NEW: 0.4.0c Hotfix 24 | LIVE: Stash Tab Sale
☆ Fate of the Vaal ▶︎ The Last of the Druids
┗ Bonded Mods | 0.4 Mystery Box
★ Druid: Class Overview | Builds
☆ NEW: Disciple of Varashta Ascendancy!
★ Best Class | Best Builds | Leveling Builds

This is a Mirage Arrow Deadeye Ranger build for endgame in Path of Exile 2 (PoE 2)'s The Last of the Druids Update. Check out the Lightning Arrow Deadeye Ranger build, including its gear, socketables, skills, and playstyle!
List of Contents
This Mirage Arrow Deadeye build is based on a build by Eravin over at Eravin (Youtube). The video includes details on how to gear up to get the build online. Check out Eravin's YouTube channel for more Path of Exile 2 content and ask questions about the build!
The Mirage Arrow Deadeye build remains one of the best builds to start a season, scaling all the way to the late game. This budget endgame build utilizes the best bow skill in the game, Lightning Arrow, together with Lightning Rod to swiftly eliminate mobs and clear endgame content.
| Date | Changes |
|---|---|
| 01-07-2026 | Updated for Patch 0.4, The Last of the Druids update. ・Updated Equipment Section. ・Updated Jewels. ・Adjusted Skill Gems |
| 09-06-2025 | Created Mirage Arrow Deadeye build for endgame and Pinnacle content. |
| Gear | Affixes |
|---|---|
Gemini Bow Gemini Bow Stats:
Damage - 39-72 Critical Chance - 5% Attacks Per Second - 1.15 Requirements: Level - 78 Dexterity - 163 Implicit Skill: +50% Surpassing Chance to Fire an Additional Arrow |
・Increased Physical Damage
・Adds Physical Damage ・Adds Lightning Damage ・Increased Critical Hit Chance ・Increased Critical Damage Bonus |
Visceral Quiver Visceral Quiver Requirements:
Level - 64 Implicit Skill: 20-30% increased Critical Hit Chance for Attacks |
・Increased Critical Hit Chance
・Adds Physical Damage ・Increased Damage with Bow Skills ・Increased Projectile Speed ・Level of All Projectile Skills ・Increased Critical Damage Bonus ・Increased Attack Speed |
Desert Cap Desert Cap Stats:
Evasion - 244 Requirements: Level - 70 Dexterity - 99 |
・Evasion Rating
・Maximum Life ・Increased Evasion Rating ・Increased Critical Hit Chance ・Gain Deflection Rating equal to % of Evasion Rating |
Slipstrike Vest Slipstrike Vest Stats:
Evasion - 487 Requirements: Level - 70 Dexterity - 121 |
・Evasion Rating
・Increased Evasion Rating ・Maximum Life ・Dexterity ・Elemental Resistance |
Leopold's Applause Embroidered Gloves Leopold's Applause Embroidered Gloves |
・Increased Energy Shield
・Maximum Mana ・Increased Rarity of Items Found ・Damage Penetrates Elemental Resistances ・Your Hits can Penetrate Elemental Resistances down to a minimum of -50% |
Serpentscale Boots Serpentscale Boots Stats:
Evasion - 152 Requirements: Level - 59 Dexterity - 78 |
・Increased Movement Speed
・Maximum Mana ・Increased Evasion Rating ・Stun Threshold ・Elemental Resistance |
Azure Amulet Azure Amulet Requirements:
None Implicit:20-30% increased Mana Regeneration Rate |
・+ Level to Projectile Skills
・Spirit ・Maximum Life ・Increased Critical Hit Chance ・Increased Critical Damage |
Ruby Ring Ruby Ring Requirements:
Level - 8 Implicit:+20-30% to Fire Resistance |
・Elemental Resistance
・Dexterity ・Increased Lightning Damage |
Pearl Ring Pearl Ring Requirements:
Level - 32 Implicit:7-10% increased Cast Speed |
・Adds Physical Damage
・Adds Fire Damage ・Increased Lightning Damage ・Fire Resistance ・Cold Resistance ・Lightning Resistance |
Ultimate Life Flask Ultimate Life Flask Stats:
Flask Type - Life Recovered Life - 920 Charge Per Use - 10 Total Charges - 75 Duration - 3 sec. |
・Increased Recovery Rate
・Chance to Gain a Charge when you Kill an Enemy |
Ultimate Mana Flask Ultimate Mana Flask Stats:
Flask Type - Mana Recovered Mana - 310 Charge Per Use - 10 Total Charges - 75 Duration - 3 sec. |
・Increased Mana Recovered
・Removes Mana Recovered from Life when used ・Reduced Charges per Use |
We highly recommend getting a Gemini Bow to make use of the Bow Fires an Additional Projectile implicit and maximize your damage output with using Physical Damage and Critical modifiers.
On the other hand, your Quiver should have the increased Critical Hit Chance for Attacks implicit to make your critical attacks more consistent while also having a bunch of damage modifiers such as Physical Damage, Level of All Projectile Skills,
The Mirage Arrow Deadeye build survives through the use of high Evasion Rating and maximum life. Stack as much Evasion as you can on your Helm, Body Armor, and Boots to reach a comfortable Evasion Rating to take on high tier maps.
Make sure to get the Leopold's Applause unique gloves for more damage, as it allows your lightning damage skills to penetrate elemental resistances.
| List of Armors | List of Accessories |
| Equipment | Sockets |
|---|---|
| Weapon | |
| Armor |
You will be utilizing Thane Leld's Rune of Spring, used in conjunction with a Greater Storm Rune for your weapon, to further increase your lightning damage.
For your armor pieces, Thane Grannell's Rune of Mastery provides an increase to your Elemental Magnitude, increasing the chance to shock. The rest of your armor pieces should be slotted with Greater Iron Runes, but you can slot in any elemental runes to cap out your resistances as needed.
| All Runes and Soul Cores | |
|---|---|
| List of Runes | List of Soul Cores |
| Belt Modifiers | |||||
|---|---|---|---|---|---|
Heavy Belt Heavy Belt Requirements:
Level - 50 Implicit:1-2 Charm slots;20-30% increased Stun Threshold` |
・Increased Stun Threshold
・Increased Flask Life Recovery ・Maximum Life ・Reduced Flask Charges Used ・Cold Resistance ・Fire Resistance |
||||
| Charm Options | |||||
Ngamahu's Chosen |
Thawing Charm |
- | |||
This Mirage Arrow Deadeye build makes use of the Ngamahu's Chosen unique charm to enable maxmimum range stacks Equip a Thawing Charm as well since there will be a ton of enemies that can infict Freeze to ruin your run.
As for belts, we recommend getting the Heavy Belt belt for the added Stun Threshold.
※ 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 |
|---|---|
Lightning Arrow Lightning Arrow Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
|
Lightning 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.
Fork Supports Projectile Skills, making their Projectiles Fork.
Rapid Attacks II Supports Attacks, causing them to Attack faster.
Ambush Supports skills that Hits enemies, making it more likely to Critically Hit enemies on full life.
|
Lightning Rod Lightning Rod Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows release another Lightning burst.
|
Elemental Armament II Supports Attacks, causing them to deal more Elemental damage.
Lightning Attunement Supports attacks, causing them to gain Lightning Damage but deal less Cold and Fire Damage.
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.
Blindside Support Skills whoch can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
|
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.
|
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.
Elemental Focus Supports any skill that hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Longshot II Supports Attacks, causing them to deal more damage from farther away.
Overreach Supports Attack Skills which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.
|
Mirage Archer Mirage Archer While active, dodge rolling will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish. You cannot create another Mirage while one exists, or for a short time after one vanishes. Dodge rolling while you are unable to create a new Mirage will restart this timer.
|
Lightning Arrow Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Lightning Attunement Supports attacks, causing them to gain Lightning Damage but deal less Cold and Fire Damage.
Prolonged Duration II Supports any skill that has a duration, making that duration longer.
Rapid Attacks II Supports Attacks, causing them to Attack faster.
Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
Overreach Supports Attack Skills which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.
|
Electrocuting Arrow Electrocuting Arrow Leap forward into the air and fire downward. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
|
Rapid Attacks III Supports Attacks, causing them to Attack faster at the cost of Damage.
Prolonged Duration II Supports any skill that has a duration, making that duration longer.
|
Voltaic Mark Voltaic Mark Marks a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
|
Prolonged Duration II Supports any skill that has a duration, making that duration longer.
Mark for Death Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
Lifetap Supports any skill, turning a portion of its Mana cost into a Life cost. Does not support skills which reserve spirit.
|
Mirage Deadeye Mirage Deadeye |
Lightning Arrow Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Prolonged Duration II Supports any skill that has a duration, making that duration longer.
Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
Rapid Attacks II Supports Attacks, causing them to Attack faster.
Lightning Exposure Supports any skill that hits enemies, causing it to deal less damage but inflict Lightning Exposure when it shocks and enemy.
|
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.
|
Blind I Support any skill that Hits enemies, causing them to Blind on hit.
Knockback Supports any skill that Hits enemies, causing it to Knock Back enemies.
Cannibalism I Supports Persistent Buff Skills, causing you to recover Life on kill while the skill is active.
|
Your main skills consist of using Lightning Arrow together with Lightning Rod to completely demolish all types of content until Pinnacle. Use Electrocuting Arrow to enable Electrocution buildup against bosses to stunlock and defeat them with ease.
Both the Mirage Archer and the Mirage Deadeye are socketed with Lightning Arrow to trigger Lightning Rod procs for full damage. However, if you socket them with Lightning Rod, it despawns when the either Mirage expires. Therefore, it is more beneficial to have them trigger Lightning Rod via Lightning Arrow.
As for your Persistent skill, equip Herald of Thunder as soon as possible for more lightning bolts whenever you kill Shocked enemies. Wind Dancer provides additional evasion and triggers a knockback once its charge has been expended, giving you enough time to create distance between yourself and your target.
| Ascendency Passive Nodes | |||||
|---|---|---|---|---|---|
![]() |
|||||
| Passive Nodes | |||||
| Screenshots and footage taken from Path of Building. | |||||
To increase our damage output, we will be taking on passives that direcly buff our projectiles and ability to inflict status ailments, so we will be taking passives such as Honed Instincts, Vile Wounds, and Master Fletching.
We will be commiting some of the nodes to enhance survivability. To that end, we will be acquiring defensive passives such as The Wild Cat, Beastial Skin, and Enhanced Reflexes. To enhance the effectiveness of critical modifiers on your gear, pair it with passives such as True Strike, Deadly Force, and Struck Through.
Passive Skill Tree Guide and List of Passives
Emerald
|
Prefixes ・Companion Damage ・Increased Evasion Rating ・Increased Bow Damage ・Increased Attack Damage ・Increased Lightning Damage Suffixes: ・Critical Chance With Attacks ・Critical Damage for Attacks ・Attack Speed ・Attack Speed with Bows ・Movement Speed |
|---|
It is recommended to focus on getting Emeralds to gain more damage using increased Lightning Damage, Critical Hit Chance and Damage Bonus, and Attack Speed. Take note that this build does not rely on Jewels so make sure to set this as your least priority when crafting the build.
For most encounters, casting Lightning Arrow is an efficient enough way to handle most enemies. Thanks to Herald of Thunder, no other skills need to be cast, as the combination of Lightning Arrow and Herald of Thunder is enough to clear maps.
When facing bosses, you'll need to use Lightning Rod to multiply your Lightning Damage, Electrocuting Arrow to stun the target, and Voltaic Mark for higher shock chance and magnitude.
Additionally, you will also want to squeeze in your Mirage skills for additional Lightning Rod Triggers. The rotation is as follows:

| Rank | Build |
|---|---|
![]() |
|
![]() |
|
![]() |
|
![]() |
| List of Builds by Class | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
Huntress |
Mercenary |
Monk |
|||||||||
Witch |
Sorceress |
Warrior |
|||||||||
Ranger |
- | - | |||||||||
| Other Build Guides | 0.3 Leveling Builds | How to Make a Good Build | |||||||||
Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Barrage Ready a volley of arrows or spears, Empowering your next Bow or Projectile Spear Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Lightning Arrow Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Lightning Rod Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows release another Lightning burst.
Stormcaller Arrow Fires an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning bolt strikes the arrow, disintegrating it and damaging enemies with a high chance to Shock.
Focus: Burst Damage, Lightning, Fast Clear |
|
NEW |
Poisonburst Arrow Fires a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Vine Arrow Fire an arrow into the air that lands after a short delay, causing a plant to spring up at the impact location. The plants sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos Damage over time. The plant can be Poisoned, causing it to deal more damage.
Contagion Afflicts a single enemy with a Debuff that deals Chaos Damage over time. If the enemy dies while affected by contagion, it and all other Chaos Damage over time Debuffs spread to other enemies and refresh their durations. Reanimating or detonating a corpse affected by contagion will cause the Minion or explosion to spread Contagion on hit.
Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Plague Bearer Stores all Poison Damage you deal. Using the Plague Nova skill unleashes the stored Poison.
Explosive Grenade Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Toxic Growth Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
Herald of Plague While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.
Focus: Poison, AoE, Burst, DoT, Fast Clear |
UP |
Poisonburst Arrow Fires a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Vine Arrow Fire an arrow into the air that lands after a short delay, causing a plant to spring up at the impact location. The plants sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos Damage over time. The plant can be Poisoned, causing it to deal more damage.
Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Toxic Growth Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Herald of Plague While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.
Eternal Rage While active, you constantly regenerate Rage.
Focus: Mapping, Bossing, DoT, Poison, Chaos Damage |
Explosive Grenade Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Flash Grenade Fires a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies.
Gas Grenade Fires a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Oil Grenade Fires a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
Voltaic Grenade Fires a bouncing Grenade that discharges an Electrocuting Lightning blasts when its fuse expires
Focus: AoE, Grenades, Burst |
|
Conductivity Curses all targets in an area after a short delay, lowering their Lightning Resistance.
Grim Feast Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield.
Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Bonestorm Channel to conjure a swarm of bone spikes in the air, then release to fire at the enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal Extra Damage. Consumes your Power Charge to cause much larger explosions.
Cast on Shock While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
Lightning Arrow Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Lightning Rod Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows release another Lightning burst.
Magnetic Salvo Aims skyward and fires energy missiles at lingering arrows or bolts created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Focus: Burst Damage, Lightning, Energy Shield |
|
Hypothermia Curses all targets in an area after a short delay, lowering their Cold Resistance.
Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
Ball Lightning Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies.
Eye of Winter Fires a single Eye Projectile which does not hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of Shards at the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface effect, applying it to nearby enemies and causing shards to deal more damage of the corresponding type.
Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Grim Feast Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield.
Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Cast on Freeze While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Alchemist's Boon While active, grants you Flask Charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your presence.
Shattering Concoction X Added Cold Damage;+7% to Critical Hit Chance;Consumes 5 Charges from your Mana Flask;Inflicts Cold Exposure on Hit;Explosion radius is 1.5 metres
Focus: Burst Damage, Cold, Concoction |
|
Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Combat Frenzy While active, grants you a Frenzy Charge when you Freeze, Electrocute, or Pin an enemy. This can only occur once every few seconds.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
Disengage Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Glacial Lance Throw a single lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the ice fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Focus: Mobbing, Single Target, DPS, AoE, Bossing |
|
Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Barrage Ready a volley of arrows or spears, Empowering your next Bow or Projectile Spear Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Snipe Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
Sniper's Mark Marks a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Spiral Volley Loads your Bow with a volley of enchanted arrows and fires them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Bloodhound's Mark Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is consumed and they will release an explosion of blood when killed or Heavy Stunned.The duration doesn't tick while the target is suffering Blood Loss.
Herald of Blood While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse in the process. The explosion also has a chance to aggravate Bleeding.
Focus: Bleed, Burst, Charges |
|
Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Lightning Arrow Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Lightning Rod Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows release another Lightning burst.
Electrocuting Arrow Leap forward into the air and fire downward. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Voltaic Mark Marks a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Mirage Archer While active, dodge rolling will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish. You cannot create another Mirage while one exists, or for a short time after one vanishes. Dodge rolling while you are unable to create a new Mirage will restart this timer.
Mirage Deadeye
Mirage Deadeye
Focus: Lightning, Burst, Mobile, Mobbing, Bossing |
| Base Class | |
|---|---|
| Ascendancies | |
PoE 2 0.4 Ranger Build - Mirage Arrow Deadeye



Genshin Impact Walkthrough & Guides Wiki
Zenless Zone Zero Walkthrough & Guides Wiki

Umamusume: Pretty Derby Walkthrough & Guides Wiki

Clair Obscur: Expedition 33 Walkthrough & Guides Wiki

Wuthering Waves Walkthrough & Guides Wiki

Digimon Story: Time Stranger Walkthrough & Guides Wiki
Pokemon Legends: Z-A Walkthrough & Guides Wiki

Where Winds Meet Walkthrough & Guides Wiki
Pokemon TCG Pocket (PTCGP) Strategies & Guides Wiki

Monster Hunter Wilds Walkthrough & Guides Wiki

Fire Emblem Heroes (FEH) Walkthrough & Guides Wiki

Diablo 4: Vessel of Hatred Walkthrough & Guides Wiki
Yu-Gi-Oh! Master Duel Walkthrough & Guides Wiki
Super Smash Bros. Ultimate Walkthrough & Guides Wiki

Elden Ring Shadow of the Erdtree Walkthrough & Guides Wiki

Monster Hunter World Walkthrough & Guides Wiki

Pokemon Brilliant Diamond and Shining Pearl (BDSP) Walkthrough & Guides Wiki
The Legend of Zelda: Tears of the Kingdom Walkthrough & Guides Wiki

Persona 3 Reload Walkthrough & Guides Wiki
Cyberpunk 2077: Ultimate Edition Walkthrough & Guides Wiki
© 2010 - 2024 Grinding Gear Games
The copyrights of videos of games used in our content and other intellectual property rights belong to the provider of the game.
The contents we provide on this site were created personally by members of the Game8 editorial department.
We refuse the right to reuse or repost content taken without our permission such as data or images to other sites.