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This is a Huntress build for Path of Exile 2 (PoE 2)'s Dawn of the Hunt Update that fully leans on the Lightning Spear's damage with the Amazon. Check out the Lightning Spear Huntress Amazon build, including its gear, socketables, skills, and playstyle!
Attention! |
This build was last updated for patch 0.2.1 and may be outdated for the recent patches.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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List of Contents
This endgame build is crafted by Lazy Exile. Check out all of their detailed guides on Path of Exile 2 and all things ARPG over at Lazy Exile (Youtube)!
The video breaks down the build step-by-step, covering everything from skills, gear, and passives to fully exploit the Amazon's elemental prowess!
※ Switch tabs to view build progression: Mapping and Cruel.
This Lightning Spear Amazon build is designed to clear maps with great speed by generating Charges and blasting foes with massive Lightning damage.
Utilize Lightning Spear as your main tool for damage while being infused and supported by active buffs such as Combat Frenzy and Herald of Thunder. The Rhoa Mount makes map movement smoother as you set up even more damage with Storm Lance and Sniper's Mark.
| Date | Changes Made |
|---|---|
| 04/21/25 | ・ Updated the Lightning Spear Amazon Build to Laze Exile's Tanky Endgame variant. |
| 04/09/25 | ・ Updated the Lightning Spear Amazon Build to Lazy Exile's Day 4 Video. |
| 04/08/25 | ・ Lightning Spear Amazon Build Created. |
| Build Notes |
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Trinity amplifies our elemental damage and with the Painter's Servant, we'll always be able to cap our elemental damage. However, Lazy Exile's setup for the endgame changes which includes the glove, and is then swapped into Maligaro's Virtuosity.
This new glove is then partnered with Tangletongue to solve all of our damage requirements which opens up the tree for more survivability options and allows us to remove our elemental damage nodes that originally supported the Trinity skill.
Infuse Weapon allows you to consume Power Charges to infuse your Lightning Spear with Cold Damage and allows the Potential support gem to shine. Furthermore, it is convenient to maintain with the equipment setup and is just an easy way for you to increase your damage overall.
The build, which is heavily geared around Frenzy Charges, generates Frenzy Charges in three ways:
While Herald of Thunder is already a consistent means of electrocuting enemies, the main reason is that the build wants to run Potential on Lightning Spear for additional 40%Critical Hit Rate.
Furthermore, base Gloves are able to give flat-out damage boosts. However, if you already have the means of reaching 100% Critical Hit Rate on Lightning Spear without potential, you can slot Kitoko's Current!
※ Switch tabs to view build progression: Mapping and Cruel.
※ The base weapon and armor pieces are using the lower leveled campaign variants, so please use the Cruel Mode variants!
※ The base weapon and armor pieces are using the lower leveled campaign variants, so please use the Cruel Mode variants!
※ The base weapon and armor pieces are using the lower leveled campaign variants, so please use the Cruel Mode variants!
It is recommended to equip a Spear that provides additional physical damage and accuracy rating. Combining this with increased attack speed and gaining mana per kill gives a higher output of Lightning Spears and crits, dealing a barrage of Lightning Spears at a more consistent pace.
Accuracy Rating is highly important in weapons as well since the Penetrate Ascendancy passive node greatly increases the equipped weapon's physical damage depending on its accuracy rating.
Upon gearing further, you'll want to get the synergy of Maligaro and Tangletongue so we'll want to swap to it once we get Maligaro for our gloves.
For the off-hand, the Lycosidae Rampart Tower Shield is recommended to empower this build as it doubles accuracy rating, making sure crits are almost always hit. You'll also want to consider the Sunsplinter Array Buckler as an alternative to increase your infused weapon damage
Once done, we'll want to invest in an offensive Sceptre to gain a huge amount of Spirit and Critical Hit Chance to synergize with our tanky endgame setup. The big spirit requirement is for our defensive persistent skills, mainly Ghost Dance and its support gems.
For our Armor pieces, we'll want to use Redflare Conduit as it is the build's main source of getting Power Charge per hit, making attacks deal more DPS at the cost of being shocked once you reach maximum Power Charges.
Going into the endgame tank version, we'll then rely and go back to rare gear pieces with an emphasis on resistances and energy shield to make it easier to progress with Mapping and avoid dying to random stray attacks.
Emerald Rings are recommended since it increase the accuracy rating at the start of mapping to get accuracy rating to pump our damage.
Later on, we'll make a swap to Amethyst Rings to cover our Chaos resistances instead as we'll want to transition from glass cannon to a balanced dps/durability build.
The Beacon of Azis Solar Amulet ensures that critical hits will always deal even more damage because it will allow this build to ignore enemies' elemental resistances. It also gives Spirit, which allows the activation of buff skills.
A good alternative will be a Gold Amulet since it is good to increase the chances of acquiring rarer items to maximize this build's potential.
| Equipment | Sockets |
|---|---|
| Weapon | |
| Armor |
It is recommended to equip the Soul Core of Quipolatl for the Spear rune slots to increase the DPS of Lightning Spear by being able to throw out more of them at a faster rate.
Iron Runes are used on armor to increase overall defenses, especially armor and evasion. Increased evasion will mean that there's a lesser chance of getting hit while mounting the Rhoa, therefore avoiding the risk of heavy stun.
| All Runes and Soul Cores | |
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| List of Runes | List of Soul Cores |
Note: The modifiers listed are arranged according to priority.
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Get Crimson Assault or Oasis |
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・Elemental Damage ・+% Energy Shield |
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・Critical Hit Damage
・+% Companion Damage ・Elemental/Lightning/Spear Damage ・Movement Speed/Critical Hit Chance |
For your jewels, focus on getting Emeralds to gain more damage modifiers and consistency for the build. The best modifier you can get here would be the increased Critical Hit Damage since most of your damage scaling is affected by them.
Thawing Charm |
・Increased Duration
・Increased Charges ・Gain Charges Per Second |
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Staunching Charm |
・Increased Duration
・Increased Charges ・Gain Charges Per Second |
Grounding Charm |
・Increased Duration
・Gains Charges per Second ・Increased Charges |
Equip a Thawing Charm and Sapphire Charm when facing Count Geonor since it negates Freezing and offers Cold Resistance from his Chill attacks.
Replace Thawing Charm with a Grounding Charm as it helps negate both Jamanra, the Abomination and Doryani's Shock from their attacks. Grounding Charm is also a good alternative to avoid being shocked from Redflare Conduit if Byrnabas has not been acquired yet.
※ The Support Gems' priority are arranged in a descending order. The first one being the most important and the last being the least crucial.
| Skill | Support Gems |
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Infuse Weapon Infuse Weapon | Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage. Embitter Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills Concentrated Area Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher. Blind II Supports any skill that Hits enemies, causing them to Blind on Hit with increased effect. 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 |
Lightning Spear Lightning Spear Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts. | Volt Supports Projectile Attack Skills you use yourself. Supported Skills gain Voltaic Charge as you move, up to a maximum. When used, Supported Skills expend that Charge to gain extra Lightning Damage and Chain. Heightened Accuracy I Supports Attacks, causing them to gain Accuracy. Perpetual Charge Supports skills that consume Power, Frenzy, or Endurance Charges on use, giving them a chance not to remove each Charge while still gaining the benefits of Consuming them. Fork Supports Projectile Skills, making their Projectiles Fork. |
Storm Lance Storm Lance Throw an electrified that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation. | Pinpoint Critical Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits 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. Deliberation Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange. Lightning Attunement Supports attacks, causing them to gain Lightning Damage but deal less Cold and Fire Damage. |
Barrage 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. | Premeditation Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage. Murderous Intent Supports skills that can Empower skills other than themselves, causing skills they Empower to Cull enemies. |
Cast on Critical Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy. | 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. Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions. Efficiency II Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit. Boundless Energy II Supports Meta Skills. Supported Skills generate Energy significantly faster. |
Combat Frenzy 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. | Charge Profusion II Supports skills that can generate Charges, giving them a chance to generate an additional Charge when they do so, as well as a chance to generate an additional Charge of a random type. Precision II Supports Persistent Buff Skills, causing you to gain increased Accuracy while the skill is active. |
Herald of Thunder 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. | Neural Overload Supports any skill that hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them. Electrocute Supports any skill which can deal Damage. Lightning Damage from Supported skills can inflict Electrocute, but supported skills deal less Damage. Innervate Supports attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your attacks with Lightning damage for a short time. Longshot II Supports Attacks, causing them to deal more damage from farther away. |
Rhoa Mount 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. | Meat Shield II Supports skills which create Minions, granting them less damage taken but making them deal less damage. Loyalty Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life. Minion Mastery Supports Minion skills, granting them an additional level. |
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. | Wind Wave Supports any skill that you can use, triggering a blast of wind that Knocks Back enemies if you are Stunned while using it. Maim Supports Attacks causing them to Maim enemies. Arms Length Support skills which Hit enemies, causing Knockback from those Hits to be significantly more effective. |
Ghost Dance 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. | Compressed Duration II Supports any skill that has a duration, making that duration shorter. Cannibalism II Supports Persistent Buff Skills, causing you to recover Life on kill while the skill is active. Clarity II Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active. |
| Skill | Support Gems |
|---|---|
Infuse Weapon Infuse Weapon | Longshot I Supports Attacks, causing them to deal more damage from farther away. Heightened Accuracy II Supports Attacks, causing them to gain Accuracy, and never miss against Enemies on full Life. Embitter Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills Concentrated Area Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher. |
Lightning Spear Lightning Spear Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts. | Volt Supports Projectile Attack Skills you use yourself. Supported Skills gain Voltaic Charge as you move, up to a maximum. When used, Supported Skills expend that Charge to gain extra Lightning Damage and Chain. Overcharge Supports any skill that hits enemies, making its Shocks more effective but last for a shorter duration. Potential Supports skills that you use yourself. Supported skills will comsume a Power Charge on use if possible, and will be much more likely to Critically hit if they do. Supported Skills cannot generate Power Charges. Perpetual Charge Supports skills that consume Power, Frenzy, or Endurance Charges on use, giving them a chance not to remove each Charge while still gaining the benefits of Consuming them. Fork Supports Projectile Skills, making their Projectiles Fork. |
Thunderous Leap Thunderous Leap Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave. | Untouchable Supports Attack Skills you use yourself. While using Supported Skills, you gain increased Evasion Rating, with the increase scaling higher the longer the Attack Time of the supported Skill. Cannot support Channelling skills. Rapid Attacks II Supports Attacks, causing them to Attack faster. Pursuit I Supports Melee Attacks, Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage. |
Sniper's Mark 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. | Rapid Casting II Supports Spells, causing them to cast faster. Prolonged Duration I Supports any skill that has a duration, making that duration longer. |
Barrage 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. | Premeditation Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage. Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions. |
Storm Lance Storm Lance Throw an electrified that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation. | Lightning Attunement Supports attacks, causing them to gain Lightning Damage but deal less Cold and Fire Damage. Elemental Armament II Supports Attacks, causing them to deal more Elemental damage. Blind II Supports any skill that Hits enemies, causing them to Blind on Hit with increased effect. Deliberation Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange. |
Combat Frenzy 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. | Charge Profusion I Supports skills that can generate Charges, giving them a chance to generate and additional Charge when they do so. Precision I Supports Persistent Buff Skills, causing you to gain increased Accuracy while the skill is active. |
Herald of Thunder 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. | Innervate Supports attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your attacks with Lightning damage for a short time. Magnified Area I Supports any skill with an area of effect, making it larger. Deadly Herald Supports Herald Skills, making their triggered effectsn deal more damage at the expense of higher spirit cost. Lightning Attunement Supports attacks, causing them to gain Lightning Damage but deal less Cold and Fire Damage. |
Rhoa Mount 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. | Loyalty Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life. Meat Shield I Supports skills which create Minions, granting them less damage taken but making them deal less damage. Cannot support skills which create undamageable Minions. Minion Mastery Supports Minion skills, granting them an additional level. |
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. | Pin II Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies. Maim Supports Attacks causing them to Maim enemies. |
| Skill | Support Gems |
|---|---|
Infuse Weapon Infuse Weapon | Longshot I Supports Attacks, causing them to deal more damage from farther away. Heightened Accuracy I Supports Attacks, causing them to gain Accuracy. Embitter Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills |
Lightning Spear Lightning Spear Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts. | Retreat I Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage. Volt Supports Projectile Attack Skills you use yourself. Supported Skills gain Voltaic Charge as you move, up to a maximum. When used, Supported Skills expend that Charge to gain extra Lightning Damage and Chain. Spectral Volley Supports Bow or Spear Projectile Attacks you use yourself. Supported Skills deal lower damage initially, but generate Spectral Projectiles, which deal more damage when they fire. Spectral Projectiles linger and will fire a short duration after no nrew Spectral Projectiles have been created. cannot support Channelling Skills, Leaping skills, or skills which rain Projectiles from above. |
Sniper's Mark 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. | Prolonged Duration I Supports any skill that has a duration, making that duration longer. Charge Profusion I Supports skills that can generate Charges, giving them a chance to generate and additional Charge when they do so. |
Barrage 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. | Premeditation Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage. Rapid Casting I Supports spells, causing them to cast faster |
Combat Frenzy 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. | Precision I Supports Persistent Buff Skills, causing you to gain increased Accuracy while the skill is active. |
Storm Lance Storm Lance Throw an electrified that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation. | Lightning Attunement Supports attacks, causing them to gain Lightning Damage but deal less Cold and Fire Damage. Electrocute Supports any skill which can deal Damage. Lightning Damage from Supported skills can inflict Electrocute, but supported skills deal less Damage. Elemental Armament I Supports Attacks, causing them to deal more Elemental damage. |
Thunderous Leap Thunderous Leap Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave. | Rapid Attacks I Supports Attacks, causing them to Attack faster. Untouchable Supports Attack Skills you use yourself. While using Supported Skills, you gain increased Evasion Rating, with the increase scaling higher the longer the Attack Time of the supported Skill. Cannot support Channelling skills. Deadly Herald Supports Herald Skills, making their triggered effectsn deal more damage at the expense of higher spirit cost. Lightning Attunement Supports attacks, causing them to gain Lightning Damage but deal less Cold and Fire Damage. |
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. | Pin I Supports any skill that hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Maim Supports Attacks causing them to Maim enemies. |
The Lightning Spear Amazon build's foundation skill, as its namesake suggest is the Lightning Spear. It is then paired with Infuse Weapon ascendancy skill to massively increase its damage by adding supplementary Lightning and Cold damage. The reasons for including the support gems here are indicated below:
| Ascendancy Tree | |||
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Amazon Ascendancy Group Nodes |
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| Passive Nodes | |||
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Once Ascendancy has been achieved, focus on unlocking the Elemental Infusion to also deal Cold Damage when using Power Charges. Critical Strike and Predatory Instinct are significant damage boosts to this build as they unlock a higher potential for crits and give an advantage over stronger enemies. Lastly, Penetrate's damage given scales from accuracy rating, something that we aim to increase throughout this build.
Our focus on our passive tree has changed from just going full damage to getting high value damage + survivability nodes. We are also not opting into penetration nodes thanks to Beacon of Azie which gives us free zero-elemental resistance damage against enemies on critical strikes.
Passive Skill Tree Guide and List of Passives
※ Press on what type you are fighting for a more detailed explanation on the playstyle and skill rotation.
| Type | Skill Rotation |
|---|---|
| Mobbing |
Endgame:
Lightning Spear Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Cruel Mode:
Storm Lance Throw an electrified that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
▶
Thunderous Leap Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
▶
Lightning Spear Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
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| Bossing |
Endgame:
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.
▶
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 Spear Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Cruel Mode:
Storm Lance Throw an electrified that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
▶
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.
▶
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 Spear Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
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For general mobbing, you will adopt a one-button playstyle revolving around Lightning Spear as you move around while throwing Spears to clear mobs:
This changes during the final version of the build where we will only start gaining Frenzy Charges as we forego Redflare Conduit.
For bossing, we'll mainly rely on Storm Lance and its ground DPS to ramp up our single target damage.:

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| List of Builds by Class | |||||||||||
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Huntress |
Mercenary |
Monk |
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Witch |
Sorceress |
Warrior |
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Ranger |
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| Other Build Guides | 0.3 Leveling Builds | How to Make a Good Build | |||||||||
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.
Whirling Slash Perform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.
Twister Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlsind will grant twisters extra damage of that element.
Explosive Spear Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Rake Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
Rapid Assault Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
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: AoE, DoT, Bleed |
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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.
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.
Lightning Spear Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Focus: Burst Damage, Mobbing, AoE |
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.
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.
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.
Lightning Spear Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Storm Lance Throw an electrified that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Thunderous Leap Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
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: Mobbing, AoE, Lightning, Fast Clear |
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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.
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.
Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
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.
Twister Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlsind will grant twisters extra damage of that element.
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.
Tame Beast Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a Reviving Companion.
Whirlwind Lance Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
Focus: Mobbing, Single Target, DoT, AoE, Bossing |
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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.
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.
Spearfield Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them,
Rapid Assault Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
Thunderous Leap Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
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.
Blood Boil Corrupted Blood deals X% of slain enemy's maximum Life as Physical DMG per Sec;Blood Boil applies to Non-Unique enemies in your Presence every X sec.;X% more Corrupted Blood on slain enemy;Inflicts a stack of Corrupted Blood on targets within X metres per Blood Boil on slain enemy;Corrupted Blood duration is X sec.
Focus: Poison, Bleed, Burst |
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NEW |
Tempest Flurry Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth performs a Final strike that calls down a powerful Shocking bolt.
Tempest Bell Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
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.
Staggering Palm Dash to an enemy and Strike them with an Unarmed Strike, Heavy Stunning an enemy with this Skill grants you a Buff, that causes your Quarterstaff and Unarmed attacks to also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Wind Blast Strike enemies at range by generating a gust of wind as you swing. Enemies will be Knocked Back based on how close they are to you.
Berserk While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
War Banner While active, killing enemies with attacks or standing near a Unique enemy generates Valour. using this skill consumes Valour to place an inspiring Banner with an Aura that grants you and nearby allies Attack damage and accuracy while Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
Focus: Attack Speed, Mobility, Wind, Physical, Critical Hit |
NEW |
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.
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.
Rake Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
Blood Hunt Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
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.
Bind Spectre Capture the spirit of a defeated monster, transforming this gem to instead allow you to summon the monster's ghost as a Reviving Minion.
Focus: Bleed, Burst, Physical Damage |
| Base Class | |
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| Ascendancies | |
+1 :( don't want to play the single-touch spec :(
Lightning Spear Huntress Amazon Build



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