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PoE 2 Build

[0.5] Zoo Companion Huntress - League Starter

presentationHuntress
presentationSpirit Walker
Starter
0.5 RotA
SSF
Creator
Updated on Jun 8, 2026
Jun 8, 2026

Build Overview

This Companion Huntress build focuses on levelling utilising the power of Companions through the new Spirit Walker Ascendancy.

Check How It Plays below to learn how this Companion Huntress smashes it's way to the Endgame Content.

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Endgame Guide: T15+ Immortal Zoo Companion Huntress

Strengths and Weaknesses

  • Easy Starter
  • Beginner Friendly
  • Companion Build
  • Can't Access Companions Until Act 2
  • Can't Face Tank Damage Early On

Build Variants

This build is designed to get you from the start of a fresh league all the way through to mapping. It's more of a guideline of how to get there rather than an exact blueprint. Enjoy.

Pre-Requisites

  • Reach approximately Level 64.
  • Reached the Endgame.
  • Unlocked 4x Ascension Points from Trial of Sekemas and Chaos Trials
  • 74 Intelligence (minimum)
  • 74 Dexterity (minimum)
  • Completed the Campaign

Overview

We are now at the start of the Endgame and are looking to expand our Zoo Power.

The first thing you'l be looking to do is to get hold of the 3rd Ascension Nodes. This will require a Level 60+ Sekema's Trials Key so if you don't have one you will need to acquire one before you can run it.

Your 3rd Ascension The Catha's Balance will provide a huge boost to your Minions' Damage for the start of Mapping.

First thing to look for after this is the Sylvan's Effigy as this unlocks the ability for us to have Unlimited Companions so long as we have enough Spirit to support them and they are all of a different type.

This allows us to remove Trusted Kinship as we have bypassed it's benefit at this point.

Note: Sylvan's Effigy is a Level 78 (Discipline 18+) Sceptre and is a very rare drop so you may not see one before getting to Higher Level Maps.

Once the Sylvan's Effigy is obtained you gain access to the Alpha Wolf and Wolf Pack so our Zoo is well under way.

We can look to go into Companions as our primary damage at this point and we can play as Support to them so we will look to bolster our Defences and Support Capabilities where we can.

Note: This build can easily go to T15+ Maps without the Sylvan's Effigy it just takes it to the next level

Campaign Rewards

This are all mapped out below.

Equipment

item
2
item
6
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10
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1
item
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3
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Equipment Priority
+10

Overview

The above stats are by no means an exact blueprint of what the build requires. The Eye Symbol when you Highlight an item in the Equipment above signals the Stats you should Look To Prioritise First.

You won't reasonably get items with the above stats before level 6 so just get the best you can. The below covers the overall Stat Priorities for this stage of the game:

Attribute Priority

  • Dexterity
  • Intelligence (As Required)
  • Strength (As Required)

Stat Priorities

  • Movement Speed
  • Minion Skills
  • Maximum Life
  • Attributes (Dexterity, Strength, Intelligence)
  • Elemental Resistances (Fire, Lightning, Cold)
  • Chaos Resistance
  • Increased Evasion Rating
  • Gain Deflection Equal To X% of Evasion Rating

Mobility

Movement Speed should be your absolute priority #1 when starting out a new character.

This allows you to move and attack better as well as stay away from groups of enemies trying to swarm you and avoid big attacks from bosses.

Your life will be forever better when you have Movement Speed on your Boots.

Offence

Offence can be scaled in many ways but early on you can look for the following:

  • Physical Damage (On weapon through The Catha's Balance)
  • Minion Ranks

For Mana Sustain you can rely on you basic Mana Pool and Mana Flask early on but any additional Mana Affixes will make this less of an issue.

After this the Levelling Passive Tree Trail will scale your damage so you can focus on defences and utility on your gear.

Defence

I'd highly recommend stacking Maximum Life along with as much resistances as you can get hold of.

Evasion will be your primary source of defence on this build so we want to stack it where ever we can.

You can reasonably stack Evasion along with Maximum Life to stay alive so long as you have some amount of Resistances.

I can't emphasise enough how important Resistances are for staying alive so make sure to prioritise this where you can.

It's also important to note that Deflection begins to be a big part of your Endgame survivability so we start to stack that multiplying off our Evasion.

Offhand

The recommended offhand item now we have started to build our army of Companions is a Sceptre which allows us access to Buffs to our Companions as well as Increased Spirit.

Flasks

I would take whatever flasks have the highest heal amount over the shortest time and not worry about these too much else early on.

Charms

We swap over to taking Charms that combat the various different Damage Over Time mechanics in the game at this point.

We will have so much Evasion and Deflection that Hit Damage becomes far less dangerous to us than DoT Damage which completely bypasses our main layer of defence.

The following Charms will be very useful:

    • Ruby Charm
    • Antidote Charm
    • Staunching Charm

If you come across any of the following Unique Charms you can use these instead:

    • Beira's Anguish
    • Arakaali's Gift
    • Sanguis Heroum

Uniques

Sylvan's Effigy

      • Unlocks the power of the Entire Zoo (See Endgame Guide for further details)

Meginord's Girdle

    • Useful for reaching Strength Requirements early as well as granting a bit of Cold Resistance.

Jewel Stat Priorities

Sapphire

    • Minions have +X% Elemental Resistance.
    • Increased Presence Area of Effect
    • Increased Area of Effect

Emerald

    • Companions Have X% Increased Damage
    • Companions Have X% Increased Maximum Life
    • Increased Evasion Rating
    • Increased Magnitude of Shock You Inflict
    • Increased Chance To Inflict Ailments
    • Increased Elemental Ailment Threshold

Ruby

    • Minions have X% Additional Physical Damage Reduction

Skill Gems

Support Gem Requirements:

Str 50

Dex 50

Int 80

1

Entangle

Level 1

supportupheavalplayer
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2

Wild Protector

Level 13

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3

Tame Beast

Level 13

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4

Tame Beast

Level 13

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5

Skeletal Cleric

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6

Wind Dancer

Level 13

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7

Malice

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8

Ball Lightning

Level 11

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9

Lightning Warp

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10

Sniper's Mark

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Gem Priority
+32

Skill Gem Overview

A detailed explanation of the skill gems and their various support gems is down below in the How It Works section, so be sure to check that out for a better idea of gem selection and progression.

Note: The attribute requirements are just above the skill gems.

Gem Upgrade Priority

  1. Tame Beast (Mighty Silverfist)
  2. Tame Beast (Quadrilla)
  3. Sniper's Mark

Spirit Gem Upgrade Priority

  1. Wind Dancer

Gem Socket Priority

Jewellers Orbs

  1. Tame Beast
  2. Sniper's Mark
  3. Skeletal Cleric
  4. Ball Lightning
  5. Lightning Warp
  6. Wind Dancer
  7. Entangle

Tame Beast

Quadrilla

    • Location: Jungle Ruins
    • Requires: Tame Beast
    • Cost: 42.3% Spirit (Before Reductions)
    • Support Gems: Meat Shield II, Loyalty, Rage III, Minion Mastery

Mighty Silverfist (Unique Boss)

    • Location: Jungle Ruins
    • Requires: Tame Beast + The Natural Order
    • Cost: 47.4% Spirit (Before Reductions)
    • Support Gems: Muster, Armour Break II, Armour Demolisher II, Rage II

Passive Tree

main:
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set 1:
20
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set 2:
20
20

Show All

Overview

The start nodes are currently set above to go more offensive so you can focus going more defensively with the gear.

Passive Tree Paths

The Passive Tree line colours represent the following:

  • Yellow -> Main Path
  • Pink -> Weapon Set 1
  • Green -> Weapon Set 2

Key Passives

Once we unlock the ability to use Tame Beast we want to start building towards our Army of Companion along with our Wild Protector.

To assist with this we can take Trusted Kinship to allow us to have 2x Companions of Different Types whilst also making the Spirit Reservation much cheaper for Companion Skills but making Non-Companion Skills reserve More Spirit.

This is further assisted by pathing towards Easy Going.

Ascendancies

We go for Wild Protector to begin with because the Bear Companion can act as a Tank for us early on as well as begn to provide Prescence based benefits.

Since we will unlock the ability to utilise Tame Beast during the section of the campaign it makes sense to path towards The Natural Order so we can get ourselves a super strong Unique Companion which no other Ascendancy can make use of.

The The Catha's Balance Provides a Huge Damage Boost based off your Main Hand Weapon Damage, making your Spear useful again. The highest damage weapon will be the best regardless of Attack Speed.

Recommended:

  1. Wild Protector
  2. The Natural Order
  3. The Catha's Balance

Atlas Tree

Node Choices

Unseen Rivers

    • Vivid Spirits

Well-equipped Opponents

    • Dexterity

Craftsman's Creed: Skill of Hand

    • Dexterity

Quest Rewards

Check which quests you’ve completed on your character
Clearfell — Beira of the Rotten Pack
+10% to Cold Resistance
Hunting Grounds — The Crowbell
Grants Two Weapon Set Passive Skill Points
Freythorn — The King in the Mists
+30 to Spirit
Ogham Farmlands — Una's Hut
Grants Two Weapon Set Passive Skill Points
Ogham Manor — Candlemass, the Living Rite
+20 to maximum Life
Keth — Kabala, Constrictor Queen
Grants Two Weapon Set Passive Skill Points
Valley of the Titans — Medallion
30% increased Charm Charges gained
+1 Charm Slot
Deshar — Final Letter
Grants Two Weapon Set Passive Skill Points
The Spires of Deshar — Sisters of Garukhan
+10% to Lightning Resistance
Jungle Ruins — Mighty Silverfist
Grants Two Weapon Set Passive Skill Points
The Venom Crypts — Venom Draught
25% increased Stun Threshold
Jiquani's Machinarium — Blackjaw, the Remnant
+10% to Fire Resistance
The Azak Bog — Ignagduk, the Bog Witch
+30 to Spirit
The Molten Vault — The Molten Vault
Reforging Bench
Aggorat — Blood Sacrifice
Grants Two Weapon Set Passive Skill Points
Journey's End — Captain Hartlin
Two Weapon Set Passive Skill Points
Skill Gem(Lv 13)
Delirium Drop
Eye of Hinekora — Navali's Rest
5% increased Maximum Mana
Halls of the Dead — Yama The White
Grants Two Weapon Set Passive Skill Points
Halls of the Dead — Tawhoa's Test
+5% to Lightning Resistance
Abandoned Prison — Goddess of Justice
30% increased Life Recovery from Flasks
Halls of the Dead — Tasalio's Test
+5% to Cold Resistance
Halls of the Dead — Ngamahu's Test
+5% to Fire Resistance
Halls of the Dead — Tribal Medicine
15% of Armour also applies to Elemental Damage
+12% of Evasion Rating is added as Deflection Rating
12% faster start of Energy Shield Recharge
Wolvenhold — Oswin, the Dread Warden
Grants Two Weapon Set Passive Skill Points
The Khari Crossing — Akthi and Anundr
Two Weapon Set Passive Skill Points
The Khari Crossing — Molten Shrine
5% increased Maximum Life
Qimah — Tabana's Pillar
+5% to all Elemental Resistances
Kriar Village — Lythara, the Wayward Spear
+40 to Spirit
Howling Caves — The Abominable Yeti
Grants Two Weapon Set Passive Skill Points

How it Plays

The main focus here is to Lure Enemies into your Vine via Entangle and then use Whirling Slash before casting Twister to delete your foes.

Companions come into play later on simultaneously Tanking and Auto-Attacking your enemies at the same time.

Early on we act as the main damage with our Companions as support but the vision for later on is to reverse this so the Companions are the main source of damage and you support them.

The following steps are the recommended Build Rotation for skill usage:

Act 1 - Act 3

  • Cast Entangle to Slow Enemies and Group Them Together
  • Cast Whirling Slash up to 3x to create a growing Whirlwind (Biggest Whirlwind is preferable)
  • Cast Barrage (If you have Frenzy Charges)
  • Cast Twister whilst inside the Whirlwind towards enemies
  • Cast Cull The Weak on enemies below the Culling Threshold

Act 4+

  • Cast Entangle to Slow Enemies, Group Them Together and Pin them
  • Cast Ball Lightning to relocate during combat.
  • Cast Lightning Warp onto Ball Lightning or to Cull and Enemy and place Shocked Ground.
  • Sit back and let your Minions Destroy Everything.

Repeat each step as necessary

How it Works

FAQ

If you have any questions about this guide feel free to reach out to me whilst live on Twitch, YouTube, Kick or X or contact me offline via my Discord.

Is There A Vendor Regex?

"!regen|block|bow|mace|quarterstaff|armour:|accuracy|energy shield:""resi|\d+% i.+mov|ph.*da|\d l.+da|^\+.*ills$|^\+.*ion skills$|ck spe|o (all a|d)|evasion|spirit"

How Do I Obtain A Sylvan's Effigy?

This is a Level 78+ Rare Drop and can only be dropped through the usual Mechanics with a heavy focus on Rituals and Rogue Exiles to try target Uniques in general.

The other way would be to save Currency and get hold of one on the Market Place.

Changelog

8th June 2026 / v1.0.5

  • Added Shark Fin reward for Act 4

2nd June 2026 / v1.0.4

Early Endgame

  • Updated Overview
  • Updated Equipment Affixes and Tiers
  • Updated Defence Text to reflect on adding Deflection.
  • Replaced Socketable in Helm to Primate Idol
  • Replaced Socketable in Sceptre to Primate Idol
  • Replaced Mark for Death II with Second Wind III on Sniper's Mark
  • Added Charged Mark to Sniper's Mark
  • Moved Vitality I from Wind Dancer to Malice
  • Added Blind II to Wind Dancer
  • Added Pin III to Wind Dancer
  • Added Maim to Wind Dancer
  • Replaced Magnified Area I with Magnified Area II on Wind Dancer
  • Added Node Choices to the Atlas Tree section

Other

  • Updated FAQ
  • Added link to Endgame Guide

1st June 2026 / v1.0.4

Early Endgame

  • Updated Passive Tree Progression
  • Replaced Pin III with Muster on Wild Protector
  • Added Healing Runes to Malice
  • Added Magnified Area II to Entangle
  • Added Blind II to Entangle
  • Replaced Armour Break II with Armour Break III on Mighty Silverfist Tame Beast
  • Replaced Armour Demolisher II with Minion Mastery on Mighty Silverfist Tame Beast
  • Added Blind II to Wind Dancer
  • Added Vitality I to Wind Dancer
  • Added Sniper's Mark
  • Added Eternal Mark to Sniper's Mark
  • Added Mark for Death II to Sniper's Mark
  • Added Cooldown Recovery II to Sniper's Mark

All Variants

  • Updated Jeweller's Orbs Priorities

1st June 2026 / v1.0.3

Early Endgame

  • Updated Passive Tree Progression
  • Added Minion Mastery to Skeletal Cleric
  • Added +Minion Skills to Omen Sceptre
  • Updated Jewel Priorities
  • Updated Atlas Trees

Other

  • Updated Build Rotation

31st May 2026 / v1.0.2

Act 4

  • Replaced Overreach with Rage II on Wild Protector
  • Replaced Prolonged Duration II with Persistent Ground II on Lightning Warp
  • Removed Set 2 Weapon + Offhand as we don't need it for this part
  • Added Pin III on Wild Protector
  • Replaced Life Leech II with Rage III on Quadrilla Tame Beast
  • Added Minion Mastery on Quadrilla Tame Beast

Interludes

  • Full progression update
  • Replaced Overreach with Rage III on Wild Protector
  • Replaced Rage II with Rage III on Mighty Silverfist Tame Beast
  • Updated Passive Tree
  • Added Gain X% Deflection Rating Equal To Y% Of Evasion to Body Armour
  • Replaced Stoic Sceptre with Omen Sceptre for more damage early on
  • Added additional Affixes to Sceptre
  • Added Persistent Ground III on Lightning Warp
  • Removed Set 2 Weapon + Offhand as we don't need it for this part
  • Changed Pillar from Presence Area to Elemental Resistances

Early Endgame

  • Full progression update.
  • Added Gain X% Deflection Rating Equal To Y% Of Evasion to Helm
  • Added Gain X% Deflection Rating Equal To Y% Of Evasion to Boots
  • Added Meat Shield II to Skeletal Cleric
  • Added Rapid Casting II to Skeletal Cleric
  • Added Last Gasp to Skeletal Cleric
  • Added Minion Mastery to Skeletal Cleric

All Variants

  • Updated clarity on which supports are for which Tame Beast
  • Updated Jewel Priorities

Other

  • Added first attempt at a useful Vendor Regex
  • Added Meginord's Girdle to Uniques Section
  • Updated Build Rotation for Act4+

30th May 2026 / v1.0.1

  • Day 1 Updates

26th May 2026 / v1.0

  • Initial Planner Added

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