Bells
Animal Crossing
Infernal Hordes in Diablo 4 Season 10 have become one of the most rewarding and fast-paced ways to farm cinders, aether, chaos uniques, and a variety of valuable materials. With the arrival of new features and a series of balance changes, the question of which boons and offer choices to select during a run has become more important than ever. This guide will help you navigate the choices and maximize your rewards by presenting a clear tier list and practical tips for both the traditional Infernal Offerings and the newly introduced Chaos Waves.

Every time you face an Infernal Offering during a horde run, you’re presented with a choice that includes both a Bane (a new challenge or negative modifier) and a Boon (a positive effect or reward). The right combination can lead to explosive results, with some runs yielding thousands of aether and a shower of rare chaos items.
Season 10 has brought sweeping changes, including a complete overhaul of how Chaos Waves work. These waves are now a random event that can dramatically swing the outcome of a run. The guide will first lay out the best regular offerings and then provide a tier list for Chaos Waves, so you have a reference at every stage of your run.
Below is a comprehensive tier list, ranking each Infernal Offering by their overall effectiveness, how they synergize with other picks, and the best combinations to look out for. The top picks can make a huge difference, especially if you can stack their effects or combine them early in the run.
| Tier | Infernal Offering | Bane (Negative Effect) | Boon (Positive Effect) | Tips & Synergies |
|---|---|---|---|---|
| S | The Colossal Fiends | Aether Lords cause Hellfire eruptions | Aether Fiends spawn as Aether Lords and drop 3x Aether | Stack with other Aether Fiends offerings; huge aether if chosen early |
| S | The Puffing Masses | Masses inflict Vulnerable | Masses drop +1 Aether per offering, doubled for Mass Offerings | Combine with other Masses boons; can snowball into massive returns |
| S | The Hungry Spires | Soulspires pull enemies and players | Enemies killed in Soulspires range can drop Aether | Soulspires are much better after recent fixes; early pick is strong |
| S | The Aether Goblins | Monsters have greatly increased health | Aether Events can spawn Aether Goblins | Goblins can flood you with aether in a single event |
| S | The Stalking Devil | A demon has your scent | Defeat to gain +100 Aether | Best saved for later waves; instant aether injection |
| A | The Exalted Hordes | Increased normal monster damage | Aether Events spawn faster | More events = more aether; works well early |
| A | The Ruthless Lords | Aether Lords grow tougher with each spawn | Aether Lords grant +5 Aether | Multiplies with fiend/lord boons |
| A | The Exalted Fiends | Aether Fiends have greater health | Aether Fiends grant +2 Aether | Stacks with other fiend/mass boons |
| A | The Fiendish Legions | Elite/Aether Fiend damage increased | Aether Fiends may spawn as elites | More elite fiends, more aether potential |
| A | The Teeming Masses | Masses knock back on hit | Masses may spawn Aether Fiends on death | Spawns more fiends for extra aether |
| A | The Massing Masses | Masses have much higher health | Masses may reform on death | Extends mass and fiend synergies |
| A | The Bursting Masses | Masses deal unavoidable damage | Each wave start spawns two Aetheric Masses | More masses, more aether |
| B | The Hellish Masses | Masses explode on death | Masses may spawn Hellborne on death | More enemies for aether, but risky |
| B | The Ambushing Hellborne | Hellborne ambushes you | Hellborne grant +1 Aether | Small aether boost; combine with other hellborne |
| B | The Surging Hellborne | Hellborne have greatly increased health | +1 Hellborne spawns | More enemies, more aether; can be risky |
| B | The Summoned Hellborne | Hellborne can appear at Aether Events | Hellborne grant +1 Aether | Small boost per event, works with mass boons |
| C | The Precious Spires | Soulspires spawn less often | Soulspires grant 2.5 Aether | Not reliable unless stacked with spire boons |
| C | The Rising Spires | Soulspires empower enemies | Each wave spawns a Soulspire | More Soulspires, but can be tricky to use |
| C | The Draining Spires | Soulspires drain health | Soulspires grant +3 Aether | Only worth it with other spire synergies |
| C | The Anchored Masses | Masses attack much faster | Masses may spawn a Soulspire on death | Minor synergy with Soulspires |
| D | The Burning Rain | Hellfire rains after each wave | End of each wave: spawn 9–15 Aether | Low value; pick only if nothing else is good |
Aether Fiends and Masses are the backbone of most top runs, especially when chosen early and stacked. Soulspires have improved and can now be a strong foundation for a run, especially with the right combinations. Offerings that grant large, instant aether (like goblins or the Stalking Devil) are always solid, but the biggest runs come from stacking and multiplying effects wave after wave.
Chaos Waves are a new, game-changing mechanic for Season 10. They appear randomly and can throw your run into overdrive if you get the right objective. Here’s how they rank for aether gains:
| Tier | Chaos Wave Objective | Hazard/Mechanic | Notes |
|---|---|---|---|
| S | Slay Aether Goblins for bonus Aether | Closes Chaos Rifts | Over 1,500 Aether in 60 seconds possible |
| A | Capture spirits for bonus Aether | Echo of Bartuc, The Butcher | About 350 Aether per event |
| B | Slay Aether Lords for bonus Aether | Closes Chaos Rifts that empower Aether Lords | About 250 Aether per event |
| B | Slay Aether Fiends for bonus Aether | Closes Chaos Rifts | About 250 Aether per event |
| C | Slay Hellwyrm for bonus Aether | Closes Chaos Rifts | About 150 Aether per event |
When a Chaos Wave with goblins appears, always take it. This can transform an average run into a record-breaking one. Slaying Aether Lords or Fiends also provides a large boost, especially if you’ve been stacking related boons. The rest are decent, but nothing compares to the goblin wave for pure aether gain.