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This is a Grenade Deadeye Ranger endgame build for Path of Exile 2 (PoE 2). Check out this Deadeye build, including its gear, socketables, skills, and playstyle!
Attention! |
This build was last updated for patch 0.1.1g and may be outdated for the recent patches. For more up-to-date builds, please refer to our list of latest builds! |
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※ Switch tabs to view build progression: Endgame (Atlas), Mid-Game (Act 3 to Cruel Mode), Leveling (Acts 1-2).
This Deadeye Ranger build is designed to progress the Atlas by fully utilizing Endless Munitions Ascendancy Skill to fill the screen with various grenades while staying nimble. This build clears enemy mobs with a combination of Explosive, Gas, and Oil Grenades!
Early on, the build will be using a Bow that utilizes Lightning Arrow and Stormcaller Arrow. As you progress, this build will transition to a Crossbow-focused build that relies on grenades. If you get a Crossbow early on that has bonuses to any damage type, you can choose to get the Crossbow skills already.
| Date | Changes Made |
|---|---|
| 12/19/24 | - Updated for Endgame. - Changed the Skill Rotation. - Modified the Passive Tree - Revamped Write-ups - Progressed the Ascendancy. |
| 12/14/24 | - Endless Munitions Grenade Deadeye Created. |
※ Switch tabs to view build progression: Endgame (Atlas), Mid-Game (Act 3 to Cruel Mode), Leveling (Acts 1-2).
| Gear | Modifiers | |
|---|---|---|
| Helm | ・Maximum Life ・+% to any Elemental Resistance ・Evasion Rating ・Strength / Dexterity | |
| Armor | ・Maximum Life ・+% to any Elemental Resistance ・Evasion Rating ・Strength / Dexterity | |
| Gloves | ・Increase any Damage ・Maximum Life ・+% to any Elemental Resistance ・Attack Speed ・Strength / Dexterity ・Gain Mana/Life Per Enemy Killed | |
| Belt | ・Maximum Life ・+% to any Elemental Resistance ・Increase Life Recovery | |
| Boots | ・Movement Speed ・Maximum Life ・+x% to any Elemental Resistance ・Evasion Rating ・Strength / Dexterity | |
| Ring | ・Maximum Life ・+% to any Elemental Resistance ・Evasion Rating ・Add Physical Damage to Attacks | |
| Jade/Amber Amulet (Amulet) | ・Maximum Life ・+x% to any Elemental Resistance ・Life Regeneration Per Second ・Strength / Dexterity | |
| Ring | ・+% to any Elemental Resistance ・Maximum Life ・Add Physical Damage to Attacks | |
| Crossbow | ・Adds x to x Physical Damage ・+% Increased Physical Damage ・Adds x to x Any Element Damage ・Attack Speed ・Gain Mana on Kill |
| Gear | Modifiers | |
|---|---|---|
| Helm | ・Maximum Life ・+% to any Elemental Resistance ・Strength / Dexterity | |
| Armor | ・Maximum Life ・+% to any Elemental Resistance ・Strength / Dexterity | |
| Gloves | ・Increase any Damage ・Maximum Life ・+% to any Elemental Resistance ・Strength / Dexterity ・Gain Mana/Life Per Enemy Killed ・Maximum Mana | |
| Belt | ・Maximum Life ・+% to any Elemental Resistance | |
| Boots | ・Movement Speed ・Maximum Life ・Life Regeneration ・+% to any Elemental Resistance | |
| Ring | ・Maximum Life ・+% to any Elemental Resistance ・Add x to x Physical Damage to Attacks | |
| Amulet | ・Maximum Life ・+% to any Elemental Resistance ・Life Regeneration Per Second | |
| Ring | ・Maximum Life ・+% to any Elemental Resistance ・Adds x to x Physical Damage | |
| Crossbow | ・Adds x to x Physical Damage ・+% Increased Physical Damage ・Adds to Any Element Damage ・Attack Speed |
| Gear | Modifiers | |
|---|---|---|
| Helm | ・Maximum Life ・+% to any Elemental Resistance ・Strength / Dexterity | |
| Armor | ・Maximum Life ・+% to any Elemental Resistance ・Strength / Dexterity | |
| Gloves | ・Increase any Damage ・Maximum Life ・+% to any Elemental Resistance ・Strength / Dexterity ・Gain Mana/Life Per Enemy Killed ・Maximum Mana | |
| Belt | ・Maximum Life ・+% to any Elemental Resistance | |
| Boots | ・Movement Speed ・Maximum Life ・Life Regeneration ・+% to any Elemental Resistance | |
| Ring | ・Maximum Life ・+% to any Elemental Resistance ・Life Regeneration Per Second | |
| Amulet | ・Maximum Life ・+% to any Elemental Resistance ・Life Regeneration Per Second | |
| Ring | ・Maximum Life ・+% to any Elemental Resistance ・Life Regeneration Per Second | |
| Crossbow | ・Adds to Physical Damage ・+% Increased Physical Damage ・Adds to Any Element Damage ・Attack Speed |
Upon reaching the Atlas, stacking up on Maximum Life, Evasion and Elemental Resistances is essential since the enemies there can easily burst down unprepared adventurers. Aim for general damage boost modifiers, even elemental ones on your Crossbow!
Furthermore, try to slot in a +30 in Spirit to slot in Clarity, Vitality, and the Precision support gems on Wind Dancer for increased mana regeneration!
As for the auxiliary modifiers, get Gain Life/Mana on Kill to increase your overall survivability since this build can clear hordes of enemies reliably. This build's health and mana will quickly fill up after sending enemies flying with one combo!
The best runes to slot in depends on the damage the Crossbow scales from! For example, if its damage is purely physical, it is best to slot in Iron Runes. For armors, slot in whatever resistances you need, but if they are capped out, go for Body Runes to increase Maximum Life!
※ Switch tabs to view build progression: Endgame (Atlas), Mid-Game (Act 3 to Cruel Mode), Leveling (Acts 1-2).
| Skill | Support Gems |
|---|---|
Explosive Grenade Explosive Grenade Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires. | Compressed Duration II Supports any skill that has a duration, making that duration shorter. Immolate Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves. Fire Attunement Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage. Elemental Armament I Supports Attacks, causing them to deal more Elemental damage. Heft Supports Skills which deal damage, increasing the maximum Physical Damage of their Hits. |
Flash Grenade Flash Grenade Fires a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies. | Armour Break II Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge. Brutality II Supports any skill that deals damage, boosting its physical damage at the expense of all other damage types. Armour Demolisher II Supports any skill, causing Armour Break it inflicts to be stronger. |
Gas Grenade 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. | Multishot II Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. Magnified Area I Supports any skill with an area of effect, making it larger. Efficiency II Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit. Rising Tempest Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills |
Voltaic Grenade Voltaic Grenade Fires a bouncing Grenade that discharges an Electrocuting Lightning blasts when its fuse expires | Rapid Attacks II Supports Attacks, causing them to Attack faster. Lightning Attunement Supports attacks, causing them to gain Lightning Damage but deal less Cold and Fire Damage. Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions. |
Oil Grenade 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. | Slow Potency Supports any skill, causing inflicted slows to be more powerful Potent Exposure Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure. |
Wind Dancer 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. | Vitality II Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active. Clarity II Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active. Precision II Supports Persistent Buff Skills, causing you to gain increased Accuracy while the skill is active. |
Herald of Ash Herald of Ash While active, enemies you sufficiently Overkill with attacks will cause an explosion that ignites nearby enemies based on the Overkill damage dealt. | - |
| Skill | Support Gems |
|---|---|
Explosive Grenade Explosive Grenade Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires. | Compressed Duration II Supports any skill that has a duration, making that duration shorter. Immolate Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves. |
Flash Grenade Flash Grenade Fires a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies. | Armour Break II Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge. Brutality I Supports any skill that deals damage, boosting its physical damage at the expense of all other damage types. Armour Demolisher I Supports any skill, causing Armour Break it inflicts to be stronger. |
Gas Grenade 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. | Multishot I Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. Efficiency I Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit. |
Voltaic Grenade Voltaic Grenade Fires a bouncing Grenade that discharges an Electrocuting Lightning blasts when its fuse expires | Rapid Attacks II Supports Attacks, causing them to Attack faster. Lightning Attunement Supports attacks, causing them to gain Lightning Damage but deal less Cold and Fire Damage. Magnified Area I Supports any skill with an area of effect, making it larger. |
Oil Grenade 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. | Slow Potency Supports any skill, causing inflicted slows to be more powerful Potent Exposure Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure. |
Wind Dancer 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. | Vitality I Supports Persistent Buff Skills, causing you to gain Life Regeneration while the skill is active. Clarity I Supports Persistent Buff Skills, causing you to gain increased mana Regeneration while the skill is active. |
Herald of Ash Herald of Ash While active, enemies you sufficiently Overkill with attacks will cause an explosion that ignites nearby enemies based on the Overkill damage dealt. | - |
| Skill | Support Gems |
|---|---|
Explosive Grenade Explosive Grenade Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires. | Multishot I Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. |
Flash Grenade Flash Grenade Fires a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies. | Stun I Supports any skill that hits enemies, causing it to build up Stun more quickly. Ruthless Supports Attacks, causing repeated uses to be more effective at Stunning enemies. |
Gas Grenade 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. | Fire Attunement Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage. Efficiency I Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit. |
Wind Dancer 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. | Vitality I Supports Persistent Buff Skills, causing you to gain Life Regeneration while the skill is active. |
The build will mainly use the combo between Explosive and Gas Grenades as its go-to attack. This combo is further empowered by the Deadeye Ascendancy, "Endless Munitions", to increase the amount of Grenades you can dole out.
Gas Grenade is included to increase explosive reactions. When enemies are ignited with Explosive Grenade, all of your Gas Grenades will explode and deal tons of damage at the cost of being consumed.
The build will also utilize two Persistent Skills, those being Herald of Ash and Wind Dancer:
※ Switch tabs to view build progression: Endgame (Atlas), Mid-Game (Act 3 to Cruel Mode)
| Ascendancy Passive | |||
|---|---|---|---|
Point Blank and Endless Munitions | |||
| Passive Nodes | |||
| 1. | | 2. | |
| 3. | | 4. | |
| 5. | | 6. | |
| 7. | | 8. | |
| 9. | | 10. | |
| 11. | | 12. | |
| 13. | | 14. | |
| 15. | | 16. | |
| Ascendancy Passive | |||
|---|---|---|---|
Point Blank and Endless Munitions | |||
| Passive Nodes | |||
| 1. | | 2. | |
| 3. | | 4. | |
| 5. | | 6. | |
| 7. | | 8. | |
| 9. | | 10. | |
| 11. | | 12. | |

As you start the first few levels, get Honed Instincts and Clean Shot to get as much Projectile Damage in the early game and avoid only having Primary Attributes. If you reach the point where you can allocate to Heavy Ammunition with the skill points you have, follow the unhighlighted path to access it!
During the mid-game, make a short detour to get the Projectile Damage nodes on the Catapult node. After that, make a beeline for Short Shot to increase your damage capabilities. You will mainly take this path during the mid-game to quickly reach the Volatile Grenades, Cluster Bombs, and Grenadier nodes to reduce fuse durations and increase projectiles.
After reaching the end game, respecc the Catapult and the attribute highway nodes highlighted in blue to include the additional Evasion Nodes and Mana Sustainability for comfort and have access to the upper portion of the skill tree.
The passive tree priority for overall DPS is to take nodes that grant Projectile Damage, Area of Effect, Increased Elemental Damage, Attack Damage, and Speed.
Naturally, this build attempts to deal massive AoE damage capable of bursting down bosses with the Explosive Grenade + Gas Grenade combo. The additional Fire Damage should take chunks off any opponent's health when further enhanced with Oil Grenades.
While following a playstyle revolving around sticking close to the enemy to pelt them with bombs, the skill rotation should be:
The inclusion of Flash Grenade is to add to this build's survivability and its setup potential by allowing you to stun multiple enemies. This is further enhanced by Voltaic Grenade with its ability to Electrocute enemies to have better chances of a stun.
For auxiliary skills that further add to DPS, Oil Grenade is included to inflict Fire Exposure and apply a slow, making your combo more potent and consistent. Oil Grenade is best used against Rare enemies and bosses!

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| Other Build Guides | 0.3 Leveling Builds | How to Make a Good Build | |||||||||
UP |
Poisonburst Arrow Fires a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
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.
Plague Bearer Stores all Poison Damage you deal. Using the Plague Nova skill unleashes the stored Poison.
Toxic Growth Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
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.
Shield Charge Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Toxic Domain Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
Focus: Mapping, Bossing, DoT, Poison, Chaos Damage |
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
Focus: AoE, Grenades, Burst |
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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. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal Extra Damage. Consumes your Power Charge to cause much larger explosions.
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.
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.
Focus: Burst Damage, Lightning, Energy Shield |
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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
Focus: Burst Damage, Cold, Concoction |
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UP |
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.
Barrage Ready a volley of arrows or spears, Empowering your next Bow or Projectile Spear Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
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.
Stormcaller Arrow Fires an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning bolt strikes the arrow, disintegrating it and damaging enemies with a high chance to Shock.
Focus: Burst Damage, Lightning, Fast Clear |
Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Combat Frenzy While active, grants you a Frenzy Charge when you Freeze, Electrocute, or Pin an enemy. This can only occur once every few seconds.
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 Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
Disengage Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Glacial Lance Throw a single lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the ice fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Focus: Mobbing, Single Target, DPS, AoE, Bossing |
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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.
Barrage Ready a volley of arrows or spears, Empowering your next Bow or Projectile Spear Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Snipe Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
Sniper's Mark Marks a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Spiral Volley Loads your Bow with a volley of enchanted arrows and fires them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
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.
Bloodhound's Mark Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is consumed and they will release an explosion of blood when killed or Heavy Stunned.The duration doesn't tick while the target is suffering Blood Loss.
Herald of Blood While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse in the process. The explosion also has a chance to aggravate Bleeding.
Focus: Bleed, Burst, Charges |
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NEW |
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.
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.
Electrocuting Arrow Leap forward into the air and fire downward. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
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.
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.
Rhoa Mount Harnesses a Companion Rhoa that you can ride. While you're mounted on the Rhoa, you can only use Bow, thrown Spear and Mark Skills, you run at full speed when attackin, and Hits against you cause Heavy Stun buildup. While you aren't mounted, the Rhoa attacks your enemies alongside you with its beak, but can be damaged.
Focus: Lightning, Burst, Mobile, Mobbing, Bossing |
| Base Class | |
|---|---|
| Ascendancies | |
PoE 2 Grenade Deadeye Ranger Build



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On the endgame passive tree build, Maiming Strike is on there twice. On #10 and #12