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PoE 2 Build

0.4 Eravin's Mirage Lightning Arrow Deadeye

Starter
End Game
Verified
0.4 TLotD
presentationRanger
presentationDeadeye
Featured
Updated on Dec 23, 2025
Dec 23, 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 and Mirage Deadeye which I've found success with.

Select the Variant Appropriate for your current tier of play!
As it is early league some pages are out of date!

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

Endgame - Use this once you've completed the campaign and are beginning to progress through endgame maps to smoothly reach 4th ascendency & defeat all pinnacle content

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
  • Three is Better Than 1
  • Moderately Squishy Early
  • Requires Combos
  • Can't run into Red Flash Attacks
  • Requires using the Mana Flask

Build Variants

Fully Updated for 0.4!

Leveling - Designed to comfortably work through the campaign and reach endgame quickly with a low death count and minimal frustration.

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, To run All our Gems You will need 30 Spirit from either your Amulet or Chestpiece! 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 % physical damage on late campaign bows. Use Bows with Surpassing Arrow % if you happen to get a good one. Suffixes should include any mix of Attack Speed, Surpassing Chance for 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 Prefixes holding 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!

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 received major buffs in 0.3 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 45

Dex 60

Int 30

Expand all
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Lightning Arrow

Lightning Arrow
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2

Lightning Rod

Lightning Rod
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Herald of Thunder

Herald of Thunder
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Voltaic Mark

Voltaic Mark
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Electrocuting Arrow

Electrocuting Arrow
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Wind Dancer

Wind Dancer
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Mirage Deadeye

Mirage Deadeye
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Mirage Archer

Mirage Archer
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Gem Priority
+29

Lightning Arrow


Lightning Arrow is core to the build as you'd expe.ct, 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.

Lightning Rod


Lightning Rod was nerfed heavily in 0.4 but is still our main source of bossing damage. Lay out up to 10 Rods total underneath bosses or difficult rares then pelt them with Lightning Arrow to rapidly detonate them for massive damage. Your Mirage Deadeye & Mirage Archer assist you in their rapid detonation so you may find yourself needing to spam more rods then before, especially now that Surpassing Chance Does Not Increase Rods Fired I'm unsure if this is a bug but it makes us utilize the extremely suboptimal Multishot II lowering the DPS potential even further. Between the buffs to Lightning Arrow & the addition of Mirages however, you will not find yourself struggling for DPS despite the heavy handed nerfs to this ability. Early game before you fire enough Lightning Arrows to max the detonation interval it may be useful to include Tornado Shot in your combo, though this quickly becomes unnecessary!

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. Unfortunately Mirage Deadeye cannot trigger your Herald stacks.

Voltaic Mark


Voltaic Mark is now core to our gameplay loop providing a 30% increase in overall damage anytime we detonate the mark by electrocuting an enemy. Combo this with Electrocuting Arrow on weak mobs during clear to maintain the buff, and utilize it against rares & bosses to stop them in their tracks while activating a massive damage amp!

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 with Quality.

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.

Mirage Deadeye

Mirage Deadeye is best taken as a second ascendency taking Gathering Winds first, as the gem's progression is tied to your level it'll be much more usable in Act 3 then it'll be in Act 2. So far I've determined two useful options for this meta gem, You can either use it to fire additional Lightning Arrow for extra Lightning Rod detonations and bossing DPS. Or give it Stormcaller Arrow with Static Shocks for extra clear. As you get better gear Lightning Arrow with Static Shocks will likely become optimal during early maps.

Mirage Archer

Mirage Archer is like Mirage Deadeye but activated once every 10 seconds by rolling, This allows you to have another clone of yourself for extra clear and bossing DPS to help fill the gap left behind by Lightning Rod's nerfs

Rhoa Mount

Rhoa Mount is still very viable to run in 0.4 over Mirage Archer but the increased cost at 100 Spirit puts me off recommending it be incorporated in any early game version of this build.

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

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0.4 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 with Falcon Technique Electrotherapy Nature's Bite Kite Runner and finish up our leveling build with some pen using Surging Currents, Storm Surge and Unbound Forces for extra magnitude. Lastly you can grab Escape Velocity.

Take Wrapped Quiver & Master Fletching when you get your hands on a solid quiver with lots of extra damage
Get Quick Fingers if you have less then +1 arrow worth of surpassing chance on your bow.
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 the nerfed but still powerful tailwind buff, Next pick up Mirage Deadeye for extra clear and bossing DPS. After that Projectile Proximity Specialisation & Endless Munitions.


Atlas Tree

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

Changelog

12/22/25
0.4 Endgame page fully updated

12/12/25
First 0.4 Leveling Update

9/8/25
Final Update for 0.3 Abyss League

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

Video Guide

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