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PoE 2 Build

0.3 Eravin's Crit Lightning Arrow Deadeye

Starter
End Game
0.3 TTE
Verified
presentationRanger
presentationDeadeye
Updated on Nov 20, 2025
Nov 20, 2025

Build Overview

Your Step by Step guide to Dominate the Game

Completely untouched by the wrath of the Nerf Bat Lightning Arrow Deadeye is just as strong as the previous league if not much stronger thanks to the restrictions being lifted on support gems AND massive buffs to evasion with Acrobatics Light being baked in ontop of a new defensive in the form of Deflection, this build combines the comboing power of Lightning Arrow and Lightning Rod Making it among the fastest builds in the league utilizing the Rhoa Mount, Viable for Leveling, Endgame T15 Map Farming & Pinnacle Encounters.

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 - This section will get you to T15 Maps, let you clear your 3rd & 4th Ascendency and prepare you to start doing Pinnacle Content. Being worked on live @ Twitch.tv/eravin if you have any questions!

Late Endgame - This section assumes you've got some currency available after T15 Mapping and are ready to start taking down Pinnacle Bosses in 30 seconds or less.

Live Gear - My Current Gear in game I've personally used to complete all content in 0.3, May contain experimental decisions which should not be followed closely.

Strengths and Weaknesses

  • Top 2 Mapping Clear Speeds in the Game
  • Can Finish All Pinnacle Content
  • Kills All T4 Bosses in 10 Seconds
  • Engaging Boss Rotation
  • Moderately Squishy Early
  • Requires Combos
  • Can't run into Red Flash Attacks

Build Variants

Fully Updated for 0.3!

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 against bosses. Will be worked on live @ Twitch.tv/eravin this week if you have any questions!

Leveling Build Guide Video: https://www.youtube.com/watch?v=lrA5gILBFrw

Equipment

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1
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Equipment Priority
0
Right Ring
Amethyst Ring
1
Left Ring
Amethyst Ring
2
Gloves
Sectioned Bracers
3
Amulet
Bloodstone Amulet
4
Belt
Utility Belt
5
Helmet
Felt Cap
6
Body
Leather Vest
7
Boots
Laced Boots
8
Main Hand
Gemini Bow
9
Main Hand
Gemini Bow

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 Dualstring Bow if you happen to get a good one, as the extra arrow multiplies our Lightning Rod DPS and improves our Clear Speed. 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
Companion Damage
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 35

Dex 50

Int 30

Expand all

Lightning Arrow

Lightning Arrow
supportrapidattacksplayertwo
supportaddedlightningdamageplayer
supportelementalarmamentplayertwo
supportforkplayer
supportchargedshotsplayertwo

Lightning Rod

Lightning Rod
supportmultishotplayertwo
supportelementalarmamentplayertwo
supportaddedlightningdamageplayer
supportconcentratedareaplayer

Herald of Thunder

Herald of Thunder
supportelementalarmamentplayertwo
supportelementalfocusplayer
supportlivinglightningplayertwo

Voltaic Mark

Voltaic Mark
prolongeddurationsupportplayertwo
supportmarkfordeathplayer

Electrocuting Arrow

Electrocuting Arrow
prolongeddurationsupportplayertwo
supportrapidattacksplayerthree

Wind Dancer

Wind Dancer
supportmagnifiedareaplayertwo
supportblindplayertwo

Rhoa Mount

Rhoa Mount
supportloyaltyplayer
supportmeatshieldplayertwo

Barrage

Barrage
supportrapidcastingplayertwo
supportcooldownrecoveryplayertwo
supportefficiencyplayertwo

Lightning Arrow


Lightning Arrow is core to the build as you'd expect, 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. 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 20 rods in the ground at a time. Any chains from sources outside Lightning Arrow will now only cause a maximum of One Detonation per Second.
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 20 total lightning rods below the boss and then set them off with Lightning Arrow .

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 In the campaign and early endgame this mark provides the build some extra AoE clear and provides us some extra shock chance and Shock Magnitude against Rares, the mana cost is now significantly reduced from the previous league as well, so make sure to use it regularly. Make sure to maintain this mark at all times against Bosses to boost your Shock Magnitude and Shock Chance for optimal DPS.

Electrocuting Arrow

Electrocuting Arrow Has been reworked to no longer force movement and is all around less garbage, It's now a way to build up a 5 second stun on bosses & rares reliably making it a staple of our kit once again. Use this anytime crowd control could be useful, as that time window allows you to easily stack up and utilize your Lightning Rod.

Barrage

Barrage has a much lower cooldown then 0.1, and as our Attack Speed is likely abysmal for the majority of campaign, this ability allows us to instantly spill out a triple cast of Lightning Rod under bosses when they move around, and instantly on new packs of mobs we come into contact with while playing through the campaign for some serious burst damage. Keep this ability on cooldown and use it regularly, if you already have Lightning Rod deployed when the cooldown comes up, fire off a triple cast of Lightning Arrow instead, if the pack is extremely weak you can instantly pop it by casting a Voltaic Mark Barrage Lightning Arrow combo!

Rhoa Mount

Rhoa Mount cancels 80% 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, You can choose to play without it although it not be as good.

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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123
set 1:
20
20
set 2:
20
20

0.3 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.
Take Inspiring Ally only once you've got Rhoa Mount online.
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 the powerful Tailwind Buff providing you with a stacking 15% bonus to evasion, 1% movement speed, and 3% multiplicative skill speed up to 10 stacks only fading if you take a hit, which thanks to our high mobility and evasion isn't common. For the second ascendency take Projectile Proximity Specialisation and lock in Point Blank for a 20% multiplicative damage bonus at close range. For the third ascendency we take Endless Munitions adding an extra projectile to all of our attacks bust most importantly lightning rod allowing us to ramp up our damage that much faster against bosses and clear faster with the extra Lightning Arrow. For the 4th Ascendency we take Wind Ward giving us 30% damage mitigation at maximum tailwind stacks making us that much harder to one shot.


Atlas Tree

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

Changelog

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

Loot Filter

Video Guide

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