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PoE 2 Build

Eravin's Ball Lightning Arrow Deadeye

presentationRanger
presentationDeadeye
End Game
Starter
Verified
Updated on Mar 22, 2025
Mar 22, 2025

Build Overview

UNCHANGED BY PATCH 0.1.1
The Ball Lightning Arrow Deadeye is currently a top tier Map Farmer & Boss Slayer in the Early Access Release of Path of Exile 2.

Select the Variant Appropriate for your current tier of play!

Starter - This Variant will see you through the campaign quickly and efficiently to get your account started off right as a great budget league starter.

Endgame Ready - This Variant is appropriate for those that have finished the campaign and are ready to begin progressing Endgame Content.

Endgame - This Variant is ideal for those that have progressed to T15 Maps and are looking to Progress T4 Pinnacle Encounters as well as Min Max their Build.

Ultra Endgame - This Variant represents throwing budget to the wind and optimizing past the point of what's required to finish all content just for the sake of spending currency.

Build Variants

Starter - Designed to comfortably work through the campaign and reach endgame quickly with a low death count and minimal frustration.
Early we utilize Energy Shield or Energy Shield Evasion hybrid gear due to evasion being very ineffective during the campaign before transitioning to Evasion gear once our passives come online.

Starter Variant

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Equipment

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Amulet
Towards the end of campaign you'll want to get picky with your amulet, early we're just looking for as much maximum life as possible, late in the campaign we want to get an amulet with projectile skill levels max life and some stats either intelligence or dexterity to help us equip .

Bow
Leveling through campaign the only thing that matters for your bow is how much flat damage it has, low level bows have very little raw damage and all our total damage stems from the flats we manage to string together, so any bows with good flat physical lightning cold or fire damage rolls are going to do the most for us. Add in flat lightning with runes on early game bows, and then 20% physical damage on late campaign bows.

Quiver
The Quiver is also a very important piece of our gear that helps determine our total base damage, so good flat damage rolls here early can mean huge spikes in damage. Late in the campaign look to incorporate suffixes like projectile skill levels, dexterity, attack speed or even critical hit chance and don't be picky about the base until you reach endgame!

Rings
We want as much raw fire power as we can get in the form of flat lightning physical or even cold or fire damage on our prefixes as these will represent potential huge spikes in early game damage when our bow is terrible. Beyond that resistances to keep us out of the negatives throughout cruel difficulty will go a long way as well as extra maximum life.

Gear
For your Helmet, Body Armour, Gloves, and Boots we'll be trying to utilize evasion/energy shield hybrid gear whenever possible or even just energy shield gear if you have the int for it. This is because evasion is very weak in the campaign with most major bosses having physical slam attacks that completely ignore it until endgame when we can start utilizing so hybrid ES/Evasion bases or Energy Shield until we manage to pick up where we'll finally be able to put together a respectable amount of evasion without dropping our effective hp to low by swapping to an evasion body armour. For the actual stats you'll want to pick up some dexterity where possible to help reach the baseline requirement for by swapping your passive tree points to intelligence near the end of cruel difficulty. Before that all that matters is maximum life and keeping elemental resistances at positive values as best you can.

SHOULD I USE ACROBATICS?
Not during campaign no, it's simply not worth it as you'll still be getting blasted the vast majority of the time while avoiding next to no ranged attacks on top. Acrobatics is a late endgame concern only.

Charms
Through the campaign if you encounter a boss giving you trouble switching to a proper elemental resistance charm to help curve a one shot can be helpful, otherwise use a and call it a day.

Starter Variant

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Skill Gems

Support Gem Requirements:

Str 30

Dex 40

Int 35

Lightning Arrow

Lightning Arrow
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supportpierceplayer

Lightning Rod

Lightning Rod
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supportincreasedareaofeffectplayer
supportheftplayer

Cast on Shock

Cast on Shock
balllightningplayer
supportimpetusplayer
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Herald of Thunder

Herald of Thunder
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supportelementalfocusplayer
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Wind Dancer

Wind Dancer
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Orb of Storms

Orb of Storms
supportchainplayer
moredurationsupportplayer

Voltaic Mark

Voltaic Mark
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Magnetic Salvo

Magnetic Salvo
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supportelementalfocusplayer

Electrocuting Arrow

Electrocuting Arrow
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Lightning Arrow
is core to the build as you'd expect, still being utilized to quickly combo with our other core skill lightning rods to detonate the rods under large packs of enemies, or otherwise used on it's own to take out weaker packs of mobs.

Lightning Rod
is our main combo and our main source of damage for bosses wholesale, each rod fired into the ground is chained to up to X times dealing their initial damage once again in what ends up being a large explosive radius with a limit of 20 rods in the ground at a time, this chains with the Fired by our in an Infinite loop as long as we continue to fire new rods in endgame.
During Mapping we'll be chaining & Lightning Rods interchangeably as needed based on the threats presented to clear the map with the help of . During boss fights try your best to keep 20 total lightning rods below the boss and then set them off with
Having Trouble with a boss during Campaign?
Switch for to improve your bossing DPS dramatically! We leave it on until we need it to save on space!

Cast on Shock
, a meta gem that builds up charge from the enemies we manage to shock, and upon reaching maximum energy deploys the skill socketed within. In this case we're using which fires balls of lightning go figure, the balls can and do activate our , so by spamming lightning rods on bosses we get a chain of events started where an infinite number of balls of lightning fly from our character towards the rods which fires off the rods causing more shocks which in turn of course causes more balls of lightning. This is the key reason we've taken on Lightning rod, as we need as many of those rods to be procing shocks as possible to get a near constant beam like fire rate going on our balls of lightning scaling our rare and bossing DPS to insane levels.
Just make sure to purchase to complete the infinite loop as otherwise mana deficiency will be your limiting factor, and this will not be available to run until you have the intelligence required late in cruel difficulty. Keep in mind this also scales dramatically in endgame, so don't expect it to be insane right off the rip!

Herald of Thunder
Is the best supplement to wave clear in the entire game at the moment and this build utilizes it wonderfully, early on it'll only equate to a few extra bolts of lightning but once you level it up and improve it's quality you start to really see the sparks fly as bolts of lightning deploy onto every target cascading across the screen following your . Ontop of that each individual implanted in the ground counts as an attack and can proc herald of thunder, meaning firing one lightning rod and one lightning arrow at a rare results in them not only taking damage from all of the rods and the lightning arrow but allthe procs we had chambered from Herald of Thunder. Once your shock chance is made consistent with the help of ,, and , this Spirit gem makes your graphics card cook.

Wind Dancer
When maxed out provides us with a 80% multiplicative increase to Evasion as long as we are not Hit with a melee attack, something typically easily avoided. The extra evasion granted by this spirit gem is essential for reaching acceptable levels of evasion for running , Something virtually impossible without it, while also helping to keep us safe from would be melee attackers when popped causing a knockback effect. You'll have this spirit gem active most of campaign and only turn it off when becomes viable. Afterwords you'll look for an amulet in endgame with the spirit required to turn this aura back on.

Orb of Storms
provides the build with additional bossing DPS through its ability to chain to that have been fired into the ground. During boss fights you'll want to keep this constantly on top of them for optimal DPS. Although this will be a late campaign addition due to the Intelligence requirement.

Voltaic Mark
In the campaign and early endgame this mark provides the build some extra AoE clear and provides us some extra shock chance against Rares to help us get our rolling before we have enough without it. In the endgame however you'll basically only use this against bosses, make sure to maintain this mark at all times during the fight to boost your Shock Magnitude and Shock Chance for optimal DPS.

Magnetic Salvo
is a great late cruel difficulty addition allowing you to put out some serious burst damage combo'd with to blow up rares and bosses alike. This skill helps out a ton for clearing spicy packs of mobs during early mapping but is replaced later on in endgame once it starts to fall off, as starts to consume to many lightning rod stacks on bosses to allow for magnetic salvo to be utilized.

Electrocuting Arrow
Is our main form of crowd control against bosses all the way through the campaign to the endgame, after firing a clunky flip animation the enemy receives Electrocution build up from all sources of Lightning damage including from allies. This will be a great way to create openings on mobile campaign bosses giving you a chance to get your full damage rolling with 20 in the ground under the boss.

Starter Variant

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Passive Tree

main:
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set 1:
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set 2:
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Campaign Passive Build

We start off by going for to improve our abysmal odds of shocking packs, then path to for some much needed additional area of effect for our . After that we head up to to start stacking a bit of penetration, after that we grab and the nearby jewel socket to help out with our non existent physical defenses, then for some cheap extra damage up to & for a huge damage spike from projectile speed as well as extra piercing for our allowing us to drop from it's support slots. After that we head up to replacing our ES/Evasion helmet for a full Evasion one gaining some extra energy shield in the process, then some more raw damage in the form of & Once we have a solid body armour near endgame we'll then take afterwords before transitioning out of and into full Evasion gear, as well as once we have enough Dexterity to Justify it.
Same goes for which we leave out until we have a strong quiver to benefit from it.

Starter Variant

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Atlas Tree

This is the League Starter Early endgame version of my atlas, this keeps the enemies within reasonable difficulty while you scale up, and focuses on sustaining your Waystone supply above all else. Currency priority takes over once we reach T15 Maps located in the Endgame variants.

How it Plays

Against White Mobs: Lightning Rods one or two times underneath the enemy then fire away with lightning arrows till they're gone.

Against Magic Mobs: Early game packs of Magic Mobs take a bit more effort, throw a voltaic mark on one of them, lay down some lightning rods under them, then fire lightning arrows towards the marked target. Ideally this causes the voltaic explosion to finish the whole pack.

Against Breaches & Rituals: Make Use of Orb of Storms while doing these activities by laying it down where the enemy is coming from and setting lightning rods underneath to get kills as soon as the enemy becomes active. This helps to keep you safer during these sketchy endgame encounters.

Essence Rare: If you encounter an essence trapped rare throw down 4 casts of lightning rods under the essence, orb of storms, open the essence then roll backwards. It'll likely die instantly, but if not fire lightning arrow till it goes down and don't charge right in once it does to grab the loot, let it air out.

Rares: Early endgame try to get as many rods under the rare as you can and put voltaic mark on the target, ball lightning should do the rest in most cases. If it's a melee rare rushing you lay down the orb of storms and set the rods where it's running not where it is. If it's a particularly spicy rare electrocuting arrow can neutralize it although it's risky to use.

Bosses: If a boss let's you setup which, they almost always do. Get 20 lightning rods under where the boss will become active, this takes 4 casts of the skill if you're ascended have scattershot and an extra arrow bow. Lay down the orb of storms as it's about to become active, the moment the boss comes into play voltaic mark it, If you want to start building up a stun this is likely your safest chance to fire Electrocuting arrow, either way following this continue to upkeep orb of storms under the boss, voltaic mark on the boss, and continue firing lightning rods until it goes down. If your proc rate on CoS isnt' crazy yet, you'll be doing a mix of lightning rods and lightning arrows.

How it Works

Overall this build requires minimums in the currency department while maximizing what you can afford to put into it making it an ideal league starter assuming nothing changes (It will) The damage output and crowd control capability during boss fights is second only to freeze abuse and the map clear is S tier. The only cons of running the build is it does not abuse Grim Feast and Energy Shield for pseudo invincibility and most users are unlikely to be able to cap chaos resistance making this build even with over 2,000 life relatively squishy compared to it's peers requiring some fancy footwork to pilot properly, no smashing your face into every on death effect and boss slam, It also is not at all a one button build, you have skills that are best utilized in specific situations and an MMO style rotation and Opener when it comes to boss fights you'll want to become familiar with, but these are also the reasons this build is so affordable AND less likely to be nerfed.

Changelog

1/12/25
replaced with on due to it not causing shocks, this was my mistake as it was actually with giving the impression Herald of Thunder could shock when it actually cannot, Focus is 25% More Damage for your Herald making it the optimal choice instead as there is no downside to using it.
1/13/25
Breach Atlas explanation and breakdown added to the Atlas Section.
Starter Variant Passive Tree Added.
1/15/25
Starter Build Guide Variant finished.
1/16/25
Build Updated for latest patch, Endgame passive tree updated to level 96.
1/17/25
Endgame Ready Variant finished.
Ultra Endgame Variant added.

Video Guide

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