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This is a Monk leveling build that uses various Falling Thunder to fast clear mobs and possibly one-shot Bosses in Path of Exile 2 (PoE 2)'s The Last of the Druids Update. Check out this Falling Thunder Monk leveling build, including its progression, equipment, socketables, skills, recommended builds, and playstyle!
Attention! |
This 0.4.0 leveling build is only up until Interlude Acts. If you want to see a build for mapping and Atlas, check out our Endgame Builds! |
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This Falling Thunder Monk League Starter is based on a build by FGKorbyn21 over at FGKorbyn21 (Youtube). The video includes details on how to gear up to get the build online. Check out FGKorbyn21's YouTube and Twitch channel for more Path of Exile 2 content and ask questions about the build!
This Monk leveling build focuses on using Whirling Assault and Tempest Bell to easily shred Bosses, while Falling Thunder and Shattering Palm will help you fast clear large packs of enemies as you progress further into endgame. Keep in mind that you will need to use Reaper's Invocation to gain Power Charges for your Falling Thunder so you can deal huge AoE damage to clear mobs.
| Date | Changes Made |
|---|---|
| 12/18/2025 | ・Falling Thunder Monk for Act 1-4 and Interlude created. |
※ The affixes shown below are arranged based on descending priority.
| Gear | Affixes |
|---|---|
Guardian Quarterstaff Guardian Quarterstaff Stats:
Damage - 49-82 Critical Chance - 10% Attacks Per Second - 1.40 Requirements: Level - 62 Dexterity - 85 Intelligence - 34 Implicit Skill: +10-15% to Block Chance |
・Increased Physical Damage
・Add Physical Damage ・Level to All Melee Skills ・Increased Attack Speed ・Increased Elemental Damage ・Leech % of Physical Damage as Mana |
Rotted Hood Rotted Hood Stats:
Evasion - 158 Requirements: Level - 45 Dexterity - 64 |
・Evasion Rating
・Increased Evasion Rating ・Increased Critical Hit Chance ・Maximum Life ・Intelligence ・Chaos Resistance |
Patchwork Vest Patchwork Vest Stats:
Evasion - 242 Requirements: Level - 45 Dexterity - 72 |
・Evasion Rating
・Increased Evasion Rating ・Maximum Life ・Dexterity ・Fire Resistance ・Cold Resistance |
Suede Bracers Suede Bracers Stats:
Evasion - 10 Requirements: None |
・Add Physical Damage
・Add Cold Damage ・Add Lightning Damage ・Increased Attack Speed ・Dexterity ・Fire Resistance |
Rawhide Boots Rawhide Boots Stats:
Evasion - 15 Requirements: None |
・Increased Movement Speed
・Evasion Rating ・Maximum Life ・Dexterity ・Cold Resistance ・Lightning Resistance |
Utility Belt Utility Belt Requirements:
Level - 55 Implicit:1-2 Charm slots;20% of Flask Recovery applied Instantly |
・Increased Flask Charges Gained
・Strength ・Maximum Life ・Maximum Mana ・Lightning Resistance |
Stellar Amulet Stellar Amulet Requirements:
Level - 24 Implicit:+5-7 to all Attributes |
・Increased Evasion Rating
・Maximum Life ・Increased Critical Hit Chance ・All Attributes ・All Elemental Resistance |
Topaz Ring Topaz Ring Requirements:
Level - 16 Implicit:+20-30% to Lightning Resistance |
・Add Physical Damage
・Add Cold Damage ・Maximum Life ・All Attributes ・Fire Resistance ・Cold Resistance |
Sapphire Ring Sapphire Ring Requirements:
Level - 12 Implicit:+20-30% to Cold Resistance |
・Add Physical Damage
・Add Cold Damage ・Maximum Life ・All Attributes ・Fire 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. |
・Gain Charges per Second
・Increased Amount Recovered |
Ultimate Mana Flask Ultimate Mana Flask Stats:
Flask Type - Mana Recovered Mana - 310 Charge Per Use - 10 Total Charges - 75 Duration - 3 sec. |
・Gain Charges per Second
・Increased Amount Recovered |
Your Quarterstaff should consist of Cold, Lightning, and Physical Damage as these will all benefit your DPS as you progress into further Acts. Your most important suffix would be the increased Critical Strike Chance to help us reach 100% so you can constantly deal critical strikes. You can also opt to get Elemental Damage, Critical Damage Bonus, and Attack Speed to further maximize our damage output.
Take note to avoid equipping the Dreaming Quarterstaff as this has a 0% Base Critical Strike Chance that will completely hinder your damage output.
As for our Armor, we recommend focusing on Evasion Rating for survivability across each of your armor pieces. This can also work with Energy Shields as a replacement in case you are more comfortable with that setup. Make sure to get Maximum Life to avoid getting one-shotted, Attributes to meet your Skill and Armor stat requirements, and Elemental Resistances to reach the 75% resistance cap.
For our Accessories, use either a Stellar Amulet for more Attributes, Crimson Amulet for life regen, or a Lunar Amulet in case you chose to focus on Energy Shields. Your Rings should also contain a Flat Damage increase to help scale your damage output. Lastly, try to get Maximum Life, All Attributes, and any Elemental Resistance affixes on all of your accessories to further boost your survivability as you progress.
| List of Rings | List of Amulets |
| List of Armors | |
| Equipment | Sockets |
|---|---|
| Weapon | |
| Armor |
We highly recommend slotting Iron Runes on your Quarterstaff so you can increase your overall damage output during the later Acts. As for your Armor Runes, slot in any of the Elemental Runes to help you reach the 75% Resistance cap across all resistances for better survivability.
| List of Runes | List of Soul Cores |
| Belt Modifiers | |||||
|---|---|---|---|---|---|
Utility Belt Utility Belt Requirements:
Level - 55 Implicit:1-2 Charm slots;20% of Flask Recovery applied Instantly |
・Increased Flask Charges Gained
・Strength ・Maximum Life ・Maximum Mana ・Lightning Resistance |
||||
| Charm Options | |||||
Amethyst Charm Amethyst Charm Stats:
Flask Type - Charm Charge Per Use - 30 Total Charges - 40 Duration - 4 sec. |
Stone Charm Stone Charm Stats:
Flask Type - Charm Charge Per Use - 20 Total Charges - 40 Duration - 3 sec. |
Silver Charm Silver Charm Stats:
Flask Type - Charm Charge Per Use - 20 Total Charges - 40 Duration - 3 sec. |
|||
The most important affixes on your Belt should consist of Strength, Maximum Life, and Maximum Mana as these will help with your survivability and skill usage as you progress. For your Charms, make sure to equip an Amethyst Charm to combat Chaos Damage, Stone Charm to prevent you from getting disabled, and Silver Charm to help counteract any Slows.
| List of Belts | List of Charms |
※ 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 |
|---|---|
Quarterstaff Strike Quarterstaff Strike (Removed by Act 2) | Rage I Supports Melee Attacks, causing them to grant Rage on Hit. Rapid Attacks I Supports Attacks, causing them to Attack faster. |
Tempest Flurry 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. | Rage I Supports Melee Attacks, causing them to grant Rage on Hit. Rapid Attacks I Supports Attacks, causing them to Attack faster. 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. |
Tempest Bell 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. | 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. Overabundance I Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word “Limit”. |
Falling Thunder Falling Thunder Infuses your Quarter staff with electrical energies, then slams the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact. | Elemental Armament I Supports Attacks, causing them to deal more Elemental damage. 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. |
Killing Palm Killing Palm Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped. | Charge Profusion I Supports skills that can generate Charges, giving them a chance to generate and additional Charge when they do so. Thrill of the Kill Supports Skills you use yourself which Hit enemies. Culling a Shocked enemy with Supported Skills infuses all of your Attacks with Lightning damage for a short time. 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. |
Frost Bomb Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies. | Potent Exposure Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure. Rapid Casting I Supports spells, causing them to cast faster |
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. | Magnified Area I Supports any skill with an area of effect, making it larger. Elemental Armament I Supports Attacks, causing them to deal more Elemental damage. Longshot I Supports Attacks, causing them to deal more damage from farther away. |
| Skill | Support Gems |
|---|---|
Whirling Assault Whirling Assault Advance while hitting enemies around you with a series of spinning strikes. | Rage II Supports Melee Attacks, causing them to grant Rage on Hit. Close Combat I Supports Attacks, causing them to deal more damage to enemies based on how close they are to you. Life Leech II Supports Attacks, causing their Physical damage to Leech life. Heavy Swing Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed. |
Tempest Bell 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. | 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. Overabundance I Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word “Limit”. Heavy Swing Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed. |
Falling Thunder Falling Thunder Infuses your Quarter staff with electrical energies, then slams the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact. | Elemental Armament I Supports Attacks, causing them to deal more Elemental damage. 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. Ricochet I Supports any skill which creates Projectiles, giving those projectiles a chance to Chain when impacting terrain. |
Killing Palm Killing Palm Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped. | 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. Thrill of the Kill II Supports Skills you use yourself which Hit enemies. Culling a Shocked enemy with Supported Skills infuses all of your Attacks with Lightning damage and grants an increased chance to Shock for a short time. 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. |
Shattering Palm Shattering Palm Dash to an enemy and strike them with an unarmed attack that manifests a wave of cold, coating nearby enemies in shards of Ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack Damage. This skill always strikes with your bare fist, even if you have a quarterstaff equipped. | Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage. Ancestral Call II Supports Strikes you use yourself, providing a powerful Ancestral Boost every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions. Elemental Armament II Supports Attacks, causing them to deal more Elemental damage. |
Charged Staff Charged Staff Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage. | Prolonged Duration II Supports any skill that has a duration, making that duration longer. 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. 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. |
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. | Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage. Elemental Armament II Supports Attacks, causing them to deal more Elemental damage. Longshot I Supports Attacks, causing them to deal more damage from farther away. |
Mana Remnants Mana Remnants Conjures surging lightning to restore your Mana. While active, Shocked enemies you kill have a chance to spawn a Mana Remnant, and Critically Hitting a Shocked target spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana. | Harmonic Remnants I Supports Skills which create Remnants, allowing those Remnants to be collected from further away. Remnant Potency I Supports Skills that generate Remnants, making those Remnants to be more powerful. |
| Skill | Support Gems |
|---|---|
Whirling Assault Whirling Assault Advance while hitting enemies around you with a series of spinning strikes. | Rage III Supports Melee Attacks, causing them to grant Rage on Hit. Supported Skills have signficantly higher Attack speed while you are not at maximum Rage. Heft Supports Skills which deal damage, increasing the maximum Physical Damage of their Hits. Life Leech II Supports Attacks, causing their Physical damage to Leech life. Heavy Swing Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed. |
Tempest Bell 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. | Rageforged II Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage, with a chance to skip consuming Rage while still benefitting as though it had. If you don't have enough Rage to consume, the damage bonus will not apply. Overabundance II Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word "Limit". Heavy Swing Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed. Heft Supports Skills which deal damage, increasing the maximum Physical Damage of their Hits. |
Falling Thunder Falling Thunder Infuses your Quarter staff with electrical energies, then slams the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact. | Elemental Armament II Supports Attacks, causing them to deal more Elemental damage. 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. Ricochet II Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain. |
Shattering Palm Shattering Palm Dash to an enemy and strike them with an unarmed attack that manifests a wave of cold, coating nearby enemies in shards of Ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack Damage. This skill always strikes with your bare fist, even if you have a quarterstaff equipped. | Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage. Ancestral Call II Supports Strikes you use yourself, providing a powerful Ancestral Boost every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions. Elemental Armament II Supports Attacks, causing them to deal more Elemental damage. |
Charged Staff Charged Staff Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage. | Prolonged Duration II Supports any skill that has a duration, making that duration longer. 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. 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. Culling Strike II Supports Attack skills, causing them to Cull Rare and Unique enemies on hit, and increasing the threshhold at which they will Cull Enemies. |
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. | Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage. Elemental Armament II Supports Attacks, causing them to deal more Elemental damage. Longshot II Supports Attacks, causing them to deal more damage from farther away. Elemental Focus Supports any skill that hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments. |
Reaper's Invocation Reaper's Invocation While active, this invocation gains energy when you kill an enemy with a Melee Attack. Using the invocation once sufficient energy is gathered will consume the energy to trigger socketed Spells, and can trigger them multiple times if it has enough energy. | Profane Ritual Marks a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the corpse is consumed and you gain a power charge. 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. Overabundance I Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word “Limit”. Boundless Energy I Support Meta skills. Supported Skills generate Energy significantly faster. |
Mana Remnants Mana Remnants Conjures surging lightning to restore your Mana. While active, Shocked enemies you kill have a chance to spawn a Mana Remnant, and Critically Hitting a Shocked target spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana. | Harmonic Remnants I Supports Skills which create Remnants, allowing those Remnants to be collected from further away. Remnant Potency I Supports Skills that generate Remnants, making those Remnants to be more powerful. |
Initially, your main damage skill would be Falling Thunder and Tempest Flurry to deal huge lightning damage until Act 2. Keep in mind that Tempest Flurry can be swapped out with Ice Strike if you want to focus on a Cold damage build.
Once you reach Act 3, you can start using Whirling Assault as your main damage skill due to the new buffs it has received in Patch 0.4. Combo this with Tempest Bell to help you melt Bosses, while Shattering Palm and Falling Thunder will be used for fast clearing large packs of enemies. Take note that you will start generating Power Charges through the use of Reaper's Invocation every time you kill an enemy to consume their corpse.
As for your other Persistent Skills, we recommend getting either Herald of Thunder or Herald of Ice depending on your build preference between Lightning and Cold damage. Mana Remnants will be your main skill for solving for mana problems as you progress further into endgame.
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| Screenshots taken from Path of Building |
The leveling passive tree for the Falling Thunder Monk build focuses on gaining Critical Hit Chance, Critical Damage, and straight up Attack Damage to help you fast clear packs of enemies and Bosses.
Make your way past Flow of Water to give you a damage boost upon dealing a Critical Hit, while Concussive Attack and Killer Instinct should provide us with a good amount of Attack Damage initially. Then, head straight for Echoing Frost and Echoing Thunder as these are powerful early-game Elemental Damage boosts.
Once you have the Echo nodes, we should start prioritizing your Critical nodes such as Critical Exploit, True Strike, Moment of Truth, and Martial Artistry. Make sure to get Mindful Awareness, Immaterial, and Spectral Ward to increase our survivability with Evasion Rating and Energy Shields.
Passive Skill Tree Guide and List of Passives
Invoker
|
Provides good damage and Critical Hit buffs. Great for returning players. |
As of Patch 0.4, we recommend choosing the Invoker Ascendancy as this seamlessly transitions the leveling build into a One-Shot Flicker Invoker build. Furthermore, the Sunder my Enemies ascendacy node allows you to ignore enemy Elemental Resistances to further boost your clear speed, while you can also choose between I am Thunder and I am the Blizzard depending on your build preference between Cold or Lightning damage.
You have the option to transition to a different Ascendancy at a later stage of the game if you wish to switch to a different build once you reach the endgame.
| Jump to an Act! | |||||
|---|---|---|---|---|---|
| Act 1 | Act 2 | Act 3 | |||
| Act 4 | Interludes | ||||
To progress through Act 1 and beat Count Geonor using the Falling Thunder Monk leveling build, follow these steps:
| # | Step by Step Guide to Act 1 Leveling |
|---|---|
| 1 | Equip
|
| 2 | Head for the Mysterious Campsite at Clearfell to get a Level 1
Note: If you find another Level 1 Uncut Skill Gem, use this to equip |
| 3 | Defeat
|
| 4 | Complete Treacherous Ground to get a Level 1
|
| 5 | Proceed to Grelwood and defeat
Note: Make sure to loot the Witch Hut to get Medium Flasks. |
| 6 | Defeat
|
| 7 | Progress to The Grim Tangle and defeat
|
| 8 | Look for the Haunted Treasure Inside the Tomb of the Consort and defeat the rare enemy to acquire a Level 1 Uncut Support Gem and slot in
Note: Once you find a Level 3 Uncut Skill Gem, use it to equip |
| 9 | Defeat
|
| 10 | Search and complete your first Ritual in the same area to get a Level 1 Uncut Support Gem and use this to slot in
|
| 11 | Start looking for the Dryadic Ritual in the same area to get an extra Level 1 Uncut Support Gem and use this to slot in
|
| 12 | Enter Freythorn to defeat
|
| 13 | Complete The Lost Lute at the Ogham Farmlands to obtain a
|
| 14 | Search for the Crop Circle in the same area to defeat
|
| 15 | Proceed to Ogham Village and defeat
Note: Use the Uncut Skill Gem to get |
| 16 | Head for The Manor Ramparts and look for The Gallows to get a free Level 1 Uncut Support Gem and use this to slot in
|
| 17 | Search and defeat the
|
| 18 | Continue and defeat
Note: Make sure you have Medium Flasks since this boss fight has 2 Phases so you will be spending a good amount of time learning and surviving the mechanics. |
To progress through Act 2 and beat Jamanra, the Abomination using the Falling Thunder Monk leveling build, follow these steps:
| # | Step by Step Guide to Act 2 Leveling |
|---|---|
| 1 | Complete the Earning Passage quest for an
|
| 2 | Defeat
Ascendancy: You can attempt to finish the Sekhema's Trial to get your first Ascendancy Skill: ┣
┗
|
| 3 | Clear Mobs in Keth until you get the
|
| 4 | Defeat
|
| 5 | Defeat
Note: Make sure to slot in this Jewel in your passive tree as you progress. |
| 6 | Open the Guarded Sarcophagus for an
|
| 7 | Three Elemental Offering Ring choices: Ruby Ring, Sapphire Ring, and Topaz Ring for flame, cold, and lightning resistance respectively. It is recommended to choose the Topaz Ring to prepare for
|
| 8 | Clear The City of Seven Waters for an
|
| 9 | Destroy the Effigy located in the Shrine of Bones for an Uncut Support Gem Level 2 and slot in
Note: If you find an Uncut Skill Gem Level 7, use this to upgrade your |
| 10 | Clear Mobs in The Bone Pits until you get the
|
| 11 | Complete A Theft of Ivory quest for an Uncut Support Gem Level 2 (To be used later).
|
| 12 | Place both Relics in the Valley of Titans to complete the Ancient Vows quest. Choose the Sun Clan Relic for more Mana Flask Recovery.
|
| 13 | Complete A Crown of Stone quest for an Uncut Support Gem Level 2 (To be used later).
|
| 14 | Complete the Tradition's Toll quest to get a
|
| 15 | Defeat the
|
To progress through Act 3 and beat Doryani using the Falling Thunder Monk leveling build, follow these steps:
| # | Step by Step Guide to Act 3 Leveling |
|---|---|
| 1 | |
| 2 |
Loot the basket found in the Orok Campfire at Sandswept Marsh to get a
Note: Use this on your Falling Thunder and use your extra Uncut Support Gem to slot in |
| 3 | |
| 4 |
Complete The Slithering Dead to get the Venom Draught of Stone to provide you with increased Stun Threshold. |
| 5 |
Look for the Jungle Grave and interact with the Ravaged Corpse to summon Servi and get a rare Belt. We recommend taking Rawhide Belt for better survivability. |
| 6 |
Defeat
|
| 7 |
Submit the Tribal Vengeance to get a charm. Choose the Antidote Charm for increased defenses against Poison. |
| 8 |
Defeat
|
| 9 |
Use the Paquate's Mechanism to Corrupt gear. We suggest corrupting the
|
| 10 |
Obtain an
|
| 11 | |
| 12 |
Ascendancy: By this time, you can complete the Trial of Chaos to get your third and fourth Ascendancy Point.
┣
┗
|
| 13 |
Use the
Note: If you find an Uncut Support Gem Level 4 in the last Act 3 area, use this to slot in |
To progress through Act 4 and beat Tavakai using the Falling Thunder Monk build, follow these steps:
| # | Steps |
|---|---|
| 1 |
Get Shark's Fin in Whakapanu Island and submit it to Kaimana in the Tavakai's Ship to get an
|
| 2 |
Defeat
|
| 3 |
Find the Barnacle before the Beckoning Clam event to get
|
| 4 |
Get the Humming Pearl from the Beckoning Clam and exchange it for a
|
| 5 |
Find the Chapel Key and interact with the Goddess of Justice to get the +30% increased Life Regeneration from your flasks. |
| 6 |
Complete Dark Mists to gain a
|
| 7 |
Get a
|
| 8 | Defeat
|
| 9 |
Release the Beast from its pen in the Isle of Kin and defeat it to gain
|
| 10 | Complete the Trial of the Ancestors and pass the Ngamahu's Test to get the +5 Strength reward. |
| 11 |
Ring the Morning and Evening Bell in Arastas to Receive 3
Note: You can use these to either craft a weapon, or trade for some good equipment! |
| 12 |
Get a random Greater Rune in the Meeting House at Ngakanu. |
To progress through Interludes and set yourself up for mapping using the Falling Thunder Monk build, follow these steps:
| # | Steps |
|---|---|
| 1 |
Get a Level 13
|
| 2 |
Buy Greater Runes from the Ferryman in Holten. |
| 3 |
Defeat
|
| 4 | |
| 5 |
Get the Molten One's Gift in Skullmaw Stairway to get a +5% to your Maximum Life. |
| 6 |
Slot in both
|
| 7 |
Defeat
|
| 8 | [align] Activate one out of Seven Pillars in Qimah based on what you need, you can change this any time. It is generally recommended to get Movement Speed. |
| 9 |
Fill the two Sacred Wells in Qimah Reservoir to get 1
Note: You can use these to either craft a weapon, or trade for solid equipment! |
| 10 |
Interact with the Ancient Monument in Ashen Forest for a Level 14
|
| 11 |
Defeat
|
| 12 |
Defeat
|
| 13 |
Get a free Unique Equipment of your choice from a randomized table from Elder Madox in Kriar Peaks. |
| 14 |
After finishing all three regions, talk to The Hooded One in Kingsmarch to gain another
|
When against Bosses, you will make use of Whirling Assault and Tempest Bell to deal huge single-target damage against Bosses or Elites. The rotation is as follows:
When against large packs of mobs, you will need to spam Whirling Assault together with Shattering Palm and Falling Thunder for better AoE clear. The rotation is as follows:

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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 | |||||||||
Killing Palm Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Falling Thunder Infuses your Quarter staff with electrical energies, then slams the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Glacial Cascade Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
Ice Strike Perform a fast icy Strike, Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
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.
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.
Focus: AoE, Burst Damage, Lightning, Cold |
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.
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.
Ice Strike Perform a fast icy Strike, Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
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.
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.
Charged Staff Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Shattering Palm Dash to an enemy and strike them with an unarmed attack that manifests a wave of cold, coating nearby enemies in shards of Ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack Damage. This skill always strikes with your bare fist, even if you have a quarterstaff equipped.
Focus: AoE, DPS, Crowd Control, Bossing |
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Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
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.
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.
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.
Cast on Shock While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
Storm Wave Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long wave ahead of you.
Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Unbound Avatar Gain Unbound Fury when you inflict an Elemental Ailment;With a Hit on an enemy, no more than once every .2 seconds for each type of Ailment;Maximum 100 Unbound Fury;Cannot gain Unbound Fury while Unbound;40% more Elemental Damage while Unbound;40% more Elemental Ailment Buildup while Unbound;80% more chance to inflict Elemental Ailments while Unbound;Unbound duration is 9 seconds
Focus: DPS, Burst Damage, Bossing / Mobbing |
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Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
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.
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.
Storm Wave Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long wave ahead of you.
Charged Staff Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Shattering Palm Dash to an enemy and strike them with an unarmed attack that manifests a wave of cold, coating nearby enemies in shards of Ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack Damage. This skill always strikes with your bare fist, even if you have a quarterstaff equipped.
Into the Breach A Flame of Chayula manifests nearby every X seconds;Flames of Chayula fade after 25 seconds if not picked up
Focus: Crowd Control, DPS, Burst Damage |
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Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby 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.
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.
Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
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.
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.
Primal Strikes Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Lightning Exposure and can Consume Shock to conjure a stampede of spirits.
Focus: AoE, Lightning, Tank, Mobbing |
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Falling Thunder Infuses your Quarter staff with electrical energies, then slams the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
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.
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.
Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Ice Strike Perform a fast icy Strike, Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
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.
Hand of Chayula Dash to an enemy and Strike them with an Unarmed Attack, applying socketed Curses and Marks with reduced effect. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Mantra of Destruction Build Combo by successfully striking enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff attack, causing it to deal Chaos damage. Each kill with the Empowered attack grants Purple Flame of Chayula for a duration.
Shattering Palm Dash to an enemy and strike them with an unarmed attack that manifests a wave of cold, coating nearby enemies in shards of Ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack Damage. This skill always strikes with your bare fist, even if you have a quarterstaff equipped.
Elemental Conflux Tap into a current of raw and unpredictable Elemental Power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
Focus: Melee, Burst, AoE, Mobbing, Bossing |
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Ember Fusillade Conjures a blazing Ember that hovers around you. After a short duration, the Ember launches at the enemy, dealing fire damage in an area on impact. Recasting the spess resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
Incinerate Conjures a torrent of flames from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel for, and at maximum strength also apply stacking Fire Exposure and creating Ignited Ground.
Ball Lightning Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies.
Flameblast Channels to build destructive energy around you or a targeted Solar Orb. Releasing the energy causes a devastating explosion that is larger and more intense the longer you channelled for.
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.
Mana Remnants Conjures surging lightning to restore your Mana. While active, Shocked enemies you kill have a chance to spawn a Mana Remnant, and Critically Hitting a Shocked target spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
Cast on Elemental Ailment While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching Maximum Energy.
Living Bomb Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Into the Breach A Flame of Chayula manifests nearby every X seconds;Flames of Chayula fade after 25 seconds if not picked up
Focus: Chaos, Fire, Elemental Ailment, Remnant |
| Base Class | |
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| Ascendancies | |
PoE 2 0.4 Monk Leveling Build - Falling Thunder

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