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4/10: 0.2.0e Patch Notes fully updated!
★ Dawn of the Hunt live now! ▶︎Best Builds
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The Warrior build utilizes synergy between Slam attacks and Bleed to deliver earth-shattering blows to all enemies of all types in Path of Exile 2 (PoE 2)'s Dawn of the Hunt 0.2 update. Check out the Slam Bleed Titan build, including its gear, skills, passives, and playstyle!
List of Contents
The Slam Bleed Titan build aims to make the Warrior capable of dispatching enemies with slams, bleed effect, armour break, and Aftershock. It is capable of delivering massive burst damage to bosses in a single skill rotation and eliminating hordes of enemies by using Earthquake, Stampede, and Hammer of the Gods which can make enemies bleed and burst apart.
Date | Changes | ||
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1-24-2025 | ・Fixed Issues with Passive Skill Tree | 1-7-2025 | ・Further Optimized the build for end-game ・Integrated Shield and Block mechanics. ・Revamped the Passive skill tree to integrate weapon specialization ・Changed listed active and persistent skills |
12-26-2024 | ・Added end game section for skills and gear | ||
12-20-2024 | ・Added Stampede for faster mobbing and updated support gems for better rotation | ||
12-16-2024 | ・Created and Published the Build |
Gear | Modifiers | |
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Ironwood Greathammer (Weapon Swap I) | ・Increased Attack Speed (at least 15%)
・Increased Physical Damage ・Added Physical Damage ・Increase to Melee Skills levels ・Added Strength Attribute |
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Shield (Weapon Swap I) | ・Increased Block Chance (Aim for 75%)
・Increased Armor ・Added Maximum Life ・Increased Resistances ・Added Strength Attribute |
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Two Handed Mace 1 (Weapon Swap II) | ・Increased Physical Damage
・Added Physical Damage ・Increase to Melee Skills levels (Aim for atleast +6) ・Increased Strength Attribute ・Increased Attack Speed |
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Two Handed Mace 2 (Weapon Swap II) | ・Increased Physical Damage
・Added Physical Damage ・Increase to Melee Skills levels (Aim for atleast +6) ・Increased Strength Attribute ・Increased Attack Speed |
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Thrillsteel Spired Greathelm | ・Onslaught Effect: Onslaught grants 20% increased skill speed and 10% increased movement speed |
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Expert Steel Plate (Body Armor) | ・Regenerate % Life per Second ・Increased Armor ・Added Armor ・Added Spirit ・Added Maximum Life ・Increased Resistances ・Added Strength Attribute | |
Gloves | ・Increased Attack Speed
・Added Maximum Life ・Increased Resistances ・Added Strength Attribute ・Increase to Melee Skills levels |
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Utility Belt | ・20% of Flask Recovery applied Instantly ・Added Maximum Life ・Increased Armor ・Increased Resistances ・Added Strength Attribute |
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Boots | ・Increased Movement Speed
・Added Maximum life ・Increased Armor ・Added Strength Attribute ・Increased Resistances |
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Ring 1 & 2 | ・Added Physical Damage to Attacks
・Increased Resistances ・Added Maximum Life ・Added Strength Attribute |
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Amulet | ・Allocates Cruel Methods (Instilled)
・Increased Armour ・Increase to Melee Skills Levels ・Added Maximum Life ・Added Strength Attribute ・Increased Resistances |
For your Weapons, prioritize getting high physical damage and attack speed. With the recent nerf of Hammer of the Gods, you'd want to equip attack speed on both your Weapons Swap 1 and 2 maces. If you're on a budget, equip your high increase to Melee Skills mace for Weapon Swap 2, since it will scale better with Hammer of the Gods.
It's also important to aim for a shield with 75% increase in Block Chance to get about 74% total Block Chance with your passives skills. This is crucial for surviving heavily juiced high-tier maps.
For your other Equipment, prioritize capping all resistances and getting Strength to ensure survival in higher-tiered Atlas maps. Strength will also ensure that you'll be able to equip your maces even with Giant's Blood active. On top of those, you'd also want to get increase movement speed and spirit for faster clearing and to activate all the Persistent Buffs recommended for the build.
The modifiers listed below are arranged according to priority.
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・Increased Bleeding Chance
・Increased Bleeding Duration ・Increased Bleeding Magnitude ・Added Rage on Hit ・Area of Attack Optional: ・Increased Life Regeneration ・Increased Global Physical Damage ・Increased Damage with Maces ・Increased Maximum Fire Resistance |
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・Only affects Passives in a Medium-Small Ring
・Passives in Ring can be Allocated without being connected to your tree ・5-20% decrease to all Elemental Resistances (Aim for 5%) ・3-23% decrease to Chaos Resistance (Aim for 3%) |
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・Passives in Radius of with Dance of Death can be allocated without being connected to your tree. |
For Jewels, you'd want to equip 2 Rubies with Bleeding Chance to increase your chance to Bleed by approximately 90% for both Weapon Swaps. Rage on Hit is also extremely crucial as this will be your only source of Rage. The rest of the modifiers can be adjusted based on what's available to you!
You would also want to equip 2 Unique Jewels, the Controlled Metamorphosis and From Nothing Diamonds, these will allow you to equip extremely powerful Notables without having to connect them to your passive tree.
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・Increased Duration
・Increased Charges ・Recover Life when Used |
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The Thawing Charm is the build's primary charm. However, players may use a Staunching or Antidote charm whenever necessary or other charms depending on the circumstances.
Equipment | Sockets |
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Weapon | ![]() ![]() |
Armor | ![]() |
Equip all weapons with two Iron Runes to increase physical damage and the shield with a Soul Core of Jiquani for increased maximum life. Likewise, for armor pieces, equip another two Iron Runes for increased Armor and three Soul Core of Jiquanis.
You can also swap the Soul Cores of Jiquanis to any other Runes that will help you cap out all your resistances!
Skill | Support Gems |
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![]() Earthquake Smashes the ground, dealing damage in an area and leaving behind Jagged Ground that slow enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
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![]() Fast Forward Supports any skill that has a duration, making that duration shorter.
![]() Magnified Effect Supports any skill with an area of effect, making it larger.
![]() Splinter Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
![]() Lacerate Supports any skill that hits enemies, giving it a chance to inflict Bleeding.
![]() Brutality Supports any skill that deals damage, boosting its physical damage at the expense of all other damage types.
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![]() Stampede Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
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![]() Haemocrystals Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding.
![]() Stomping Ground Supports Travel Skills, causing your footsteps to crack the earth and emit damaging shockwaves while using the skill.
![]() Momentum Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
![]() Bloodlust Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting bleeding.
![]() Unbreakable Supports any skill that you can use, making you harder to Stun while using it.
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![]() Hammer of the Gods Entreats the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky of your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
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![]() Heft Supports Skills which deal damage, increasing the maximum Physical Damage of their Hits.
![]() Deep Cuts Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
![]() Martial Tempo Supports Attacks, causing them to Attack faster.
![]() Concentrated Effect Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
![]() See Red Supports Attack Skills. Bleeding inflicted with Supported Skills lasts significantly longer, but enemies you inflict Bleeding onto with Supported Skills will move and Attack faster.
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![]() Seismic Cry Performs a damaging Warcry, knocking Back enemies. If a Heavy Stunned enemy is hit, your next Slam is empowered to perform an additional aftershock. If not, this skills cooldown is reset. Only counts Heavily Stunned enemies for purpose of counting Power gained.
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![]() Premeditation Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage.
![]() Enraged Warcry Supports Warcries, causing them to consume Rage to further boost Empowered Attacks.
![]() Murderous Intent Supports skills that can Empower skills other than themselves, causing skills they Empower to Cull enemies.
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![]() Infernal Cry Performs a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
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![]() Corrupting Cry Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
![]() Raging Cry Supports Warcry skills, causing them to grant you Rage on use depending on counted monster Power.
![]() Dazing Cry Supports Warcries, causing them to Daze enemies on use.
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![]() Leap Slam Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
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![]() Despoiler Supports skills that create Ground Surfaces, causing those surfaces to last longer.
![]() Bludgeon Supports any skill that Hits enemies, causing it to Knock Back enemies.
![]() Holy Descent Supports skills that leap into the air, causing them to create Consecrated ground when you land.
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![]() Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
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![]() Herbalism Supports Persistent Buff skills, causing you to gain increased Life recovery from Flasks while the skill is active.
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![]() Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
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![]() Cannibalism Supports Persistent Buff Skills, causing you to recover Life on kill while the skill is active.
![]() Vitality Supports Persistent Buff Skills, causing you to gain Life Regeneration while the skill is active.
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![]() Berserk While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
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The listed skills serve as the build's end-game kit, with Stampede and Earthquake as the primary damaging skills for mobbing and Hammer of the Gods for bosses. All other skills and gems help buff damage, like Seismic Cry, or help with survivability, like Time of Need.
When Gemcutter's Prisms are available, prioritize Hammer of the Gods, Stampede, or Berserk, as the quality effects from these skills will best benefit the build's playstyle. Finally, assign Stampede and Leap Slam to Weapon Slot I to gain shielding benefits and increased survivability and Seismic and Infernal Cry to Weapon Slot II for the build's boss rotation.
Note that the Warrior shown above is at level 94, with Skullcrusher and Battle Trance yet to be obtained.
Ascendancy Tree | |||
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Passive Nodes | |||
1. | ![]() Brutal, Near at Hand, Reverberating Impact, and Unstappable Barrier |
2. | ![]() Aftershocks, Beef, Unbending, Lasting Trauma, and Resolute Technique |
3. | ![]() Impact Area, Impact Force, Battle Fever, Prism Guard, Vengeful Fury, Bestial Rage and Blood Magic |
4. | ![]() Spike Pit, Brute Strength, Split the Earth, Skullcrusher, and Giant's Blood |
5. | ![]() Crushing Judgement, Authority, Aggravation, and Polymathy |
6. | ![]() Blood Letting and Lay Siege |
7. | ![]() Battle Trance |
8. | ![]() Acceleration |
※ Legend: Yellow = Main | Red = Weapon Set I | Green = Weapon Set II.
This skill path focuses on increasing aftershock, armor, life, damage, and bleed application. From the tree's root, players should make their way through the nodes that give reduced skill duration, allowing Earthquakes to trigger Aftershocks faster. Then, prioritize unlocking nodes that buff AoE and bleed effects to further buff and integrate these mechanics into the build's playstyle.
Nodes related to life, resistances, and shields are then unlocked to increase survivability as enemies get tougher, then attribute nodes for increased strength, when necessary, to comply with Giant's Blood when unlocked. The build also integrates Weapon specialization, with Weapon Set I dedicated to AoE effects and damage nodes for mobbing and Weapon Set II dedicated to bleed effects and single-target damage for bosses.
To get powerful Notables scattered across the tree, equip your Controlled Metamorphosis and From Nothing Diamonds, so get Vengeful Fury, Prism Guard, Bestial Rage, and Acceleration. Lastly, you would also need to instil your Amulet with the right Distilled Emotions to get Cruel Methods.
Skill Rotations | |
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Mobbing | ![]() Earthquake Smashes the ground, dealing damage in an area and leaving behind Jagged Ground that slow enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
▶
![]() Stampede Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
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Bossing | ![]() Earthquake Smashes the ground, dealing damage in an area and leaving behind Jagged Ground that slow enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
▶
![]() Stampede Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
▶
![]() Seismic Cry Performs a damaging Warcry, knocking Back enemies. If a Heavy Stunned enemy is hit, your next Slam is empowered to perform an additional aftershock. If not, this skills cooldown is reset. Only counts Heavily Stunned enemies for purpose of counting Power gained.
▶
![]() Infernal Cry Performs a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
▶
![]() Hammer of the Gods Entreats the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky of your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
▶
![]() Earthquake Smashes the ground, dealing damage in an area and leaving behind Jagged Ground that slow enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
▶
![]() Stampede Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
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For mobbing, Earthquake and Stampede are the core enemy clearing skills. The rotation for mobbing is as follows:
The boss rotation integrates the skill rotation for Mobbing but with additional steps. The rotation for bosses is as follows:
Rank | Build |
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List of Builds by Class | |||||||||||
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Other Build Guides | |||||||||||
Dawn of the Hunt Leveling Builds | How to Make a Good Build |
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![]() Rolling Slam Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. holding down the skill input allows you to change direction as you move.
![]() Perfect Strike Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire.
![]() Leap Slam Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
Focus: AoE, High Single Target Damage, Physical |
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![]() Boneshatter Attacks enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
![]() Infernal Cry Performs a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
![]() 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.
![]() Leap Slam Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
![]() Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
![]() 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.
![]() Earthshatter Slam the ground, sending out a fissure that deals area damage to enemies it passess under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
![]() Seismic Cry Performs a damaging Warcry, knocking Back enemies. If a Heavy Stunned enemy is hit, your next Slam is empowered to perform an additional aftershock. If not, this skills cooldown is reset. Only counts Heavily Stunned enemies for purpose of counting Power gained.
![]() Hammer of the Gods Entreats the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky of your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Focus: Burst, AoE, DoT, Stun |
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![]() Leap Slam Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
![]() Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
![]() Earthquake Smashes the ground, dealing damage in an area and leaving behind Jagged Ground that slow enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
![]() Shockwave Totem Raises a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it.
![]() Seismic Cry Performs a damaging Warcry, knocking Back enemies. If a Heavy Stunned enemy is hit, your next Slam is empowered to perform an additional aftershock. If not, this skills cooldown is reset. Only counts Heavily Stunned enemies for purpose of counting Power gained.
![]() Stampede Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
![]() Hammer of the Gods Entreats the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky of your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
![]() Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
![]() Berserk While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
Focus: Aftershocks, Stun, Bleed |
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![]() Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
![]() Infernal Cry Performs a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
![]() Leap Slam Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
![]() Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
![]() Shockwave Totem Raises a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it.
![]() Seismic Cry Performs a damaging Warcry, knocking Back enemies. If a Heavy Stunned enemy is hit, your next Slam is empowered to perform an additional aftershock. If not, this skills cooldown is reset. Only counts Heavily Stunned enemies for purpose of counting Power gained.
![]() Hammer of the Gods Entreats the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky of your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
![]() Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
![]() Berserk While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
Focus: AoE, Mobbing, Stun, Fast Clear |
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![]() Rolling Slam Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. holding down the skill input allows you to change direction as you move.
![]() Boneshatter Attacks enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
![]() 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.
![]() Perfect Strike Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire.
![]() Leap Slam Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
![]() Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
Focus: AoE, High Single Target Damage, Physical, Tank |
Base Class | ||
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Ascendancies | ||
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I am loving this build, currently lvl80 cruising waystones (9) eyes closed. Thank you guys
PoE 2 0.2 Warrior Build - Slam Bleed Titan
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Does the Rage support gem actually do anything in the Shockwave Totem? From what I've seen in the game and on this site Rage does not support Shockwave Totem.