Updated for Patch 3.26
The Best Crafty Guides by Odealo
Guide notes | |||
July 30, 2025 -Build created |
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Build overview | |||
Tags: [ELEMENTAL] [DOT] [ENERGY SHIELD] | |||
Budget: Defenses: |
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Boss DPS: AoE: |
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Eviscerate is an attack with one of the highest damage effectiveness in the game, but the catch is, it has a very low Attack rate. It's a Retaliation Skill - you can only use it once after you Block. It doesn't matter that much if you play it on an Ignite build, because it lasts for such a long time that you can easily reapply the next Ignite before the first one expires. We will pair up this powerful Attack with an equally powerful weapon. Ephemeral Edge is a Sword whose damage can be scaled up with a resource that's easy to gain a lot of - Maximum Energy Shield. It grows in flat Lightning Damage the more ES you have, and to Ignite with that, we need to either Convert it all to Fire, or have Ignite Conflux. "All Damage can Ignite" from the Elementalist's Ascendancy Tree does the latter, so we will choose that. Elementalist is a great choice for a lot of Elemental Damage builds. Besides the Shaper of Flames, we will allocate Shaper of Storms, since Shock causes enemies to take increased damage from all sources, a freshly reworked Liege of the Primordial, because Golems are very good now, and Mastermind of Discord - to deal more damage. Your four Golems will grant Damage, Energy Shield, ES Regeneration, AoE, and even Critical Strike Chance. Crit Chance is here only to proc Elemental Overload consistently. Since the damage is directly tied to Maximum ES and we focus on that alone, we'll make it a pure Energy Shield build with Chaos Inoculation. The defensives are boosted with capped Block Chance against Spells and Attacks alike, and redirecting a big portion of damage to be taken as Chaos, which you're immune to. For Recovery, you have Aegis Aurora, Zealot's Oath, and the default Recharge; it's excellent. DoT builds like this are great against bosses because you don't have to choose between dodging attacks and dealing damage. It's also cheap. Most of its damage comes from a single inexpensive item, and the rest of the gear is also rather accessible. It's beginner-friendly in terms of gameplay and gearing.
You can also check our other Path of Exile builds right over here Odealo's Crafty Guides - Full List
Use Smite to kill minor enemies. One swing clears packs, especially tightly packed ones. Remember to use it once when starting a fight against bosses to get some extra damage. Eviscerate won't even be needed to kill Rares after the build is finished. It's just that much of an overkill. Golems are re-summoned after death, so they're more like Auras. Your actual auras are Malevolence, Discipline, Tempest Shield, and Flesh and Stone. Arcansit Brand will cast Curses and Flame Surge for you, so that's another tool to take down bosses faster. You can also fit a Movement Skill of your choice and a Guard Spell like Molten Shell.
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PROS |
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To wield Ephemeral Edge, you need a considerable amount of ES. That comes later in the game. If you have the gear ready (4k of Energy Shield or so), around the second part of the campaign, then you may make it work. Although you should have a very high Block Chance to be able to trigger Retaliation Skills too; there is no point in Eviscerating once in a blue moon. That is unlikely, so what we recommend is choosing a less awkward route and using a Spell or Attack that has no requirements. Something more beginner-friendly, like this Fire Trap of Blasting Elementalist Build. Swap to this version after your Block Chance and Maximum ES are very high.
Bandits:
Kill all for a Skill Point or help Alira
Final Skill Tree:
112 Points Final Passive Tree (doesn't include Unique and Cluster Jewels)
121 Points Path of Building (PoB) link
Ascendancy points:
Preferably in that order:
Pantheon:
Major God: The Brine King: You cannot be Stunned if you've been Stunned or Blocked a Stunning Hit in the past 2 seconds
Minor God: Soul of Tukohama: 3% additional Physical Damage Reduction per second you've been stationary, up to a maximum of 9%
[DPS] Eviscerate setup | |
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Eviscerate - Since we always Ignite with any damage type, we'll use the Attack with the best damage effectiveness. It's only usable after you Block. |
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Deadly Ailments Support - Much more Ignite damage at the cost of Hit Damage. |
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Volatility Support - More Maximum and Less Minimum Damage. Very efficient with Ephemeral Edge. |
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Burning Damage Support - More Ignite Damage. Try to get the Awakened version for an extra Level for Eviscreate. |
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Elemental Damage with Attacks Support - More Elemental Damage with Attacks. You deal only Elemental Damage. |
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Damage on Full Life Support - Much more Damage on Full Life (you're always on Full Life). It can be swapped with Unbound Ailments, especially if you have the Awakened version. It grants less damage, but the Ignite lasts much longer. |
[UTILITY] Golems | |
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Summon Chaos Golem - Extra Damage over Time Multiplier and Chaos Resistance (not needed with CI). |
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Summon Ice Golem - Added Accuracy and Crit Chance. Bot needed to land the Hit (with Smite) and proc Elemental Overload. |
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Summon Stone Golem - Life Regeneration (ES Regeneration with Zealot's Oath) and increased Defences (that includes Maximum ES). |
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Summon Flame Golem - Flame Golem increases your Area Damage and Area of Effect. It will affect your Eviscerate. |
[UTILITY] Reservation setup | |
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Discipline - Additional Maximum ES and increased ES Recharge Rate. |
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Malevolence - More Damage over Time and increased Skill Effect Duration. |
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Tempest Shield - Additional Spell Block Chance and Shock Immunity. |
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Enlighten Support - Linked Spells Reserve less Mana. |
[UTILITY] Arcanist Brand setup | |
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Arcanist Brand - It triggers all the linked spells in sequence for you. Just cast it on top of a tough enemy. |
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Flame Surge of Combusting - This alternate Flame Surge Ignites an enemy and creates Burning Ground based on the Ignite Damage they were suffering already. If you don't have it, you may use Alchemist's Mark, but it's only half as good. |
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Flammability - A Hex that lowers your opponents' Fire Resistance. |
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Elemental Weakness - A Hex that lowers your opponents' all Elemental Resistances. You need the Curse limit of two for it (allocate Whispers of Doom). |
[UTILITY] Smite setup | |
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Vaal Smite - Adds some damage to your Hits after performing an Attack. Use it now and then to boost your Eviscerate Damage, or for clearing small enemies. |
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Combustion Support - Enemy Ignited with Smite has its Fire Resistance reduced by 10%. |
[UTILITY] Flesh and Stone | |
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Flesh and Stone - Stay in the Sand Stance with this one. It Reduces Physical Damage taken from nearby enemies. |
[MOBILITY] Shield Charge setup | |
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Shield Charge - A mobility Skill that allows you to dash if using a Shield. |
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Faster Attacks Support - Faster Movement Speed for Shield Charge. |
[MOBILITY] Flame Dash | |
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Flame Dash - Another mobility Skill that you can use instead of or alongside Shield Charge. If you feel like you don't need it, just go for the Molten Shell linked with CwDT. |
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Ephemeral Edge is the pivotal item; the rest of your gear revolves around getting tons of ES to extract more Lightning Damage from it. You should be able to reach around 10k of Maximum Energy Shield. Gloves, Helmet, and Boots will be Rare but with some important Eldritch Implicits. There you will fish for Resistances and Defences. Jewellery, Body Armour, and both weapon slots will host Unique items. They're either essential or far better than any Rare counterpart. You don't need a lot of Accuracy for Eviscerate, since it cannot miss, but the non-vaal Smite can. You may struggle with Attributes, so going for Supreme Ostentation or putting on Lethal Pride may help you there. For more damage, seek DoT, DoT Multiplier, Fire Damage, Ignite Damage, Burning Damage, faster Ignite, and Maximum ES. You will exceed the DoT Limit easily, but going over it is still endorsed. Remember to cap your Elemental Resistances and Block Chances. Try to get a lot of Armour; it would be great with your Aegis Aurora and Divine Shield. Reservation Efficiency will not be needed at all, even with a level-3 Enlighten. Ignite Chance won't be required either.
Stat priorities on items:
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Min. requirements: high Armour and ES +40% to Elemental Resistances Optional affixes: Accuracy Rating Attributes |
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40% increased Global Accuracy Rating +10 to Intelligence 50% increased Global Critical Strike Chance (40-50)% increased maximum Energy Shield 25% reduced maximum Life Adds 1 to 75 Lightning Damage Attacks with this Weapon have Added Maximum Lightning Damage equal to (10-15)% of Player's Maximum Energy Shield |
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(300-400)% increased Armour and Energy Shield +10% to all Elemental Resistances +5% to maximum Cold Resistance +6% Chance to Block Recover Energy Shield equal to 2% of Armour when you Block (10-20)% increased Elemental Damage with Attack Skills |
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(220-240)% increased Armour and Energy Shield +(80-90) to maximum Life (0.8-1)% of Attack Damage Leeched as Life Gain (10-20)% of Elemental Damage as Extra Chaos Damage 25% of Elemental Damage from Hits taken as Chaos Damage (20-30)% increased Light Radius Light Radius is based on Energy Shield instead of Life |
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Min. requirements: 25% increased Movement Speed high Armour and ES +40% to Elemental Resistances Optional affixes: Increased Life Regeneration Rate Attributes |
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Min. requirements: high Armour and ES +40% to Elemental Resistances Attributes Optional affixes: more of the former |
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+(25-35) to Strength +(70-85) to maximum Life +(20-40)% to Fire Resistance +(20-40)% to Cold Resistance 1% of Attack Damage Leeched as Life against Chilled Enemies Ignites you inflict with Attacks deal Damage 35% faster Deal no Physical Damage |
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(10-15)% faster start of Energy Shield Recharge (5-10) to (20-25) Added Attack Chaos Damage per 100 Maximum Mana +(200-400) to maximum Energy Shield (60-40)% reduced maximum Mana Skills Cost Energy Shield instead of Mana or Life |
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Recommended Anointments: Breath of Flames Ash, Frost and Storm |
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(15-25)% increased Elemental Damage (15-25)% increased Global Critical Strike Chance +(20-40)% to Fire Resistance +(20-40)% to Cold Resistance (10-20)% increased Duration of Ailments on Enemies Left Ring slot: Cover Enemies in Ash for 5 seconds when you Ignite them Right Ring slot: Cover Enemies in Frost for 5 seconds when you Freeze them |
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+(12-16)% to Fire and Lightning Resistances Adds (20-25) to (30-50) Fire Damage to Spells and Attacks (25-30)% increased Lightning Damage +(30-40) to maximum Mana When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy |
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Recommended affixes: increased Maximum Energy Shield Fire Damage over Time Multiplier Burning Damage Damaging Ailemnts deal damage faster Block Chance |
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<Random modifier that grants bonus stats to passive skills in radius> | |
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Golems have (16-20)% increased Attack and Cast Speed 30% increased Effect of Buffs granted by your Golems Golems have +(800-1000) to Armour Primordial |
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(4-6)% increased maximum Energy Shield (4-6)% increased maximum Life (4-6)% increased maximum Mana <Two or Three random aura modifiers> |
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Recommended Affixes: 1 Added Passive Skill is Burning Bright 1 Added Passive Skill is Calamitous 1 Added Passive Skill is Prodigious Defence 1 Added Passive Skill is Riot Queller 1 Added Passive Skill is Veteran Defender 1 Added Passive Skill is Cremator 1 Added Passive Skill is Widespread Destruction |
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Recommended Affixes: 1 Added Passive Skill is Enduring Composure |
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Suggested Flasks:
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You don't really need a Mercenary for any groundbreaking interaction, but you can get one to cast Curses for you, to Cover enemies in Ash, and for Auras - Discipline, Malevolence, Determination, and maybe Haste. Aspect of the Spider can be good too. Eruptor may be your best choice. It will deal actual damage with his Fire Skills and Cover enemies in Ash with Ashen Fissure so that you won't need Polaric Devastation. They create Consecrated Ground and cast Determination. Remember that you can equip them with Skills. They won't use them, but some are activated on-hit or automatically, like Curses in many cases. Nothing crazy.
[UTILITY] Mercenary Skills | |
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Malevolence - Available on Toxicologist, Bladebitter, and Withertouch. None of them are good, so we recommend having this one yourself. |
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Determination - Available on Eruptor, Ripper, Earthshaker, Striker, Bastion, and Bloodletter. Try to get it since Armour is important for Aegis. |
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Discipline - Available only on Frosthand. That's a shame - they are often a liability with their Frostbite. |
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Ashen Fissure - Available only on Eruptor. Cover enemies in Ash, so you don't have to. |
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Consecrated Path - Available on Eruptor and Warpriest. Creates Consecrated Ground so that Curses won't hurt you. |
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Elemental Weakness - Available only on Kineticist. Their other good Skill may be Haste. |
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Flammability - Available on Flamehand and Flamequiver. Use only if the Curse limit of your Merc is two or more. |
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Aspect of the Spider - Available only on Bladecaster. They specialise in Physical Damage and may have Grace, so that's no good for us. |
Stat priorities on items:
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Min. requirements: Nearby Enemies have -9% to Fire Resistance (Warlord Suffix) +80% total Elemental Resistance Optional affixes: Chaos Resistance |
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(300-360)% increased Physical Damage (7-12)% increased Attack Speed (30-40)% increased Critical Strike Chance Nearby Allies have 30% increased Item Rarity Nearby Allies have Culling Strike Insufficient Mana doesn't prevent your Melee Attacks Nearby Allies have +50% to Critical Strike Multiplier Nearby Allies have +10 Fortification |
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18% increased Cast Speed 18% increased maximum Mana 18% increased Area of Effect of Aura Skills 18% increased Area of Effect of Hex Skills Nearby Enemies have 18% increased Effect of Curses on them Nearby allies gain 18% increased Damage 18% increased effect of Non-Curse Auras from your Skills |
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Has no Sockets +1000 to maximum Life |
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(180-230)% increased Energy Shield +600 Strength and Intelligence Requirement Gain a Divine Charge on Hit +10 to maximum Divine Charges You gain Divinity for 10 seconds on reaching maximum Divine Charges Lose all Divine Charges when you gain Divinity Nearby Allies' Action Speed cannot be modified to below Base Value Nearby Enemies cannot deal Critical Strikes |
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+(30-40) to Intelligence (120-140)% increased Energy Shield Regenerate (80-100) Energy Shield per second Enemies affected by your Spider's Webs deal 10% reduced Damage Enemies affected by your Spider's Webs have -10% to All Resistances (50-70)% increased Aspect of the Spider Area of Effect |
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Min. requirements: Drops Scorched Ground while moving +80% total Elemental Resistance Optional affixes: Chaos Resistance increased Life Regeneration rate |
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Min. requirements: +80% total Elemental Resistance Optional affixes: Chaos Resistance Extinguish on Hit |
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+(25-35) to Strength +(30-40) to Strength +(300-500) to Armour Take no Burning Damage if you've stopped taking Burning Damage Recently Nearby Enemies Convert 25% of their Physical Damage to Fire |
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+(20-30) to Strength +(20-30) to Strength 25% increased Fire Damage +(25-35) to maximum Life +(20-40)% to Fire Resistance Nearby Enemies are Covered in Ash |
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Min. requirements: +80% to Elemental Resistances Curse Enemies with Flammability on Hit (Warlord Suffix) Curse Enemies with Elemental Weakness on Hit (Hunter Suffix) Optional affixes: Maximum Life Chaos Resistance |
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+(15-25) to maximum Energy Shield +(30-40) to Intelligence (10-15)% increased Cast Speed (10-20)% chance to gain a Power Charge when you Cast a Curse Spell Your Curse Limit is equal to your maximum Power Charges |
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If you have any other build requests please leave that in the comments below. We are always open to suggestions and constructive feedback.
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