Path of Agent

Kinetic Blast

Deadeye


#4 most played skill on the Mirage ladder Built from 3.28 Mirage ladder data Generated 2026-04-20 Data via poe.ninja

Kinetic Blast Deadeye is the genre-defining wander. You walk forward, the wand fires, projectiles fan out, and every single one detonates an area explosion the moment it lands. Packs don't just die — they vaporize, and the next screen is already loading before the loot hits the ground.

Consider this if you love fast, far-range mapping and the classic walk-forward-click-loot farming loop. It's the canonical wander archetype — Headhunter, Nimis, Dying Sun, Endless Munitions, and enough projectile-multiplying layers that late-game clicks produce double-digit explosions per shot. Not the right pick if you're allergic to glass cannons — the build trades defense for offense at every tier, and EHP sits well below archetype medians through endgame.

Is this build for me
Strengths
  • +Legendary clear speed — Greater Fork + Nimis + Endless Munitions sends projectiles in every direction, each detonating a full-damage explosion
  • +Far Shot scales damage with distance — KB hits harder the further the detonation is from you, and positions you safely out of melee range
  • +Headhunter is the meta payoff — the projectile clear makes rare-killing practically free, so the belt carries itself
  • +100% spell suppress is reachable at endgame, turning the suppress-cap into a flat mitigation layer
  • +Classic, well-documented wander archetype — endless reference builds across every tier
Weaknesses
  • Glass cannon — ~2.9k life early and ~13k EHP at endgame, both well below the archetype median
  • Chaos resist stays negative across every tier (-60% → -49% → -24%) — Progenesis is the real chaos answer, not raw resist
  • No endurance charges and no block — physical mitigation is pure evasion + Progenesis, so surprise hits land hard
  • Aspirational pivots the aura from Wrath to Hatred and needs Dying Sun, The Taming, Cinderswallow Urn, Headhunter, and Forbidden Jewels to hit its ceiling — gear cost is real

Leveling L1–68


What to work on next
  1. Act 1: run Caustic Arrow
    Buy Caustic Arrow from Nessa after killing Hillock (alternative: Frost Blades if you'd rather swing a 1H weapon). Caustic Arrow is the easiest self-sustaining leveling skill on a Ranger — fire into a pack, keep moving. Pierce Support comes from Nessa's quest reward pool. Dash is your travel skill (quest reward Act 1) until you pick up Flame Dash in Act 3. Wanderlust boots and Goldrim if you have them — huge QoL for any leveler.
  2. Act 2: run Caustic Arrow
    Clarity at low level keeps mana topped up cheaply. Add Void Manipulation Support once you have a 4-link — huge chaos-damage multiplier for Caustic Arrow. Slot a low-level CwDT + Steelskin for panic defense. Take "Kill All" bandit reward (+2 passives) — passives matter more than any bandit power for this build.
  3. Act 3: run Kinetic Blast
    This is the transition act. Pick up Kinetic Blast from Clarissa as soon as you have a physical wand with added damage — white-magic wand vendor-recipes (wand + ruby/sapphire/topaz ring + Blacksmith's Whetstone) keep you armed cheaply. Flame Dash from the Library replaces Dash. Herald of Ice adds to clear and synergises with projectile shatter. Sniper's Mark from Yeena is your self-cast single-target curse. Lab 1 here: Gathering Winds — the tailwind buff is immediate movespeed + attack speed.
  4. Act 6–7: run Kinetic Blast
    Wrath drops from Lilly Roth in Act 6 and becomes your main aura — it's the single biggest damage multiplier available while leveling, since most of your damage is now lightning-converted wand hits. Precision at a low level covers accuracy cheaply. Add Elemental Damage with Attacks Support for the 5-link you craft or buy with a Tabula Rasa. Lab 2 in Act 6: Endless Munitions — the extra projectile is where Kinetic Blast clicks.
  5. Act 8–10: run Kinetic Blast
    Swap Lesser Multiple Projectiles Support for Greater Volley (3.28 Exceptional Support gem, replaces the old GMP for projectile clear) once you can buy one — two extra projectiles with less damage penalty than GMP. Inspiration Support reduces Kinetic Blast's high mana cost and boosts damage. Lab 3 in Act 9: Far ShotKinetic Blast shockwaves benefit from the distance bonus more than you'd expect.
  6. Maps L68+: run Kinetic Blast
    Run Uber Lab as soon as you hit L68 to grab Focal Point — your marks become auras on all nearby enemies, which is the mapping-pace spike the build is known for. Add Haste as a second aura once you have enough reservation headroom (cluster jewels, enlighten, or Precision-drop tradeoff). A separate single-target 4-link with Barrage Support is the bossing setup — it fires all Kinetic Blast shockwaves in a concentrated cone for bursty single-target damage.
Skills by act
Act 1
Caustic Arrow Caustic Arrow Pierce Support Pierce Support Mirage Archer Support Mirage Archer Support
Travel Dash Dash

Buy Caustic Arrow from Nessa after killing Hillock (alternative: Frost Blades if you'd rather swing a 1H weapon). Caustic Arrow is the easiest self-sustaining leveling skill on a Ranger — fire into a pack, keep moving. Pierce Support comes from Nessa's quest reward pool. Dash is your travel skill (quest reward Act 1) until you pick up Flame Dash in Act 3. Wanderlust boots and Goldrim if you have them — huge QoL for any leveler.

Act 2
Caustic Arrow Caustic Arrow Pierce Support Pierce Support Mirage Archer Support Mirage Archer Support Void Manipulation Support Void Manipulation Support
Travel Dash Dash
Auras Clarity Clarity
Buffs CwDT + Steelskin CwDT + Steelskin

Clarity at low level keeps mana topped up cheaply. Add Void Manipulation Support once you have a 4-link — huge chaos-damage multiplier for Caustic Arrow. Slot a low-level CwDT + Steelskin for panic defense. Take "Kill All" bandit reward (+2 passives) — passives matter more than any bandit power for this build.

Act 3
Kinetic Blast Kinetic Blast Pierce Support Pierce Support Added Lightning Damage Support Added Lightning Damage Support Lesser Multiple Projectiles Support Lesser Multiple Projectiles Support
Travel Flame Dash Flame Dash
Auras Herald of Ice Herald of Ice
Buffs CwDT + Steelskin CwDT + Steelskin
Curse Sniper's Mark Sniper's Mark

This is the transition act. Pick up Kinetic Blast from Clarissa as soon as you have a physical wand with added damage — white-magic wand vendor-recipes (wand + ruby/sapphire/topaz ring + Blacksmith's Whetstone) keep you armed cheaply. Flame Dash from the Library replaces Dash. Herald of Ice adds to clear and synergises with projectile shatter. Sniper's Mark from Yeena is your self-cast single-target curse. Lab 1 here: Gathering Winds — the tailwind buff is immediate movespeed + attack speed.

Act 6–7
Kinetic Blast Kinetic Blast Added Lightning Damage Support Added Lightning Damage Support Lesser Multiple Projectiles Support Lesser Multiple Projectiles Support Pierce Support Pierce Support Elemental Damage with Attacks Support Elemental Damage with Attacks Support
Travel Flame Dash Flame Dash
Auras Wrath Wrath Precision Precision
Heralds Herald of Ice Herald of Ice
Buffs CwDT + Steelskin CwDT + Steelskin
Curse Sniper's Mark Sniper's Mark

Wrath drops from Lilly Roth in Act 6 and becomes your main aura — it's the single biggest damage multiplier available while leveling, since most of your damage is now lightning-converted wand hits. Precision at a low level covers accuracy cheaply. Add Elemental Damage with Attacks Support for the 5-link you craft or buy with a Tabula Rasa. Lab 2 in Act 6: Endless Munitions — the extra projectile is where Kinetic Blast clicks.

Act 8–10
Kinetic Blast Kinetic Blast Greater Volley Greater Volley Added Lightning Damage Support Added Lightning Damage Support Pierce Support Pierce Support Elemental Damage with Attacks Support Elemental Damage with Attacks Support Inspiration Support Inspiration Support
Travel Flame Dash Flame Dash
Auras Wrath Wrath Precision Precision
Heralds Herald of Ice Herald of Ice
Buffs CwDT + Steelskin CwDT + Steelskin Vaal Haste Vaal Haste
Curse Sniper's Mark Sniper's Mark

Swap Lesser Multiple Projectiles Support for Greater Volley (3.28 Exceptional Support gem, replaces the old GMP for projectile clear) once you can buy one — two extra projectiles with less damage penalty than GMP. Inspiration Support reduces Kinetic Blast's high mana cost and boosts damage. Lab 3 in Act 9: Far ShotKinetic Blast shockwaves benefit from the distance bonus more than you'd expect.

Maps L68+
Kinetic Blast Kinetic Blast Greater Volley Greater Volley Added Lightning Damage Support Added Lightning Damage Support Pierce Support Pierce Support Elemental Damage with Attacks Support Elemental Damage with Attacks Support Inspiration Support Inspiration Support Barrage Support Barrage Support
Travel Flame Dash Flame Dash
Auras Wrath Wrath Precision Precision Haste Haste
Heralds Herald of Ice Herald of Ice
Buffs CwDT + Steelskin CwDT + Steelskin Vaal Haste Vaal Haste
Curse Sniper's Mark Sniper's Mark

Run Uber Lab as soon as you hit L68 to grab Focal Point — your marks become auras on all nearby enemies, which is the mapping-pace spike the build is known for. Add Haste as a second aura once you have enough reservation headroom (cluster jewels, enlighten, or Precision-drop tradeoff). A separate single-target 4-link with Barrage Support is the bossing setup — it fires all Kinetic Blast shockwaves in a concentrated cone for bursty single-target damage.

How leveling works

Kinetic Blast is a wand attack that fires a single projectile which then explodes into several AoE shockwaves on hit, with added damage per nearby projectile. It scales with attack speed, wand physical/elemental damage, projectile damage, and area damage. As a Deadeye, you lean on Gathering Winds tailwind, Endless Munitions extra projectiles, Far Shot damage at range, and Focal Point for the curse-driven mapping pace the build is known for. Kinetic Blast doesn't feel right until you have a 4-link and a wand with added damage, so the early acts swap to cheaper, self-sustaining attack skills.

The recommended path is Frost Blades or Caustic Arrow for Acts 1–3 (both scale well on cheap starter weapons and give you the attack-speed feel you'll keep forever), then transition into Kinetic Blast in Act 3–4 once you have a decent wand and a 4-link. The Deadeye ascendancy points you grab in the Labs are: Gathering WindsEndless MunitionsFar ShotFocal Point. Endless Munitions is the build-defining ascendancy for Kinetic Blast — every extra projectile means more shockwave overlap, which is where the damage and clear both come from.

Rare jewellery with life and resists, a 5-link as soon as you can craft one, and a Tabula Rasa if you find one will carry you through the campaign without any specific gear targets. The famous MF endgame with Headhunter and Ventor's Gamble is many, many zones away — for now you just want to attack fast, pierce everything, and live long enough to reach maps.

Gear while leveling
  • · Wand: any 1H wand with added physical or elemental damage — vendor recipes (magic wand + topaz/sapphire/ruby ring + Blacksmith's Whetstone) keep you armed cheaply through the acts. Attack speed implicit bases (Opal/Imbued/Tornado) are worth picking up when they drop.
  • · Body armour: rush a Tabula Rasa if you can find/buy one — the guaranteed 6-link beats any leveling rare. Otherwise a 4-link evasion chest with life and resists.
  • · Helmet/gloves/boots: prioritise life and resists over everything. Cap all three elemental resists before entering maps — a single uncapped resist ends runs fast.
  • · Rings/amulet: life + resists with attribute fix-ups. A pair of cheap unique rings like Le Heup of All cover stat requirements during the campaign.
  • · Belt: Heavy Belt or Leather Belt with life and resists. No need for unique belts during leveling — the endgame MF Headhunter is a far-off aspirational target.
  • · Flasks: life flask with bleed removal, quicksilver, granite + iron skin, and a diamond flask once you can buy one. crit scales fast on wands, so a diamond is a big DPS flask — keep one charged.
Weapon progression

Use vendor-recipe magic wands (wand + topaz/sapphire/ruby + Whetstone → guaranteed elemental damage roll) through Acts 1–3. Around the Kinetic Blast transition in Act 3–4 you want a rare wand with "added physical damage" or "added lightning damage to attacks" prefixes and ideally attack speed. The endgame target wand is a rare with multiple "added X damage" mods on a high-base-crit wand (Profane Wand, Imbued Wand) plus high attack speed — but this is way above leveling priorities. A Lifesprig wand until L18 is a cheap early-acts damage boost for spell-dip builds, but not strictly necessary for attack Kinetic Blast. Get to maps with any 4-link wand and upgrade from there.

Tree to aim for (by level 90)
King of the Hill Heart of Oak Aspect of the Lynx Acrobatics Fencing Projectile Damage Point Blank
Open the full leveling tree
Watch out for
  • ! Don't take Point Blank unless your endgame wand has enough added damage that the close-range bonus outweighs the far-range penalty — Far Shot from the ascendancy already pushes you toward long-range play. Most Kinetic Blast trees skip Point Blank entirely.
  • ! Kinetic Blast needs pierce to feel good — without it, the single initial projectile stops on the first enemy and you lose all clear. Pierce Support is non-negotiable until you have 100% pierce from the tree or from Drillneck quiver.
  • ! Greater Volley (3.28 Exceptional Support) replaces the old Greater Multiple Projectiles setup — do not try to buy GMP, the gem no longer exists in Mirage league. If your build guide references GMP from a previous league, mentally swap it for Greater Volley.
  • ! Kinetic Blast's mana cost is brutal at high levels — Inspiration Support is almost mandatory in the main link, and mana-leech or mana-per-hit gear becomes a real priority before maps. Don't leave this to the last minute.
  • ! Focal Point only triggers on projectile marks — make sure you're using Sniper's Mark or Assassin's Mark, not a self-cast curse like Flammability. Mixing these up loses you half your mapping damage.

Early Mapping L70–84


What to work on next
  1. Pivot the mainhand to a rare crit wand (Prophecy Wand or Kinetic Wand base) with attack speed, crit chance, and elemental damage — twin Eclipse Solaris caps out quickly
  2. Add the The Fledgling helmet (44% projectile damage, baked-in Far Shot) — 43% of the tier uses it
  3. Get spell suppression onto body/boots/shield to start the climb toward the endgame's 100% suppress cap
Signature items
Foulborn Esh's Mirror
Foulborn Esh's Mirror
Vaal Spirit Shield
The Fledgling
The Fledgling
Lacquered Helmet
Yoke of Suffering
Yoke of Suffering
Onyx Amulet
Thread of Hope
Thread of Hope
Crimson Jewel
Inspired Learning
Inspired Learning
Crimson Jewel
Main link
Kinetic BlastKinetic Blast
+Returning ProjectilesReturning Projectiles
+Increased Critical DamageIncreased Critical Damage
+TrinityTrinity
+Sacred WispsSacred Wisps
+Elemental Damage with AttacksElemental Damage with Attacks
DPS
212.6k
EHP
11.3k
Life
2.7k
ES
764

Stats measured in Path of Building at level 82, from the ladder data this guide is built on. Ladder median (n=207): 145.0k DPS · 11.4k EHP.

Full stats
Fire res
75%
Cold res
76%
Lightning res
75%
Chaos res
-16%
Block
28%
Spell block
0%
Spell suppression
49%
Phys reduction
5%
Life regen
31/s
Crit chance
83.8%
Crit multi
430%
Speed
4.99/s
Charges
4P
Str / Dex / Int
133 / 258 / 191
Full gear (20 items)
Bramble Goad Bramble Goad Weapon 1
Bramble Goad
Bramble Goad Weapon 1
Kinetic Wand

  • Cannot roll Caster Modifiers

  • Adds 91 to 164 Fire Damage
  • Adds 73 to 116 Cold Damage
  • 29% increased Mana Regeneration Rate
  • +162 to Accuracy Rating
  • 18% chance to Freeze
  • Adds 6 to 110 Lightning Damage (crafted)
Foulborn Esh's Mirror Foulborn Esh's Mirror Weapon 2
Foulborn Esh's Mirror
Foulborn Esh's Mirror Weapon 2
Vaal Spirit Shield

  • 7% increased Spell Damage

  • +28 to Intelligence
  • 201% increased Energy Shield
  • Shocks you inflict spread to other Enemies within 1.5 metres
  • Adds 1 to 10 Lightning Damage for each Shocked Enemy you've Killed Recently
  • Damage cannot be Reflected
Demon Chant Demon Chant Weapon 1 Swap
Demon Chant
Demon Chant Weapon 1 Swap
Driftwood Wand

  • 11% increased Spell Damage

  • 12% increased Spell Damage
  • Adds 1 to 3 Cold Damage to Spells
  • 5% increased Cast Speed
  • +1 to Level of all Lightning Spell Skill Gems
  • +129 to Accuracy Rating
  • 12% increased Lightning Damage (crafted)
Dusk Bite Dusk Bite Weapon 2 Swap
Dusk Bite
Dusk Bite Weapon 2 Swap
Blasting Wand

  • Cannot roll Caster Modifiers

  • Adds 13 to 21 Physical Damage
  • Adds 35 to 70 Fire Damage
  • +12% to Global Critical Strike Multiplier
  • +89 to maximum Mana
  • 15% increased Fire Damage (crafted)
The Fledgling The Fledgling Helmet
The Fledgling
The Fledgling corrupted Helmet
Lacquered Helmet

  • 0.5% of Lightning Damage Leeched as Life

  • 183% increased Armour and Evasion
  • 41% increased Projectile Speed
  • 37% increased Projectile Damage
  • Projectiles cannot collide with Enemies in Close Range
  • Far Shot
Armageddon Carapace Armageddon Carapace Body Armour
Armageddon Carapace
Armageddon Carapace Body Armour
Sanguine Raiment

  • Melee Hits have 7% chance to Fortify
  • 16% increased Global Physical Damage

  • 100% increased Evasion and Energy Shield
  • +12 to maximum Energy Shield
  • +39 to maximum Life
  • Regenerate 30.3 Life per second
  • +37% to Cold Resistance
  • +19% to Fire and Lightning Resistances (crafted)
Morbid Vise Morbid Vise Gloves
Morbid Vise
Morbid Vise Gloves
Sharkskin Gloves

  • 10% increased Global Accuracy Rating
  • Adds 1 to 22 Lightning Damage to Attacks

  • Adds 3 to 7 Physical Damage to Attacks
  • Adds 1 to 34 Lightning Damage to Attacks
  • +45 to maximum Life
  • 9% increased Rarity of Items found
  • +25% to Cold Resistance
  • 10% increased Attack Speed (crafted)
Onslaught Tread Onslaught Tread Boots
Onslaught Tread
Onslaught Tread Boots
Wyrmscale Boots

  • Regenerate 0.2% of Life per second per Endurance Charge
  • 5% increased Movement Speed

  • +40 to Armour
  • +80 to maximum Life
  • +18% to Cold Resistance
  • +34% to Lightning Resistance
  • +24% to Chaos Resistance
  • 22% increased Movement Speed (crafted)
Yoke of Suffering Yoke of Suffering Amulet
Yoke of Suffering
Yoke of Suffering Amulet
Onyx Amulet

  • Allocates Surveillance
  • +16 to all Attributes

  • +12% to Fire Resistance
  • +12% to Cold Resistance
  • +23% to Lightning Resistance
  • 30% reduced Duration of Ailments on Enemies
  • 10% chance to Shock
  • Enemies take 7% increased Damage for each type of Ailment you have inflicted on them
  • Your Elemental Damage can Shock
Ghoul Loop Ghoul Loop Ring 1
Ghoul Loop
Ghoul Loop Ring 1
Amethyst Ring

  • +20% to Chaos Resistance

  • +23 to Intelligence
  • 18% increased Lightning Damage
  • +66 to Evasion Rating
  • +86 to maximum Life
  • +44 to maximum Mana
  • +16% to Fire and Lightning Resistances (crafted)
Viper Grasp Viper Grasp Ring 2
Viper Grasp
Viper Grasp Ring 2
Two-Stone Ring

  • +14% to Fire and Cold Resistances

  • +10 to Strength
  • Adds 3 to 6 Physical Damage to Attacks
  • +19 to maximum Energy Shield
  • Regenerate 1 Life per second
  • +11% to all Elemental Resistances
  • Adds 1 to 43 Lightning Damage to Attacks (crafted)
Blight Cord Blight Cord Belt
Blight Cord
Blight Cord Belt
Heavy Belt

  • +33 to Strength

  • +90 to maximum Life
  • +23% to Fire Resistance
  • +24% to Lightning Resistance
  • 12% reduced Flask Charges used
  • Flasks applied to you have 6% increased Effect
  • 21% increased Elemental Damage with Attack Skills (crafted)
Thread of Hope Thread of Hope Jewel
Thread of Hope
Thread of Hope corrupted Tree Jewel
Crimson Jewel

  • 5% increased Effect of Non-Damaging Ailments

  • Only affects Passives in Massive Ring
  • Passive Skills in Radius can be Allocated without being connected to your tree
  • -15% to all Elemental Resistances
  • Passage
Inspired Learning Inspired Learning Jewel
Inspired Learning
Inspired Learning corrupted Tree Jewel
Crimson Jewel

  • Damage Penetrates 1% Fire Resistance

  • With 4 Notables Allocated in Radius, When you Kill a Rare monster, you gain 1 of its Modifiers for 20 seconds
Apocalypse Edge Apocalypse Edge Jewel
Apocalypse Edge
Apocalypse Edge Tree Jewel
Cobalt Jewel

  • 15% increased Global Physical Damage
  • 6% increased Attack Speed with Wands
  • 12% increased Projectile Damage
  • +12% to Fire and Cold Resistances
Eternal Life Flask
Eternal Life Flask Flask 1

  • 29% increased Charge Recovery
  • Grants Immunity to Bleeding for 10 seconds if used while Bleeding
  • Grants Immunity to Corrupted Blood for 10 seconds if used while affected by Corrupted Blood
Silver Flask
Silver Flask Flask 2

  • Gain 1 Charge when you are Hit by an Enemy
  • 44% increased Evasion Rating during Effect
Diamond Flask
Diamond Flask Flask 3

  • 20% reduced Charges per use
  • 44% increased Critical Strike Chance during Effect
Bismuth Flask
Bismuth Flask Flask 4

  • 16% reduced Charges per use
  • 6% increased Movement Speed during Effect
Quicksilver Flask
Quicksilver Flask Flask 5

  • 17% increased Duration
  • 14% additional Elemental Resistances during Effect
All gem links (8 groups)
Weapon 2 3-link
  • Sigil of Power Sigil of Power L15
  • Frostblink Frostblink L19
  • Summon Lightning Golem Summon Lightning Golem L19
Gloves 4-link
  • Lifetap Lifetap L19
  • Sniper's Mark Sniper's Mark L19
  • Mark On Hit Mark On Hit L18
  • Blood Rage Blood Rage L18
Weapon 1 2-link
  • Spellslinger Spellslinger L18
  • Tornado Tornado L18
Body Armour 6-link Main link
  • Kinetic Blast Kinetic Blast 19/20
  • Returning Projectiles Returning Projectiles L17
  • Increased Critical Damage Increased Critical Damage L19
  • Trinity Trinity L18
  • Sacred Wisps Sacred Wisps L18
  • Elemental Damage with Attacks Elemental Damage with Attacks L19
Weapon 2 Swap 3-link
  • Kinetic Blast Kinetic Blast L18
  • Kinetic Blast Kinetic Blast L18
  • Kinetic Blast Kinetic Blast L18
Boots 4-link
  • Precision Precision L19
  • Wrath Wrath L17
  • Power Charge On Critical Power Charge On Critical L19
  • Flesh and Stone Flesh and Stone L16
Helmet 2-link
  • Automation Automation L15
  • More Duration More Duration L18
Weapon 1 Swap 3-link
  • Kinetic Blast Kinetic Blast 18/8
  • Kinetic Blast Kinetic Blast L18
  • Kinetic Blast Kinetic Blast L18
How this stage plays (mechanics, defences)
Mechanics

Kinetic Blast is a projectile wand attack that detonates an area explosion on every projectile impact — the projectile hit itself does modest damage, but each explosion is a full attack roll, so the real DPS comes from multiplying projectiles and then multiplying explosions per projectile. This early-mapping reference uses twin Eclipse Solaris wands rather than the final-form rare wand: they bring 20-26% attack speed, 27-33% global crit multi, and a 129% crit-against-blinded bonus that Nearby Enemies are Blinded automatically unlocks. Because the mainhand is a unique with no sockets, the 6-link moves into the body armour — Kinetic Blast + Trinity + Fire Penetration + Elemental Damage with Attacks + Returning Projectiles + Summon Sacred Wisps. Returning Projectiles is the clear engine — every KB shot travels out, detonates, and on return detonates again, doubling explosions on any non-pierced hit.

Damage conversion comes from Trinity: Eclipse Solaris adds pure fire, Wrath aura in the mainhand socket chain adds lightning to attacks, and cold damage arrives through jewel affixes — keeping all three resonances live turns Trinity into a substantial more-elemental multiplier. Precision aura plus the One With Nature tree keystone handle accuracy (3052 accuracy, 100% hit chance). The Deadeye ascendancy is still being filled in — Gathering Winds for tailwind stacks, Endless Munitions for an additional projectile, and Far Shot so KB's detonations scale up with distance — and the tree picks up Fusillade, Multishot, Piercing Shots, and Written in Blood. Wreath of Phrecia in the helmet converts increased Light Radius into area of effect and damage, and the pair of Lori's Lantern rings lock elemental resistances plus give the low-life damage-taken-unlucky safety net.

Defensive layers

Defence at this tier is the tier's weak point — 2.9k life, 4.9k evasion, only 24% spell suppress, and a grim -60% chaos resist. Elemental resists cap cleanly thanks to Lori's Lantern doubling up (+40% all-res between the two rings) plus resist rolls on body, gloves, boots, and belt. There's no endurance-charge or block layer yet; survival leans on Frenzy 4/4 from Mark On Hit + Sniper's Mark in the boots, the Steelskin + Sigil of Power + Lifetap guard setup in the helmet, and keeping distance with Far Shot + Quicksilver.

This is a classic glass-cannon early-mapping profile — EHP (8.2k) is well below the tier median (11.4k), but DPS (444k) is above the median (145k) because the KB + Returning Projectiles + Trinity engine already hits hard. The trade is intentional: Deadeye leans on mobility and range, not tanking.

What it feels like

Fast, skittish, and already deletes packs. Frostblink in the mainhand handles movement until Shield Charge is set up at endgame, and Quickstep stacks with 198% movement speed boots for zoomy clear. KB's detonation pattern with Returning Projectiles means standing slightly off-centre from a pack is usually enough — projectiles fan out, explode, return, and explode a second time on the way back. The build feels fragile on rippy maps (Beyond, Delirium) because there are no guard layers beyond Steelskin, but Sniper's Mark plus Endless Munitions means bosses die before they get too many tells off.

Passive tree (114 points)
Ascendancy
Focal Point Gathering Winds Endless Munitions Far Shot
Notables
QuickstepForces of NatureFocal PointCharismaWeapon ArtistryClever ThiefMultishotThrill of BattleFusilladeWritten in BloodHerbalismSurvivalistGathering WindsBlood SiphonInfused

The desktop app shows this tier's full tree on an interactive canvas.

Endgame L85–94


What to work on next
  1. The endgame pivot reshapes nearly every slot. Twin Eclipse Solaris wands are replaced by a crafted rare Prophecy Wand mainhand plus a rare Chiming Spirit Shield — the 6-link stays in the body armour. The Fledgling helmet arrives (43% -> 60% pick rate), Yoke of Suffering amulet unlocks the ailment-stacking identity, Headhunter anchors the belt for rare-monster buff theft, and Nimis goes in ring 2 to weaponise Returning Projectiles. Spellslinger + Tornado + Power Charge On Critical gets wired up for permanent Power charges.
  2. Swap the rare Prophecy Wand for a crafted Imbued/Prophecy Wand with +1 to Socketed Gems + +2 to Socketed Spell Gems for a stronger Spellslinger setup
  3. Layer Ancestral Vision in ring 1 once 100% suppress is secured — it converts the extra suppress into ~50% elemental ailment avoidance for self-shock/freeze safety
  4. Add a Watcher's Eye with Wrath crit-multi or Precision crit-chance — both auras are always running so the affix slots are free value
Signature items
The Fledgling
The Fledgling
Lacquered Helmet
Yoke of Suffering
Yoke of Suffering
Onyx Amulet
Headhunter
Headhunter
Leather Belt
Dying Sun
Dying Sun
Ruby Flask
Cinderswallow Urn
Cinderswallow Urn
Silver Flask
Main link
Summon Sacred WispsSummon Sacred Wisps
+VolatilityVolatility
+Elemental Damage with AttacksElemental Damage with Attacks
+TrinityTrinity
+Returning ProjectilesReturning Projectiles
+Kinetic BlastKinetic Blast
DPS
960.1k
EHP
23.4k
Life
2.8k
ES
1.6k

Stats measured in Path of Building at level 94, from the ladder data this guide is built on. Ladder median (n=217): 1.10M DPS · 23.1k EHP.

Full stats
Fire res
80%
Cold res
75%
Lightning res
75%
Chaos res
-18%
Block
23%
Spell block
18%
Spell suppression
83%
Phys reduction
8%
Life regen
0/s
Crit chance
88.1%
Crit multi
344%
Speed
5.45/s
Charges
3F / 4P
Str / Dex / Int
137 / 298 / 234
Full gear (18 items)
Vortex Bane Vortex Bane Weapon 1
Vortex Bane
Vortex Bane Weapon 1
Kinetic Wand

  • Cannot roll Caster Modifiers

  • Adds 18 to 308 Lightning Damage
  • Adds 83 to 155 Cold Damage
  • 18% increased Attack Speed
  • Can have up to 3 Crafted Modifiers (crafted)
  • 27% increased Critical Strike Chance (crafted)
  • Attacks with this Weapon Penetrate 13% Elemental Resistances (crafted)
Onslaught Call Onslaught Call Weapon 2
Onslaught Call
Onslaught Call Weapon 2
Harmonic Spirit Shield

  • 15% increased Spell Damage

  • +48% to Fire Resistance
  • 106% increased Spell Damage
  • 87% increased Energy Shield
  • +15 to maximum Mana
  • +46% to Lightning Resistance
  • 25% chance to Avoid Elemental Ailments (crafted)
The Fledgling The Fledgling Helmet
The Fledgling
The Fledgling Helmet
Lacquered Helmet

  • 198% increased Armour and Evasion
  • 31% increased Projectile Speed
  • 44% increased Projectile Damage
  • Projectiles cannot collide with Enemies in Close Range
  • Far Shot
Damnation Jack Damnation Jack Body Armour
Damnation Jack
Damnation Jack Body Armour
Necrotic Armour

  • 11% of Physical Damage from Hits taken as Lightning Damage
  • +25% to Critical Strike Multiplier for Attack Damage

  • +53 to Dexterity
  • +56 to Intelligence
  • +347 to Evasion Rating
  • 57% increased Evasion and Energy Shield
  • +80 to maximum Energy Shield
  • +45% to Cold Resistance
  • 20% increased Evasion and Energy Shield (crafted)
  • +19 to maximum Life (crafted)
Hate Palm Hate Palm Gloves
Hate Palm
Hate Palm Gloves
Infiltrator Mitts

  • Projectiles Pierce an additional Target
  • Gain 1 Rage on Attack Hit

  • +12% chance to Suppress Spell Damage
  • 13% increased Attack Speed
  • +28 to Evasion Rating
  • +102 to maximum Life
  • +46% to Fire Resistance
  • 70% increased Evasion and Energy Shield (crafted)
Victory Track Victory Track Boots
Victory Track
Victory Track Boots
Murder Boots

  • 22% chance to Avoid Elemental Ailments
  • 4% increased Action Speed

  • +48% to Cold Resistance
  • 83% increased Evasion and Energy Shield
  • +48% to Fire Resistance
  • +45% to Lightning Resistance
  • 30% increased Movement Speed
  • +51 to maximum Mana (crafted)
Yoke of Suffering Yoke of Suffering Amulet
Yoke of Suffering
Yoke of Suffering corrupted Amulet
Onyx Amulet

  • +10 to all Attributes

  • +17% to Fire Resistance
  • +18% to Cold Resistance
  • +25% to Lightning Resistance
  • 30% reduced Duration of Ailments on Enemies
  • 10% chance to Shock
  • Enemies take 10% increased Damage for each type of Ailment you have inflicted on them
  • Your Elemental Damage can Shock
Gale Knot Gale Knot Ring 1
Gale Knot
Gale Knot corrupted Ring 1
Amethyst Ring

  • +19% to Chaos Resistance

  • Adds 1 to 23 Lightning Damage to Attacks
  • 11% increased Cast Speed
  • +25 to maximum Energy Shield
  • +92 to maximum Life
  • +42% to Cold Resistance
  • +42% to Lightning Resistance
Pandemonium Eye Pandemonium Eye Ring 2
Pandemonium Eye
Pandemonium Eye Ring 2
Amethyst Ring

  • +23% to Chaos Resistance

  • Adds 1 to 41 Lightning Damage to Attacks
  • +192 to Accuracy Rating
  • 16% increased Global Accuracy Rating
  • +111 to maximum Life
  • 15% increased Light Radius
  • Non-Channelling Skills have -7 to Total Mana Cost (crafted)
Headhunter Headhunter Belt
Headhunter
Headhunter Belt
Leather Belt

  • +30 to maximum Life

  • +46 to Strength
  • +41 to Dexterity
  • +56 to maximum Life
  • 25% increased Damage with Hits against Rare monsters
  • When you Kill a Rare monster, you gain its Modifiers for 60 seconds
Thread of Hope Thread of Hope Jewel
Thread of Hope
Thread of Hope corrupted Tree Jewel
Crimson Jewel

  • Only affects Passives in Small Ring
  • Passive Skills in Radius can be Allocated without being connected to your tree
  • -10% to all Elemental Resistances
  • Passage
Lethal Pride Lethal Pride Jewel
Lethal Pride
Lethal Pride Tree Jewel
Timeless Jewel

  • Commanded leadership over 11632 warriors under Akoya
  • Passives in radius are Conquered by the Karui
  • Historic
Ancestral Vision Ancestral Vision Jewel
Ancestral Vision
Ancestral Vision corrupted Tree Jewel
Viridian Jewel

  • +5 to Dexterity
  • Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at 50% of their Value
Divine Life Flask
Divine Life Flask Flask 1

  • 21% increased Charges per use
  • 33% increased Amount Recovered
  • Grants Immunity to Bleeding for 7 seconds if used while Bleeding
  • Grants Immunity to Corrupted Blood for 7 seconds if used while affected by Corrupted Blood
Quicksilver Flask
Quicksilver Flask Flask 2

  • 24% increased Charge Recovery
  • 59% increased Evasion Rating during Effect
Dying Sun
Dying Sun Flask 3
Ruby Flask

  • 132% increased Charges per use
  • 51% less Duration
  • 18% increased Area of Effect during Effect
  • Skills fire 2 additional Projectiles during Effect
Cinderswallow Urn
Cinderswallow Urn Flask 4
Silver Flask

  • +17 to Maximum Charges
  • Recharges 5 Charges when you Consume an Ignited corpse
  • Enemies Ignited by you during Effect have Malediction
  • Enemies Ignited by you during Effect take 8% increased Damage
  • Recover 2% of Mana when you Kill an Enemy during Effect
Jade Flask
Jade Flask Flask 5

  • 60% increased Evasion Rating during Effect
All gem links (6 groups)
Weapon 2 3-link
  • Shield Charge Shield Charge L17
  • Faster Attacks Faster Attacks L20
  • Frostblink Frostblink L20
Body Armour 6-link Main link
  • Volatility Volatility L20
  • Elemental Damage with Attacks Elemental Damage with Attacks L20
  • Summon Sacred Wisps Summon Sacred Wisps L20
  • Trinity Trinity L20
  • Returning Projectiles Returning Projectiles L20
  • Kinetic Blast Kinetic Blast L21
Weapon 1 3-link
  • Power Charge On Critical Power Charge On Critical L21
  • Tornado Tornado L20
  • Spellslinger Spellslinger L20
Gloves 3-link
  • Lifetap Lifetap L20
  • Mark On Hit Mark On Hit L20
  • Sniper's Mark Sniper's Mark L20
Boots 3-link
  • Spellslinger Spellslinger L21
  • Sigil of Power Sigil of Power L20
  • Hydrosphere Hydrosphere L20
Helmet 4-link
  • Wrath Wrath L20
  • Enlighten Enlighten 4/13
  • Flesh and Stone Flesh and Stone L21
  • Precision Precision L20
How this stage plays (mechanics, defences)
Mechanics

The endgame KB body-armour 6-link swaps supports to match the new mainhand — Kinetic Blast + Elemental Damage with Attacks + Volatility + Increased Critical Damage + Greater Fork + Summon Sacred Wisps, with Trinity running in the shield as the 7th link. Volatility is the headline new support: it replaces Returning Projectiles because Nimis now does the returning for free, and Volatility's wider damage range combined with crit rolls through Increased Critical Damage lifts crit multi from 3.24 -> 4.57. Greater Fork adds two additional forked projectiles per hit, and because each fork detonates a KB explosion, explosion-count-per-shot stacks multiplicatively with Endless Munitions + Fusillade + the quiver-style projectile sources.

Yoke of Suffering is the damage pivot: its line "Enemies take 10% increased Damage for each type of Ailment you have inflicted on them" stacks with the 7% Shock chance it grants on-hit plus the amulet's "Your Elemental Damage can Shock." Freeze and Ignite land naturally from the Wrath/Trinity cold+fire output, so KB inflicts all three ailments and Yoke of Suffering compounds them into a triple-stacked damage multiplier. Spellslinger + Tornado in the shield auto-casts Tornado as a secondary projectile hazard, and Cast When Damage Taken-style Automation + Shield Charge + Faster Attacks in the gloves gives frictionless traversal. The tree picks up Forces of Nature, Weapon Artistry, Mark the Prey, Aspect of the Lynx, and Blood SiphonMark the Prey feeds Frenzy charges through the Sniper's Mark helmet link, and Forces of Nature adds the conversion multiplier Trinity thrives on.

Defensive layers

Defence finally catches up. 100% spell suppress is the centrepiece, earned from +22% on the body armour, +14% on the boots, and the shield base + tree suppress nodes. The Fledgling contributes 192% increased armour and evasion, +5.4k evasion, and the baked-in Far Shot doubles as a keep-them-away defensive layer (Projectiles cannot collide with Enemies in Close Range forces KB to detonate off-body). Headhunter's stolen rare-monster modifiers regularly include life-regen, attack-block, or damage-reduction procs that plug gaps situationally.

EHP 13.1k is still below the tier median (23.1k) because the reference keeps 3.2k life and skips layered armour — this is the build's defining trade. Chaos -49% remains rough but Progenesis-style flask progression typically covers the worst chaos hits (the aspirational tier picks it up explicitly). Flesh and Stone + Precision + Wrath reserve with Enlighten Lv3 to keep a mana pool for Spellslinger.

What it feels like

This is the KB deadeye power curve everyone remembers — screens vaporise. Nimis + Greater Fork + Endless Munitions fires KB projectiles in every direction that then fork outward, and each of those forked projectiles detonates its own area explosion. Headhunter buffs layer on kill, Power charges stay capped via Power Charge On Critical, and the Cast On Critical Strike-style interactions (at aspirational) start triggering auto-casts from crit. Mapping feel is the genre standard: walk forward, deflagration noise, whole screen is loot. Bosses die to the stacked Yoke of Suffering ailment multiplier plus Sniper's Mark focused-hit damage — the playstyle is offensive-first and stays offensive.

Passive tree (127 points)
Ascendancy
Focal Point Gathering Winds Endless Munitions Far Shot
Notables
Focal PointArcane GuardingCharismaClever ThiefMultishotFusilladeWritten in BloodHerbalismGathering WindsInfusedEndless MunitionsBlood DrinkerMark the PreyPrimeval ForceLethality

The desktop app shows this tier's full tree on an interactive canvas.

Aspirational L95–100


What to work on next
  1. The ladder-wide aspirational meta reverses the aura setup and lifts flask/jewel investment. Wrath drops from 84% -> 22% adoption and Hatred rises to 58% — cold-conversion now scales the signature chill-slow loop and feeds a Cinderswallow Urn (89% adoption) ignite-damage-amp loop. Dying Sun becomes near-mandatory (87%) for the +2 projectiles, Progenesis anchors flask defence, and Forbidden Flame + Forbidden Flesh allocate Avatar of the Wilds out-of-class. Lethal Pride + Thread of Hope sit in every aspirational tree, and the 4th ascendancy point goes into Focal Point.
Signature items
Piscator's Vigil
Piscator's Vigil
Kinetic Wand
Foulborn Esh's Mirror
Foulborn Esh's Mirror
Vaal Spirit Shield
Maloney's Mechanism
Maloney's Mechanism
Ornate Quiver
The Fledgling
The Fledgling
Lacquered Helmet
Replica Voidwalker
Replica Voidwalker
Murder Boots
Main link
Kinetic BlastKinetic Blast
+Elemental Damage with AttacksElemental Damage with Attacks
+VolatilityVolatility
+Increased Critical DamageIncreased Critical Damage
DPS
87.8k
EHP
9.3k
Life
2.8k
ES
1.4k

Stats measured in Path of Building at level 100, from the ladder data this guide is built on. Ladder median (n=83): 643.0k DPS · 27.2k EHP.

Full stats
Fire res
16%
Cold res
26%
Lightning res
17%
Chaos res
-40%
Block
24%
Spell block
0%
Spell suppression
86%
Phys reduction
6%
Life regen
0/s
Crit chance
73.4%
Crit multi
541%
Speed
3.86/s
Charges
3P
Str / Dex / Int
117 / 225 / 214
Full gear (19 items)
Piscator's Vigil Piscator's Vigil Weapon 1
Piscator's Vigil
Piscator's Vigil Weapon 1
Kinetic Wand

  • Cannot roll Caster Modifiers

  • No Physical Damage
  • 17% increased Attack Speed
  • 28% increased Critical Strike Chance
  • +391 to Accuracy Rating
  • Attacks with this Weapon have 108% increased Elemental Damage
  • Damage with Weapons Penetrates 5% Elemental Resistances
Foulborn Esh's Mirror Foulborn Esh's Mirror Weapon 2
Foulborn Esh's Mirror
Foulborn Esh's Mirror corrupted Weapon 2
Vaal Spirit Shield

  • +2 to Level of Socketed Projectile Gems

  • +28 to Intelligence
  • 179% increased Energy Shield
  • Shocks you inflict spread to other Enemies within 1.5 metres
  • Adds 1 to 10 Lightning Damage for each Shocked Enemy you've Killed Recently
  • Damage cannot be Reflected
Assassin Bow of Craft Assassin Bow of Craft Weapon 1 Swap
Assassin Bow of Craft
Assassin Bow of Craft corrupted Weapon 1 Swap
Assassin Bow

  • 3% increased Attack Speed

  • +26 to Strength (crafted)
Maloney's Mechanism Maloney's Mechanism Weapon 2 Swap
Maloney's Mechanism
Maloney's Mechanism Weapon 2 Swap
Ornate Quiver

  • Has 1 Socket

  • Has 2 Sockets
  • Trigger a Socketed Bow Skill when you Attack with a Bow, with a 1 second Cooldown
  • 10% increased Attack Speed
  • +51 to maximum Life
  • 5% chance to Blind Enemies on Hit with Attacks
The Fledgling The Fledgling Helmet
The Fledgling
The Fledgling Helmet
Lacquered Helmet

  • 198% increased Armour and Evasion
  • 42% increased Projectile Speed
  • 44% increased Projectile Damage
  • Projectiles cannot collide with Enemies in Close Range
  • Far Shot
Dread Wrap Dread Wrap Body Armour
Dread Wrap
Dread Wrap Body Armour
Necrotic Armour

  • Hatred has 27% increased Aura Effect
  • +21% to Critical Strike Multiplier for Attack Damage

  • +17% chance to Suppress Spell Damage
  • +228 to Evasion Rating
  • 118% increased Evasion and Energy Shield
  • +63 to maximum Energy Shield
  • +44% to Lightning Resistance
  • 17% increased Stun and Block Recovery
  • +20% to Fire and Cold Resistances (crafted)
Empyrean Hand Empyrean Hand Gloves
Empyrean Hand
Empyrean Hand Gloves
Sharkskin Gloves

  • +5% chance to Suppress Spell Damage
  • Adds 6 to 13 Fire Damage to Attacks

  • +25 to Dexterity
  • Adds 7 to 12 Fire Damage to Attacks
  • 14% increased Evasion Rating
  • +77 to maximum Life
  • +23% to Fire Resistance
  • +33% to Cold Resistance
  • 8% increased Stun and Block Recovery
Replica Voidwalker Replica Voidwalker Boots
Replica Voidwalker
Replica Voidwalker Boots
Murder Boots

  • +37 to Dexterity
  • 169% increased Evasion and Energy Shield
  • 30% increased Movement Speed
  • 10% increased Damage taken while Phasing
  • You have Phasing if you've Killed Recently
  • Projectiles Chain +1 times while you have Phasing
  • Celestial Footprints
Solstice Vigil Solstice Vigil Amulet
Solstice Vigil
Solstice Vigil Amulet
Onyx Amulet

  • Allocates Fury Bolts
  • +16 to all Attributes

  • 39% increased Damage
  • +52 to maximum Life
  • Regenerate 8.7 Mana per second
  • Gain Shaper's Presence for 10 seconds when you kill a Rare or Unique Enemy
  • Temporal Chains has no Reservation if Cast as an Aura
Death Rush Death Rush Ring 1
Death Rush
Death Rush Ring 1
Amethyst Ring

  • +20% to Chaos Resistance

  • Recover 4% of Life on Kill
  • Gain Adrenaline for 3 seconds on Kill
The Taming The Taming Ring 2
The Taming
The Taming Ring 2
Prismatic Ring

  • +10% to all Elemental Resistances

  • +21% to all Elemental Resistances
  • 10% chance to Freeze, Shock and Ignite
  • 44% increased Elemental Damage with Hits and Ailments for each type of Elemental Ailment on Enemy
Darkness Enthroned Darkness Enthroned Belt
Darkness Enthroned
Darkness Enthroned Belt
Stygian Vise

  • Has 1 Abyssal Socket

  • Has 1 Abyssal Socket
  • 83% increased Effect of Socketed Abyss Jewels
Behemoth Desire Behemoth Desire Jewel
Behemoth Desire
Behemoth Desire Tree Jewel
Large Cluster Jewel

  • Adds 8 Passive Skills
  • 2 Added Passive Skills are Jewel Sockets
  • Added Small Passive Skills grant: Wand Attacks deal 12% increased Damage with Hits and Ailments

  • Added Small Passive Skills also grant: +3% to Fire Resistance
  • 1 Added Passive Skill is Feed the Fury
  • 1 Added Passive Skill is Martial Prowess
  • 1 Added Passive Skill is Opportunistic Fusilade
Thread of Hope Thread of Hope Jewel
Thread of Hope
Thread of Hope Tree Jewel
Crimson Jewel

  • Only affects Passives in Massive Ring
  • Passive Skills in Radius can be Allocated without being connected to your tree
  • -13% to all Elemental Resistances
  • Passage
Hollow Bane Hollow Bane Jewel
Hollow Bane
Hollow Bane Tree Jewel
Searching Eye Jewel

  • Adds 15 to 27 Fire Damage to Attacks
  • +11% to Global Critical Strike Multiplier
  • +24 to maximum Life
  • 8 to 16 Added Cold Damage with Wand Attacks
Ancient Branch Ancient Branch Jewel
Ancient Branch
Ancient Branch Tree Jewel
Searching Eye Jewel

  • Adds 2 to 37 Lightning Damage to Attacks
  • 10 to 19 Added Fire Damage with Wand Attacks
  • 2 to 23 Added Lightning Damage with Wand Attacks
  • 8% increased Attack Speed if you've dealt a Critical Strike Recently
Sulphur Flask
Sulphur Flask Flask 3

  • 33% increased Charge Recovery
  • 44% increased Evasion Rating during Effect
Diamond Flask
Diamond Flask Flask 4

  • 30% reduced Duration
  • 25% increased effect
  • 45% increased Critical Strike Chance during Effect
Quicksilver Flask
Quicksilver Flask Flask 5

  • 38% increased Duration
  • 60% increased Evasion Rating during Effect
All gem links (7 groups)
Gloves 2-link
  • Sniper's Mark Sniper's Mark 20/20
  • Lifetap Lifetap L21
Helmet
  • Hatred Hatred L21
Weapon 1 3-link
  • Tornado Tornado L1
  • Power Charge On Critical Power Charge On Critical 20/20
  • Spellslinger Spellslinger 20/20
Body Armour 4-link Main link
  • Elemental Damage with Attacks Elemental Damage with Attacks 20/23
  • Volatility Volatility 20/20
  • Increased Critical Damage Increased Critical Damage 20/23
  • Kinetic Blast Kinetic Blast 20/20
Boots 3-link
  • Faster Attacks Faster Attacks 21/20
  • Frostblink Frostblink 20/20
  • Shield Charge Shield Charge 3/20
Weapon 2 2-link
  • Hydrosphere Hydrosphere 1/23
  • Spellslinger Spellslinger 20/23
Weapon 1 Swap
  • Spellslinger Spellslinger 20/20
How this stage plays (mechanics, defences)
Mechanics

The reference character in this tier is actually a Lightning Arrow bow Deadeye — a common ladder pivot once an archer reaches Headhunter + Nimis — but the ladder-wide KB meta at L95-100 still runs wand+shield. Across the tier's 83 builds, the damage ceiling comes from stacking projectile-count multipliers rather than gem swaps: Dying Sun's "Skills fire 2 additional Projectiles during Effect" stacks with Endless Munitions, Greater Fork, and Multishot, so KB can detonate 12+ explosions per click during flask uptime. Volatility (93%) and Greater Fork (90%) have displaced Returning Projectiles + Summon Sacred Wisps from the mid-tier because Nimis covers returning for free and the cast-time cost of Sacred Wisps' summon is worse than Volatility's damage scaling at this point.

The Taming in ring 2 (replacing the Nimis + rare pairing) supplies +44% increased Elemental Damage with Hits and Ailments per ailment type on enemy — stacking with Yoke of Suffering's 10%-per-ailment line for a compounding damage shelf (~162% more against triple-ailmented enemies). Foulborn Esh's Mirror (82%) locks in a Shocked Ground debuff, and Headhunter reaches 78% adoption because the projectile clear speed makes rare-killing practically free. Focal Point (the 4th Deadeye point) turns marks into area debuffs, and the Forbidden Flame/Forbidden Flesh pairing allocates Avatar of the Wilds for elemental ailment scaling. Precision stays at 35% adoption as a residual accuracy layer, and Vaal Haste gives burst windows on demand.

Defensive layers

EHP climbs to 27.1k at the median — near double the endgame reference — built on 100% suppress, evasion stacking (the reference hits 18k evasion with Hyrri's Ire territory rolls), and Progenesis's "25% of life loss from damage taken occurs over 4 seconds instead" smoothing out one-shots into DoTs the build can heal through. Cinderswallow Urn adds 2% life on kill during effect on top of 8% damage amp vs ignited. Chaos resist climbs to -24% (vs -49% at endgame) as the tree investment finds room for Thick Skin + Survivalist. Fire 86% / Cold 82% / Lightning 81% with massive over-caps covers elemental reflect and curse safely.

Ghost Dance keystone (64% of the tier) replaces spell suppress with recouping evasion on hit — a common upgrade once the suppress floor is already at 100%, turning excess suppress investment into layered mini-heals. The build still has no endurance charges and no block, so physical hits still rely on evasion + Progenesis + life pool. The defensive identity is "don't get hit" rather than "absorb hits."

What it feels like

Ludicrous screen-clear, buff-stacking chaos. Headhunter procs chain across every rare in Breaches and Legions, Dying Sun up + Vaal Haste up means KB's 2-additional-projectile window explodes into double-digit explosions per click, and Forbidden Flame/Forbidden Flesh Avatar of the Wilds keeps the ambient buff ticking. Cinderswallow Urn recovers charges on ignited corpses — which KB supplies by default — so the flask is essentially permanent. Boss kills come from Mark the Prey + Focal Point mark AoE + stacked ailments; the wand feels slower per-shot than the endgame tier (4.67 aps vs 5.21) but the per-shot payload is vastly heavier due to the The Taming + Yoke of Suffering compounding and Hatred's cold conversion.

Passive tree (116 points)
Keystones
Ghost Dance
Ascendancy
Gathering Winds Endless Munitions Far Shot Ricochet
Notables
Arcing BlowsCharismaClever ThiefPhysiqueMultishotFusilladeWritten in BloodHerbalismGathering WindsBlood SiphonPrimal SpiritEndless MunitionsBlood DrinkerPrimeval ForceIntuition

The desktop app shows this tier's full tree on an interactive canvas.

Ask about this build

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