Leveling L1–68
- Act 1: run Caustic ArrowBuy Caustic Arrow from Nessa after Hillock if you find a cheap bow — easiest leveling option for any Duelist-side projectile build. Alternative is Lancing Steel (buy from Nessa at L12) for the dual-wielding dagger feel. Pierce Support from Brutus widens the caustic lane. Dash (quest reward Medicine Chest) is your travel skill until Flame Dash arrives. Clarity at level 1 for mana sustain. Grab a Quill Rain if one drops — Champion has no ranger-side accuracy scaling, so raw attack speed on the weapon matters a lot.
- Act 2: run Caustic ArrowPick up Herald of Ice from Yeena and Void Manipulation Support for the 4-link. Slot a Cast when Damage Taken Support + Steelskin at L10 for panic defense. Take "Kill all bandits" for +2 passives — the passive points beat every bandit reward for Champion, who wants dense life + armour cluster pathing. Start pathing toward the Duelist attack + life cluster on the tree.
- Act 3: run Caustic ArrowFlame Dash from the Library replaces Dash. Sniper's Mark from Yeena is your single-target curse. Precision at low level for accuracy — Champion has no native accuracy scaling, so this aura stays on the whole build. Do Lab 1 at the end of Act 3 and take First to Strike, Last to Fall — the low-life adrenaline + full-life crit bonus both apply to wand attacks even though the ascendancy is Duelist-flavored.
- Act 4–5: run Tornado ShotOptional bow bridge. Swap to Tornado Shot once you find a decent rare bow — it clears faster than Caustic Arrow at L40+ and teaches the projectile-overlap playstyle Kinetic Fusillade shares. Greater Volley Support (3.28 Exceptional Support, replaces GMP) is the main clear scaler. Do Lab 2 in Act 5 and take Conqueror — the "more damage dealt" clause and intimidate on hit both apply to wands. Conqueror's melee fortify clause does NOT apply — you get permanent fortify from Fortitude in Uber Lab.
- Act 6 — wand swap: run Kinetic FusilladeThe transition. Lilly Roth sells Kinetic Fusillade. Swap to a rare wand (vendor-recipe magic wand + topaz/sapphire/ruby + Whetstone → guaranteed added elemental damage). Reserve Wrath from the Act 6 quest reward — your hits are now lightning-dominant via Added Lightning Damage Support, so Wrath roughly doubles the scaling. Pierce Support is mandatory — the rapid volley still fires individual projectiles that must reach past trash. Inspiration Support for mana sustain + the crit buff.
- Act 7–9: run Kinetic FusilladeSwap Sniper's Mark to Assassin's Mark once your wand has crit chance — the crit multi is a huge boss-damage bump, and Champion has no native crit scaling (unlike Inquisitor's Righteous Providence) so every bit of crit multi matters. Do Lab 3 in Act 9 and take Worthy Foe — the "marked enemies take more damage" clause is the build's boss-kill engine (and the "cannot evade" clause means you reliably hit evasive bosses). Push for 75% resist on all elements before entering maps.
How leveling works
Kinetic Fusillade on a Champion is the "tank wander" of the family — you trade the raw damage ceiling of Deadeye or the attack-speed identity of Warden for permanent fortify uptime, mark-target damage amplification via Worthy Foe, and the defensive buffer of First to Strike, Last to Fall's adrenaline on low life + crit bonus on full life. The build clears maps slower than a pure-damage wander but dies roughly never, which is a tradeoff many players happily take.
Kinetic Fusillade itself is a transfigured Kinetic Blast that fires a volley of fast projectile hits in rapid succession — repeated small explosions over a short duration, as opposed to Kinetic Blast of Clustering's single tight clump or base Kinetic Blast's three scattered explosions. It scales on attack speed, projectile damage, and your wand's converted damage type. On Champion, the damage engine is Wrath + crit wand + Worthy Foe's "damage taken" debuff on marked targets (a straight damage multiplier on bosses), not ascendancy-native scaling. The tradeoff is flat defensive value the other ascendancies don't get.
Leveling is Lancing Steel or Caustic Arrow through Acts 1–3 (Champion has Duelist-side starting nodes, so either attack skill works — Lancing Steel is the canonical Duelist leveling projectile, Caustic Arrow is the easier option if you find a bow), then swap to Tornado Shot on a bow through Act 4–5 if you want the projectile-overlap practice, then the wand + Kinetic Fusillade swap at Act 6. The Champion ascendancy order is First to Strike, Last to Fall (Lab 1, the adrenaline-on-low-life + crit-on-full-life notable — both sides of the life bar are covered) → Conqueror (Lab 2, fortify on melee hit is not relevant for a wand build but the secondary clauses — "you deal more damage" and the intimidate on hit — are) → Worthy Foe (Lab 3, marked targets take more damage and cannot evade — a huge boss multiplier) → Fortitude (Uber Lab, permanent fortify regardless of whether you're meleeing — this is the one that makes Champion's tankiness work for a wand build).
The endgame defensive identity is permanent fortify (20% reduced physical damage taken) + armour/life rare chest + 75% resist caps, with evasion on boots/gloves as a secondary layer. No keystone tricks — Champion wander is a straightforward life + armour chassis. The build really wants The Taming ring as an endgame piece because Champion stacks status ailments well and The Taming multiplies ailment damage, but that's a red-maps purchase.
Do not sink currency into leveling uniques. Goldrim, Wanderlust, and a Tabula Rasa if cheap. Otherwise rare life + resist gear all the way.
Gear while leveling
- · Wand: vendor-recipe magic wands (magic wand + topaz/sapphire/ruby ring + Blacksmith's Whetstone → guaranteed added elemental damage) through the Act 6 pivot. The endgame target is a rare crit wand (Profane Wand / Imbued Wand / Tornado Wand) with attack speed, flat added lightning damage to attacks, and crit chance.
- · Off-hand: second wand for dual-wield attack speed (the endgame endpoint), or a rare shield with life and resists during leveling if you need the buffer.
- · Body armour: Tabula Rasa if cheap — the 6-link trivializes the transition. Otherwise a 4-link armour or hybrid armour/evasion chest with life and resists. Endgame is a 6-link rare with life, resists, and ideally "increased armour and life" mod.
- · Helmet: Goldrim through Act 5. Rare with life + three resists once available. A Devoto's Devotion is a mid-budget upgrade for the attack speed + movement speed if you find one cheap.
- · Gloves: life, resists, attack speed. Maligaro's Virtuosity at L21 is a cheap crit multi boost if found.
- · Boots: Wanderlust through early acts. Rare with movement speed + life + resists by Act 6. Endgame often gets a crafted pair with "cannot be chilled" or "cannot be frozen" implicit.
- · Rings/amulet: life + resists with attribute patches. Le Heup of All covers stat requirements cheaply. The Taming is the endgame damage ring — a red-maps purchase, not leveling gear.
- · Belt: Heavy Belt or Leather Belt with life and resists. Rustic Sash later for the flat physical damage implicit if you convert to physical-scaling KFus.
- · Flasks: life flask with bleed removal, mana flask (mandatory before Inspiration Support), quicksilver with "of Adrenaline", granite + iron skin, and a diamond flask once affordable. Champion specifically benefits from a jade flask for the evasion buffer on top of fortify.
Weapon progression
Acts 1–5 use any bow or magic wand with added elemental damage. Vendor-recipe magic wands (magic wand + topaz/sapphire/ruby ring + Whetstone → guaranteed added elemental damage) through Acts 1–3 for Caustic Arrow, then optionally a rare bow for the Tornado Shot bridge in Act 4–5.
Act 6 pivots firmly to wands. Re-run the vendor recipe every 4–6 levels on a fresh base. A Quill Rain is a budget attack-speed-heavy alternative if you can't craft a good base yourself, but vendor-recipe wands usually beat it by L60+.
The endgame target is a rare wand with attack speed, two "added damage" prefixes (flat lightning + flat cold or flat physical), crit chance, and ideally "+1 to level of all projectile gems" on a high-base-crit Imbued Wand or Profane Wand. Champion has no native crit ascendancy scaling, so crit chance on the weapon and cluster jewels matters more than for an Inquisitor or Assassin wander. Red-maps-and-beyond crafted item — get to maps on vendor-recipe wands first.
Tree to aim for (by level 90)
Watch out for
- ! Conqueror's fortify-on-melee-hit clause does NOT apply to wand attacks — wands are not melee. You get permanent fortify only from Fortitude in Uber Lab. Before L68, you're playing without the ascendancy's signature defensive layer, which means Champion feels worse than, say, Warden during the campaign. Push through it.
- ! Worthy Foe's "marked enemies take more damage" is a straight multiplier ONLY on marked targets — you need Sniper's Mark or Assassin's Mark applied for the bonus. If you use a non-mark curse like Elemental Weakness, Worthy Foe does nothing. Stay on marks.
- ! Pierce Support is mandatory for Kinetic Fusillade — the rapid volley still fires individual projectiles that must reach past trash. Without pierce, the skill stops dead on the first mob in the lane.
- ! Greater Volley Support is the 3.28 Mirage Exceptional Support replacing Greater Multiple Projectiles (GMP no longer exists). Tradable, around 1 divine week one, few chaos week two. Essential for clear density.
- ! Champion's tankiness is real but is NOT free — you still need 75% resist caps, a life pool over 4.5k, and sensible flask management. fortify is a 20% physical damage reduction, nothing else. A Champion wander dies to unmitigated elemental hits the same as any other wander.
- ! The Taming is a massive endgame damage ring because Champion stacks status ailments (shock, freeze, ignite) naturally via the elemental wand damage. Save for it after league start — prices usually drop to affordable by week two.
- ! Champion has no native crit or accuracy ascendancy scaling. This means your wand matters MORE than on ascendancies with built-in crit (Inquisitor, Assassin) or attack speed (Warden). A mediocre wand cripples Champion in a way it doesn't cripple Deadeye. Budget for the weapon upgrade earlier.
Early Mapping L70–84
- Fill the fourth ascendancy node — Conqueror is the standard Champion endgame pick for Fortify effect + attribute scaling
- Swap Beacon of Madness boots for rare Shagreen or Harpyskin boots once evasion + suppress + resists can roll simultaneously — the Beacon is a leveling piece
- Pick up Timeclasp moonstone ring (48% endgame meta) — the skill-effect-duration reduction cycles totems faster and the Temporal Chains immunity is free
Full gear (16 items)
All gem links (7 groups)
How this stage plays (mechanics, defences)
Early-mapping Champion at L83 already commits to the defensive Champion identity — the reference runs Wilma's Requital helmet, Warped Timepiece amulet (50% early-mapping meta), Beacon of Madness boots (Grants Level 1 Embrace Madness Skill for 20% chance to deal Double Damage while affected), and Perseverance vanguard belt (Melee Hits which Stun Fortify, You have Onslaught while Fortified). The main 5-link in body armour is Kinetic Fusillade + Added Lightning Damage + Inspiration + Less Duration + Ballista Totem. Wilma's Requital's "Ancestral Bond" implicit provides the built-in keystone — the player doesn't need to allocate it from the tree, saving 2 points.
The damage identity is standard ballista with Rain of Splinters (+2 totem projectiles in the crimson jewel slot) and Wrath + Anger + Determination as the aura stack. 84% early-mapping Wrath / 84% Anger pickrates confirm both auras are non-negotiable. Flame Wall + More Duration + Determination in the off-hand is both a damage amplifier (totems shoot through the flame wall for added flat fire) and the primary aura slot. The helmet carries Grace + Conductivity + Enhance + Temporal Rift — Temporal Rift is a niche choice (rewinds the player's position and life state) that pairs with the low-life-triggered Adrenaline from First to Strike, Last to Fall.
Ascendancy at this tier is First to Strike, Last to Fall + Fortitude + Worthy Foe. Fortitude delivers permanent Fortify (20% less damage taken from hits) once you melee-hit an enemy — Shield Charge maintains this. Worthy Foe applies a mark-adjacent debuff to bosses that amplifies damage dealt. The fourth ascendancy node fills in at endgame.
The reference's defensive profile at L83 is already extreme. 38.7k EHP (tier median is 15.2k) from 3.6k life + 16.3k armour + 20.1k evasion (dual-mode with Iron Reflexes converting evasion to armour if picked). 76% physical damage reduction — at L83 this is already capping-tier. 87% spell suppression + 43% suppression effect is a near-full suppress stack. 48% attack block + 12% spell block via the Thorium Spirit Shield (+1 totem, +6% all res, +139 life). Resistances cap at 75/75/75 with +65% cold overcap from Beacon of Madness's fire/cold line. Chaos res is -16% — the soft spot at this tier, handled by pantheon and flasks. Perseverance's "Melee Hits which Stun Fortify" + "You have Onslaught while Fortified" stacks movement speed and attack speed for free. Pantheon is Arakaali + Ralakesh.
Ballista-totem pace with an unusually aggressive defensive identity. Shield Charge + Faster Attacks maintains Fortify uptime; the character hits into packs before planting totems, which is opposite to the Hierophant's stand-back-and-plant rhythm. Embrace Madness (auto-triggered by Beacon of Madness) buffs crit while increasing incoming damage — the 36% less phys/chaos taken while Sane / 52% more crit while Insane swing on Doppelganger Guise isn't present on this reference, but the Beacon of Madness version delivers similar tempo. Totems fire, mark-on-hit auto-applies Sniper's Mark (+30% projectile damage taken), player Shield Charges to next pack. Single-target is slower than Deadeye or Hierophant at the same budget.
Passive tree (114 points)
The desktop app shows this tier's full tree on an interactive canvas.
Endgame L85–94
- Endgame swaps to Saffell's Frame branded kite shield (+4% to all max res + spell block) and The Gull raven mask helmet (on-kill shrine buffs for 75% increased Shrine effect). The Wilma's Requital built-in Ancestral Bond is dropped — the endgame reference allocates the keystone from the tree and uses rare helmet slots for offensive rolls. Magebane (62% endgame), Versatile Combatant (59% endgame), Iron Reflexes (57% endgame) replace most of the early-mapping tree's defensive anchors. Darkness Enthroned stygian vise + dual Searching Eye abyss jewels becomes the belt of choice.
- Swap Saffell's Frame back to a rare Crested or Ezomyte Tower Shield with Versatile Combatant to unlock dual 75/75 block — the highest block ceiling in the ballista archetype
- Craft a Crystal Belt with chaos res + life + resistance rolls to replace Darkness Enthroned once the abyss jewel scaling plateaus
- Pick up Stormshroud viridian jewel (53% aspirational meta) for 9% increased Global Critical Strike Chance + ailment-avoidance-to-all-ailments conversion
Full gear (20 items)
All gem links (5 groups)
How this stage plays (mechanics, defences)
DPS climbs to 429k — notably lower than Hierophant's endgame ~400k median or Deadeye's 2.65M median, reflecting Champion's weaker offensive ceiling. Tier median is 415k, so the reference is at-median. The 6-link becomes Kinetic Fusillade + Volatility + Returning Projectiles + Less Duration + Greater Multiple Projectiles + Impale, with Invert the Rules (29% aspirational meta) sitting as a 7th socket for its flip-a-stat-bucket multiplier. Volatility is the 3.28 Exceptional support that trends positive for crit-capped builds. Returning Projectiles doubles effective hit count off walls. Impale is a Champion-flavoured choice — impale stacks on boss hits layer additional damage over time.
Watcher's Eye prismatic jewel (29% endgame meta) contributes +1.39% Fire Damage Leeched as Life while affected by Anger, 37% increased Cooldown Recovery Rate of Movement Skills used while affected by Haste, Gain 24% of Physical Damage as Extra Fire Damage while affected by Anger. The Anger WE is the defining offensive jewel for Champion at this tier — it bridges the damage gap vs Hierophant/Deadeye by multiplying the Wrath+Anger aura stack. Timeclasp moonstone ring + rare two-stone ring replaces early-mapping's plain-rare setup. Fertile Mind cobalt jewel (57% endgame) converts Dex-to-Int in radius — specifically to feed Wrath scaling via Int and satisfy Warped Timepiece's Int requirement. 61% endgame Elemental Damage with Attacks support meta share is unique to Champion — the rest of the ballista archetypes dropped this support in favour of Void Manipulation or Summon Sacred Wisps.
Rain of Splinters (43% endgame) provides the +2 totem projectiles; Lethal Pride (35% endgame) conquers a Marauder-adjacent cluster with Karui nodes; Replica Hyrri's Ire (34% endgame) zodiac leather body armour adds +30% spell suppression + 15 to 311 Added Lightning Damage with Wand Attacks for both defensive and offensive layering. Cowards' Wail ezomyte tower shield (37% endgame) grants Unwavering Stance + spectral totems on death for free totem redundancy. Ascendancy completes with Master of Metal (impale and armour bonus) as the fourth node.
EHP drops slightly to 36k — the reference is below the tier median of 39.7k, because the gear shift from Beacon of Madness + Perseverance early-mapping mix into more offensive rare pieces trades some defensive stacking for damage. 3.6k life, 22.3k evasion, 6.1k armour. 52% spell block via Saffell's Frame (Cannot Block Attack Damage) — the shield commits fully to spell block, and attack block drops to 0%. This is a niche trade-off; most Champion endgame builds keep a Crested Tower Shield instead for dual block. 63% physical damage reduction from armour + 3 endurance charges. 0% spell suppression — interestingly dropped from early-mapping's 87%, because Iron Reflexes converts evasion to armour and the reference prioritises armour over suppression at this tier. Resistances overcap at +23/+120/+46 — the cold overcap of 120% is unusually high due to Saffell's Frame's "+27% all res" line combined with layered rare cold rolls. Chaos res is +31%. Pantheon is Solaris + Abberath.
Totem-and-charge rhythm with permanent Fortify uptime. Shield Charge + Faster Attacks + Lightning Warp + Faster Casting + Inspiration in the weapon covers dual mobility — Shield Charge for Fortify maintenance, Lightning Warp for positioning past walls. Corrupting Fever + Transfusion + Mark On Hit + Sniper's Mark in the helmet auto-applies the boss mark and generates corrupting-fever bleed stacks (20% more physical damage over time per stack) for a secondary damage layer. Automation + Convocation in the boots handles minion positioning if any are active. The feel is steady-tempo mapping with tanky reassurance — compared to Hierophant this is faster at clearing trash because Shield Charge is more aggressive, but slower at single-target because the damage ceiling is lower.
Passive tree (125 points)
The desktop app shows this tier's full tree on an interactive canvas.
Aspirational L95–100
- Aspirational completes the Str-adjacent pivot. Wilma's Requital returns on the reference at +2 Level of Socketed Aura Gems for super-powered Wrath + Anger auras. Replica Hyrri's Ire (62% aspirational) locks in the suppress + added-lightning chest. Doedre's Tenure gloves (+48 Int + 100% increased Spell Damage + 19% reduced Cast Speed) become the gloves of choice — the 19% cast speed penalty is irrelevant for a ballista build that doesn't self-cast. Cowards' Wail ezomyte tower shield returns with Unwavering Stance + spectral totems on death. Supreme Ostentation (transformed from Elemental Equilibrium via Impossible Escape viridian jewel) is the odd keystone on the reference.
Full gear (20 items)
All gem links (12 groups)
How this stage plays (mechanics, defences)
Aspirational median DPS is 4.25M — lower than Hierophant's ~7M median and dramatically lower than Deadeye's 56.5M median. The reference's 406k DPS is below median, indicating this specific reference is mid-build. Median EHP is 78k. The 6-link is Kinetic Fusillade + Less Duration + Ballista Totem + Invert the Rules + Volatility + Greater Volley, with 100% Less Duration / 97% Greater Volley / 55% Ballista Totem / 52% Volatility / 52% Elemental Damage with Attacks / 40% Summon Sacred Wisps / 36% Increased Critical Damage / 29% Invert the Rules meta share. Invert the Rules is a Champion-specific pick — the flip-a-stat-bucket mechanic re-rolls against modifier pools that Champion's tree doesn't touch by default.
Watcher's Eye (83% aspirational) is the single biggest damage jewel — the Anger + Haste crit/leech/cooldown lines stack per-aura. Timeclasp (74% aspirational) moonstone rings (often doubled via Kalandra's Touch) double the skill-effect-duration reduction and attack/cast speed. Replica Hyrri's Ire + Stormshroud + Foulborn The Blue Nightmare jewel (48% aspirational) stack suppress and avoidance to full. Rain of Splinters (53% aspirational) stays for the +2 projectile multiplier. Screams of the Desiccated (39% aspirational) jewel adds chaos damage conversion + chaos res — the combination of Screams + Replica Alberon-style chaos scaling is a Champion-adjacent aspirational pivot. Tree notables expand to Primeval Force, Nature's Concoction, Avatar of the Hunt for flasks, elemental scaling, and ranger-adjacent damage.
EHP drops to 28k on the reference — below the tier median of 78k, indicating this specific character is intentionally more offensive than median. Mainline aspirational Champions sit at 78k+ EHP through 4k life median + stacked armour/evasion + block. 100% spell suppression on the reference via Replica Hyrri's Ire + tree. 65% attack block + 33% spell block. 59% physical damage reduction. Resistances cap at 75/75/75 with +24% chaos res. Impossible Escape viridian jewels (Passage mechanic — pathing via keystone radius without connection to the tree) appear twice in aspirational builds for alternate keystone allocation. Tempest Shield (47% aspirational) adds block-on-hit lightning. Pantheon is Brine King + Abberath.
Peak Champion ballista identity. Plant four totems, Shield Charge into next pack, Fortify stays permanent, Adrenaline triggers on low-life moments for burst attack speed. Molten Strike in weapon swap (x3 on the reference) is a stored damage skill for zero-aim totem-free clearing — the Champion's melee identity leaking through. Corrupting Fever + Brutality + Lifetap in weapon 2 maintains a bleed-degen afterburn on bosses. Arcanist Brand + Tornado auto-curse maintenance. Frenzy + Greater Volley + Power Charge On Critical + Culling Strike in boots generates charges and finishes low-life bosses. The feel is relaxed, tanky, slightly slower than Hierophant or Deadeye — which is the Champion trade-off.
Passive tree (124 points)
The desktop app shows this tier's full tree on an interactive canvas.