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This is a Warcry Warbringer Warrior build for Path of Exile 2 (PoE 2)'s Dawn of the Hunt Update. Check out the Warcry Warbringer Warrior build, including its gear, socketables, skills, and playstyle!
List of Contents
The Warcry Warbringer roars fiercely, moving through packs of enemies without any of them getting anywhere near you.
During the endgame, this build makes use of the Ascendency Passives Warcaller's Bellow and Greatwolf's Howl to spam Seismic Cry and Infernal Cry
Date | Changes Made |
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04/16/2025 | ・ Created Warcry Warbringer for mapping. |
You can use a One-Handed Mace while mapping for easy access to your Shield. However, once you can get Giant's Blood, switch to a Two-Handed Mace and Shield.
You will not get hit as much mostly because of your warcries' long reach and your shield's blocking, so use whatever armour gives you the best defense and life stats
List of Armors
In general, use rings that have the most elemental resistances, armour, or damage modifiers. However, having at least one Amethyst Ring will boost chaos resistance, which you cannot get as easily. For the second ring, use whatever has elemental resistances that you still need. A Prismatic Ring can be a good default choice since it increases all elemental resistances.
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・+ Maximum Life
・+ Strength ・Increased Elemental Resistance |
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Use a Crimson Amulet for extra Life Regeneration per Second since you will be using Blood Magic, which can be difficult to play around if you do not have enough maximum life and life regen.
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・X% increased Fire Damage ・X% increased Armour ・X% increased Magnitude of Ignite ・X% increased Attack Damage |
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It is recommended to equip Ruby Jewels to further boost your damage or defenses.
Equipment | Sockets |
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Weapon | |
Armor |
In general, using two Iron Runes to get a 40% Physical Damage boost for you Weapon will help greatly. As for your Armor Runes, slot in Body Runes for more health or Rebirth Runes for life regeneration for more survivability.
All Runes and Soul Cores | |
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List of Runes | List of Soul Cores |
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・Increased Duration
・Increased Charges ・Recover Life when Used |
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The Antidote Charm is the build's primary charm, as many enemies use in the endgame use Poison and you will most likely have decent elemental resistances through other equipment.
※ The Support Gems' priority are arranged in a descending order. The first one being the most important and the last being the least crucial.
![]() 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. | ![]() Magnified Effect Supports any skill with an area of effect, making it larger. ![]() Overpower Supports any skill that hits enemies, causing it to build up Stun more quickly. ![]() Corrupting Cry Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect. ![]() Dazing Cry Supports Warcries, causing them to Daze enemies on use. |
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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. | ![]() Raging Cry Supports Warcry skills, causing them to grant you Rage on use depending on counted monster Power. ![]() Ignition Supports any skills that Hits enemies, making it more likely to Ignite. ![]() Searing Flame Supports any skill that hits enemies, causing inflicted Ignites to deal more damage but its hits to deal less damage. ![]() Fiery Death Supports any skill that Hits enemies, causing explosions on killing Ignited enemies. |
![]() 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. | ![]() Upheaval Supports Melee Attacks which create fissures in the ground, causing them to create additional fissures at the cost of damage and attack speed. ![]() Martial Tempo Supports Attacks, causing them to Attack faster. ![]() Heft Supports Skills which deal damage, increasing the maximum Physical Damage of their Hits. |
![]() Perfect Strike Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire. | ![]() Window of Opportunity Supports Channelling skills that have special effects if released with Perfect Timing, causing them to deal much more damage if released with Perfect Timing but reducing the Perfect Timing window. ![]() 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. ![]() Close Combat Supports Attacks, causing them to deal more damage to enemies based on how close they are to you. |
![]() Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you. | ![]() Fast Forward Supports any skill that has a duration, making that duration shorter. ![]() Cannibalism Supports Persistent Buff Skills, causing you to recover Life on kill while the skill is active. |
![]() Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon. | ![]() Vitality Supports Persistent Buff Skills, causing you to gain Life Regeneration while the skill is active. |
![]() 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. | ![]() Stomping Ground Supports Travel Skills, causing your footsteps to crack the earth and emit damaging shockwaves while using the skill. |
![]() 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. | - |
![]() 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. | ![]() Magnified Effect Supports any skill with an area of effect, making it larger. ![]() Overpower Supports any skill that hits enemies, causing it to build up Stun more quickly. ![]() Corrupting Cry Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect. |
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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. | ![]() Raging Cry Supports Warcry skills, causing them to grant you Rage on use depending on counted monster Power. ![]() Ignition Supports any skills that Hits enemies, making it more likely to Ignite. ![]() Searing Flame Supports any skill that hits enemies, causing inflicted Ignites to deal more damage but its hits to deal less damage. |
![]() 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. | ![]() Upheaval Supports Melee Attacks which create fissures in the ground, causing them to create additional fissures at the cost of damage and attack speed. ![]() Martial Tempo Supports Attacks, causing them to Attack faster. ![]() Heft Supports Skills which deal damage, increasing the maximum Physical Damage of their Hits. |
![]() Perfect Strike Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire. | ![]() Window of Opportunity Supports Channelling skills that have special effects if released with Perfect Timing, causing them to deal much more damage if released with Perfect Timing but reducing the Perfect Timing window. ![]() 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. ![]() Close Combat Supports Attacks, causing them to deal more damage to enemies based on how close they are to you. |
![]() Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you. | ![]() Fast Forward Supports any skill that has a duration, making that duration shorter. ![]() Cannibalism Supports Persistent Buff Skills, causing you to recover Life on kill while the skill is active. |
![]() 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. | ![]() Stomping Ground Supports Travel Skills, causing your footsteps to crack the earth and emit damaging shockwaves while using the skill. |
![]() 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. | - |
Ascendency Passive Nodes | |||
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Passive Nodes | |||
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Early on, you will focus on boosting general damage until you reach Cruel Mode. You will start investing towards Warcry related nodes around halfway through Cruel Act 2, just in time for your 3rd and 4th Ascension Point. From there, focus on getting more strength in preparation for the high attribute requirements of Giant's Blood.
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 |
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Mobbing | ![]() 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.
▶
![]() 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.
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Bossing | ![]() 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.
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![]() Perfect Strike Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire.
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For general mobbing, you need to do one Infernal Cry to apply ignite to enemies within your range. Do one Earthshatter before spamming Seismic Cry.
For bossing, you can still use the Mobbing combo for stun buildup and general damage. For high single-target damage, spam Infernal Cry a few times before doing Perfect Strike as many times as you can.
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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 |
![]() UP |
![]() 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.
![]() 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.
![]() 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.
![]() Fire Spell on Hit Gains X Energy per Power of enemies you Hit with Melee Attacks, modified by the percentage of the enemy's Ailment;Threshold the Hit will deal X% increased Energy gain;Can only socket Fire Spells;Triggers all socketed Spells and loses all Energy on reaching maximum Energy
Focus: AoE, High Single Target Damage, Physical, Tank |
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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.
![]() 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.
![]() 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.
![]() Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
Focus: AoE, Ignite, Stun |
Base Class | ||
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Ascendancies | ||
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