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PoE 2 Build

0.4 Eravin's Mirage Lightning Arrow Deadeye

Starter
End Game
Verified
0.4 TLotD
presentationRanger
presentationDeadeye
Updated on Dec 13, 2025
Dec 13, 2025

Build Overview

Step by Step Lightning Arrow Post Rebalance

Lightning Arrow itself received a major buff to it's personal damage potential in 0.4, Sadly Lightning Rod was nerfed to less then half of it's original power, there's also been a significant reduction to Gathering Winds power in our ascendency which will force us to play for Deflection more so then before. That all being said, there is new potential to be explored with the new Ascendency options, Mirage Archer, and Shockchain Arrow's rework.

Select the Variant Appropriate for your current tier of play!

Leveling - This section will see you through the campaign with ease and get you ready for early endgame mapping.

Endgame - Not Updated for 0.4 Use at your own risk!

Late Endgame - Not Updated for 0.4 Use at your own risk!

Live Gear - My Current Gear in game. May contain experimental decisions which should not be followed closely.

Strengths and Weaknesses

  • Among the Fastest Map Clearers
  • Can Finish All Pinnacle Content
  • Engaging Boss Rotation
  • Moderately Squishy Early
  • Requires Combos
  • Can't run into Red Flash Attacks
  • Requires using the Mana Flask

Build Variants

Currently being Updated to 0.4

Starter - Designed to comfortably work through the campaign and reach endgame quickly with a low death count and minimal frustration.
Will be worked on live @ Twitch.tv/eravin this week if you have any questions!

Equipment

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Equipment Priority
+10

Amulet
Maximum Life as a Prefix is extremely ideal, Utilize suffixes that help fill in your resistances or give you some much needed attributes. High Alert will be a great cheap early mapping anointment.

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. Use Bows with extra Arrow % if you happen to get a good one. Suffixes should include any mix of Attack Speed, Extra Arrows, Dexterity, Projectile Skill Levels, or Crit Stats.

If at any point you feel as though you're getting to weak or having to do to many combos during the campaign, this is a sign you should upgrade your bow!

Quiver

Be willing to use any Quiver that provides you with additional damage in all forms, and suffixes that are beneficial such as Attack Speed, Critical Damage, Dexterity, or Projectile Skill Levels.

Rings

Early game Flat Damage Prefixes on Rings of any variety will provide noticeable benefit when it comes to clearing quickly through the campaign, entering maps utilize your ring types and suffixes to max out your elemental resistances as necessary and pick up some Max Life in the Prefix slots!

Gloves

Early Game Focus on Gloves with flat damage stats attack speed or both, Gloves provide alot of stats for your build early game and can really speed up your campaign so don't let them fall to far behind!

Gear Pieces

Utilize Full Evasion gear whenever possible, Evasion has received major buffs this league now allowing you to dodge all attacks not telegraphed will red flashes ontop of receiving an additional defensive in the form of Deflection making full evasion from the get go much more comfortable. For your Prefixes above all else we want Maximum Life, Additional Evasion and most importantly, Elemental Resistance Suffixes. You won't need to worry to much about Resistance Early Game, but keep it positive in Act 4 and beyond, and work on capping it before beginning Maps at 75% each.

Jewels

Prefixes
Penetrate Lightning Resistance
Evasion %
Increased Damage with Bows
Increased Attack Damage
Increased Lightning Damage
Suffixes
Critical Hit Chance with Attacks
Critical Damage for Attacks
Attack Speed
Attack Speed with Bows
Movement Speed
Any combination is a good jewel

Campaign Rewards

- Charm Duration. Act 2
- Stun Threshold from Venom. Act 3
- 30% Increased Life Recovery Goddess of Justice Act 4
- 5% All Elemental Resist Tattoos Act 4
- 5% All Elemental Resist Pillar Interlude

Map Modifiers to Avoid

Enemy has 50% Increased Accuracy
Additional Damage as Chaos
Increased Ailment Threshold
You can do these, but don't be shocked if you die or it's not comfortable!

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 Thawing Charm and call it a day.

Skill Gems

Support Gem Requirements:

Str 40

Dex 60

Int 30

Expand all
1

Lightning Arrow

Lightning Arrow
supportaddedlightningdamageplayer
supportelementalarmamentplayertwo
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supportforkplayer
supportchargedshotsplayertwo
2

Lightning Rod

Lightning Rod
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3

Herald of Thunder

Herald of Thunder
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supportelementalfocusplayer
supportlivinglightningplayertwo
4

Voltaic Mark

Voltaic Mark
prolongeddurationsupportplayertwo
supportmarkfordeathplayer
5

Shockchain Arrow

Shockchain Arrow
supportrapidattacksplayertwo
supportaddedlightningdamageplayer
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6

Electrocuting Arrow

Electrocuting Arrow
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7

Wind Dancer

Wind Dancer
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8

Rhoa Mount

Rhoa Mount
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9

Barrage

Barrage
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Gem Priority
+18

Lightning Arrow


Lightning Arrow is core to the build as you'd expect, Utilized to quickly combo with our other core skills 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. If you get OP Enough you can slot in Nova Projectiles instead of Elemental Armament II and not even need to aim anymore to destroy the whole screen.

Lightning Rod


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 6 times dealing their initial damage once again in what ends up being a large explosive radius with a limit of now only 10 rods in the ground at a time in 0.4. Any chains from sources outside Lightning Arrow will now only cause a maximum of One Detonation per Second, while in 0.4 Lightning Arrow's detonation speed is now also limited making it more likely we'll need to mix things up this league.
During Mapping we'll be chaining Lightning Arrow & Lightning Rod interchangeably as needed based on the threats presented to clear the map with the help of Herald of Thunder. During boss fights try your best to keep 10 total lightning rods below the boss and then set them off with Lightning Arrow .

Shockchain Arrow

Shockchain Arrow has been reworked from 0.3. It now no longer releases secondary beams that continue to split. Instead, the initial projectile now consumes Shock to create a Chaining secondary projectile, which creates a Lightning Rod in the ground near its last target after its final chain. With the addition of the Mirage Ascendency, My current theory is we can use this in tandem with Lightning Arrow to potentially clear faster then ever before. But this will require live testing.

Herald of Thunder


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 Lightning Arrow . On top of that each individual Lightning Rod 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 all the procs we had chambered from Herald of Thunder.

Wind Dancer


Wind Dancer Was nerfed significantly as far as the total evasion it grants, but it's still a large increase in survivability and the cooldown is now much faster after the charges are spent. Making this still a worthwhile increase to your Evasion Rating.

Voltaic Mark


Voltaic Mark has been reworked from a hybrid clear/bossing skill gem to just be a bossing skill, Use it on priority targets to build up electrocution and increase the damage they receive upon being electrocuted.

Electrocuting Arrow

Electrocuting Arrow Has received further buffs this league to have a faster rate of fire improving quality of life when mixing it into your bossing rotation, Use this on bosses and priority targets to build up electrocution for a 5 second stun as well as increase the lightning damage they receive.

Barrage

Barrage allows us to play around our abysmal attack speed in the early game by sacrificing some top end damage, this can be used to fire rapid assaults of Lightning Arrow or Lightning Rod onto our targets for bursts of damage, but falls off as you get later in the campaign.

Rhoa Mount

Rhoa Mount cancels 100% of the movement penalty on Lightning Arrow, Lightning Rod, Electrocuting Arrow, and Voltaic Mark, so it greatly improves how quickly you can clear maps, and allows you to speed through the end of the campaign extremely quickly. However If you get stunned while on the Rhoa, you'll become heavy stunned from 3 seconds and have your evasion disabled, making it extremely likely you'll die so don't use it in HC. With the addition of sprint in 0.3 and our potential use of Mirage Archer in 0.4 as well as a heavy and deserved nerf to Inspiring Ally, I may stop using this.

Quality Priority

We are starting with Herald of Thunder because the extra 2 strikes per proc are the most significant improvement to our clearing capability, followed by Lightning Rod, Voltaic Mark, and Electrocuting Arrow for more Boss DPS. After that you'll likely be able to quality anything you like by then.

Passive Tree

main:
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set 1:
20
20
set 2:
20
20

0.4 Pre-Release Campaign/Early Maps Passive Tree

We are progressing into a crit build, however that requires currency and stats we don't have access to through the campaign. This tree will get you there with no issues buttery smooth.

Attribute Nodes are spent on Intelligence and Strength as necessary to meet Support Gem Requirements, otherwise spent on Dexterity.

Honed Instincts into Vile Wounds then Primal Sundering Catalysis Maiming Strike Acceleration Coming Calamity to get your early game damage online, Then we take a break and scoop some survivability in the form of Evasion and Deflection to help us stay upright through the harder hitting part of the campaign with The Wild Cat Beastial Skin Enhanced Reflexes, followed by more damage and alpha strike damage with Falcon Technique First Approach Kite Runner and finish up our leveling build with some pen using Surging Currents, Storm Surge and Unbound Forces for extra magnitude. Finish up by grabbing Escape Velocity at level 70.

Take Wrapped Quiver & Master Fletching when you get your hands on a solid quiver with lots of extra damage.
Pick up the extra Jewel Socket once you get a solid jewel to actually use.
Feathered Fletching After getting some Projectile Speed online, either via quiver or ascendency.

Ascendency

For Ascendency you'll want to become a Deadeye and take Gathering Winds for nerfed but still powerful tailwind buff, or Mirage Archer Depending on how they've seated it within our ascendency tree, I'll fill this section out further once I've seen the new tree personally.


Atlas Tree

Extra Rare Monsters is a simple effective bonus no matter how good your map or tablets are so start here.

Changelog

12/12/25
First 0.4 Leveling Update

9/8/25
Late Endgame Guide Fully Updated to 0.3

9/1/25
Endgame Guide Fully Updated to 0.3

8/30/25
Leveling Guide Fully Updated to 0.3

8/25/25
First 0.3 Update

4/28/25
Final Update for 0.2 Dawn of the Hunt League

Video Guide

Table of Contents

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