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This lists the best leveling and endgame builds for Ranger in Path of Exile 2 (PoE 2). Check out our list of Ranger builds for the Pathfinder and Deadeye ascendancies!
All Ranger Class Guides | |
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Ranger Class and Ascendancies | All Ranger Builds |
List of Contents
Pathfinder Builds | |
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![]() Temporal Chains Curses all enemies in an area, Slowing them and making other effects on them expire more slowly.
![]() Vine Arrow Fire an arrow into the air that lands after a short delay, causing a plant to spring up at the impact location. The plants sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos Damage over time. The plant can be Poisoned, causing it to deal more damage.
![]() Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
![]() Rain of Arrows Fire arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
![]() Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
![]() Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
![]() Alchemist's Boon While active, grants you Flask Charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your presence.
![]() Poisonous Concoction X Added Chaos Damage;Always Poison on Hit;+5% to Critical Hit Chance;Consumes 5 Charges from your Mana Flask;100% more Magnitude of Poison inflicted;Explosion radius is 1.5 metres
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Focus: Leveling, Endgame, Mobbing, DoT, Curse Damage | |
Summary: This Poison Pathfinder build combines both Poison, Curses, and Fire for the early and mid-game, then transitioning to use Poisonous Concoction later to have high burst damage and DoT (Damage over time). |
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![]() Hypothermia Curses all targets in an area after a short delay, lowering their Cold Resistance.
![]() Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
![]() Ball Lightning Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies.
![]() Eye of Winter Fires a single Eye Projectile which does not hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of Shards at the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface effect, applying it to nearby enemies and causing shards to deal more damage of the corresponding type.
![]() Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
![]() Grim Feast Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield.
![]() Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
![]() Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
![]() Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
![]() Cast on Freeze While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
![]() Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
![]() Alchemist's Boon While active, grants you Flask Charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your presence.
![]() Shattering Concoction X Added Cold Damage;+7% to Critical Hit Chance;Consumes 5 Charges from your Mana Flask;Inflicts Cold Exposure on Hit;Explosion radius is 1.5 metres
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Focus: Endgame, Burst Damage, Cold, Concoction | |
Summary: The Cold Pathfinder makes full use of Shattering Concoction with Shock and Critical Hits to heavily burst down any foe while freezing them in place! |
Deadeye Builds | |
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![]() Explosive Grenade Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
![]() Flash Grenade Fires a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies.
![]() Gas Grenade Fires a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
![]() Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
![]() Oil Grenade Fires a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
![]() Voltaic Grenade Fires a bouncing Grenade that discharges an Electrocuting Lightning blasts when its fuse expires
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Focus: Leveling, Endgame, AoE, Grenades, Burst | |
Summary: This Grenade Deadeye fully utilizes the Endless Munitions Ascendancy Skill to fill the screen with various grenades while staying relatively tanky! |
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![]() Conductivity Curses all targets in an area after a short delay, lowering their Lightning Resistance.
![]() Grim Feast Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield.
![]() Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
![]() Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
![]() Bonestorm Channel to conjure a swarm of bone spikes in the air, then release to fire at the enemies and explode.
![]() Cast on Shock While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
![]() Lightning Arrow Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
![]() Lightning Rod Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows release another Lightning burst.
![]() Voltaic Mark Marks a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
![]() Magnetic Salvo Aims skyward and fires energy missiles at lingering arrows or bolts created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
![]() Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
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Focus: Endgame, Burst Damage, Lightning, Energy Shield | |
Summary: The Lightning Salvo Deadeye is designed to set up Magnetic Salvo with Shock, Bonestorm, and Critical Hits to heavily burst down any foe; perfectly capable of reaching 33,000,000 damage! |
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PoE 2 Best Leveling and Endgame Ranger Builds
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