their routes, if you do not have access to this then you will likely have to experiment on your own regarding routes.


The score in this mode is dependent on what enemies you kill, what chests you loot and when you enable your glory shrines. At specific score integers, hordes of enemies spawn after approximately 5 seconds. These grow gradually stronger until it caps around 60k score. Due to the variance in Glory Buff effectiveness as we mentioned in Section 1, and due to each enemy rewarding slightly different scores, your runs will differ due to factors outside of your control. Make sure to attempt your route a couple of times before dismissing it due to this. The next 4 sections will go into specifics on different score types from the Gauntlet.


As previously mentioned, Hordes will spawn at specific integers and with a slightly random amount of enemies. It is always three elites, but then you can have 0 – 5 normal enemies that gives a wild range of score. As of week 3 in Gauntlet, these are the enemies that currently spawn during Horde events

Balrog (elite) - 1175 score
Annihilator (elite) - 1125 score
Soulburner (elite) - 1000 score
Sin Eater (elite) - 1000 score

Balrog (non elite) - 275 score
Annihilator (non elite) - 225 score
Spawn of the Damned (non elite) - 25 score
Soulburner (non elite) - 100 score
Sin Eater (non elite) - Unknown score

Currently, these elites spawn in very specific combinations. However, these combinations are then added with a seemingly random total of non elites. This means that although the elite score may be a bit predictable, the current recorded score difference is quite high due to the randomness of the non elites. Here is a list of the currently known combinations:

3 Sin Eaters - 0 to 5 non elites
3 Soulburners - 0 to 5 non elites
1 Balrog, 1 Annihilator, 1 Soulburner - 0 to 5 non elites
2 Balrogs, 1 Annihilator - 0 to 5 non elites

That means, the lowest possible score is 3000 for a non-Glory empowered 3 Soulburners and no non elite enemies horde spawn, and the highest possible score is 4050 from a 2 Balrogs, 1 Annihilator with 5 non elites. However, this is not the only random element as the enemies spawned from the summoning affix also counts as score. So a group may reward as much as 4500 or higher if the group manages to summon more enemies before it dies.

The unfortunate reality of this is that you may have bad luck and spawn multiple 3000 score packs before you pick up your Glory, which would be a 35% loss compared to the highest possible outcome. You cannot plan around this, so when the hordes start spawning, you are at the mercy of randomness in your route.


Bosses in the Gauntlet may take a bit of a beating before they die as most builds are designed around having shrines active. Because of this, it is common that people use effects that makes them stronger before starting the gauntlet to improve the kill time on the first enemy, such as stacking Starless Skies stacks. These bosses all spawn a preassigned shrine when they are defeated, which will spawn where they are defeated. Usually routes are planned so that you have some sort of shrine to help you kill bosses for each boss kill if possible as it will save you the most time in the run.

Regarding score, all bosses have the same Glory Multiplier, but they may have different base scores, below is a list detailing the known score for bosses:

Spider: 8300 Score
Spider Glory: 20750 Score 
Mother’s Judgement: 10000 Score
Mother’s Judgement Glory: 25000 Score
Resurrected Malice: 8500 Score
Resurrected Malice Glory: 21250 Score
Tomb Lord: 9000 Score
Tomb Lord Glory: 22500 Score
Chief Marauder: 9000 Score
Chief Marauder Glory: 22500 Score
Outlaw Sharpshooter: 2800 Score
Outlaw Sharpshooter Glory: 7000 Score

Generally speaking, you want to try and hit as many bosses as possible while you are empowered by the Glory shrine. However, do so intelligently as whenever you kill a boss during Glory you spawn a horde due to the sheer amount of score you collect from the kill. It is often very beneficial to create loops in your route that allows you to go back into a room with glory while you kill all the elites you spawned from the horde.


Chests can be found around the map which can be opened after killing a keyholder. The keyholder is specified on the map with a small skull with a key behind it (looks like a skull with a flame). These enemies respawn each time you use a Revive Shrine, which means you should plan your route around killing these keyholders at the right time. The keyholders also give 1500 score when they die and it is affected by Glory. The map has yellow chests for greater chests which rewards 8000 score (20000 during glory), and white for normal chests that gives 3000 score (7500 during glory).

Note: The score from a chest is determined when you click the chest and not when you loot it. That means you can click a chest during glory, but then loop around to pick it up later when more convenient. The keys from the keyholder also does not despawn, so you do not have to click them right away unless you need it.

Elites and Non-Elites

There are two types of Elite packs on the map, one that respawns each time you press the Revive shrine and one that doesn’t. Each week will have a different location of these packs, which means you have to test yourself which packs will respawn. The map below shows the map for week 3 and its locations of elites. Each elite that respawn is circled in red, and ones that does respawn not in blue.

You want to try and make sure to clear as many of the elites that does not respawn during glory to maximize potential score gain. The elites in these pack never changes, and their score thus remains consistent. Each time they are killed and then revived, the same type of elite will respawn on its original location.

Non elites always also respawn on their original locations (which means the defense aura enemies also respawn, plan for this in your route!). Just for visual clarity, this is how much score each non-horde elite pack gives on the map:


Due to routes being very secretive, this section will go through a general route just to give a visual example. The first step to a good route is to create a layout that allows you to draw on it to get a good overview of how you plan to traverse the map. For week 1, you could use the following map:

You want to make sure that you create a route that allows for fluid movement, many boss kills during glory and good resets. Efficient resetting depends entirely on how you plan glory, so let us plan a route where the path drawn in red is without glory, and yellow is with glory. Green crosses were the spawn locations of keyholders, and the green circles indicate when you loot the chests.

Note: This is a random route just to help visualize how you can draw routes. The glory path indicated is very dependent on speed and may not be possible in reality.

Volodymyr Azimoff
About Volodymyr Azimoff 13338 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

1 Comment

  1. Has anyone figured out the specific mechanics around boss pulling/preventing reset? Just from my experience it seems like your distance doesn’t necessarily matter, like you can go really far away and if you get back quick they don’t always reset. If they get hung up on mobs for too long they tend to reset. Hitting them to keep them “in combat” doesn’t seem to really be a thing… can prox aggro them and they’ll follow me for quite a while without me ever giving or receiving any… damage. Seems like they have a radius that they won’t cross and that radius seems to be about the same for every boss. But all of this is just gut feeling from trying stuff out.

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