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PoE 2 Build

Infinite Rage Tanky Rampage Druid

0.4 TLotD
End Game
SSF
presentationDruid
presentationShaman
Creator
Featured
Updated on Jan 8, 2026
Jan 8, 2026

Build Overview

[PoB is not fully updated to 0.4 yet! Some Gems are missing, refer to the Gems in Skill Gems for the correct setup!]

Many Creators and Players started Druid in 0.4 blind to what the Class, it's Skills and Ascendancy had to offer. I took all the good mechanics and interaction. Tested them in a small Private League to get the best Variant for future League Starts.

Just in Time for the Second Wind League I present a streamlined Druid Experience that will be very comfy to play. Covering Campaign ,Early Game, SSF Viable Endgame and High Budged Trade Endgame.

The Rampage Druid offers an insanely satisfying Offense, running down every Enemy in a Map and dancing around a Boss, while they are helplessly struggling to stand back up. Able to use Rampage for up to 30 Seconds.

Utilizing Ferocious Roar for instant Max Rage to use Walking Calamity and Rampage. Bhatair's Vengeance for free Extra Damage at 80+ Rage.

The Build also has a solid Defense Package in both the SSF and Trade Variant. Utilizing a High Hybrid Life & Energy Shield Hit Pool with Ancient Aegis and Iron Slippers to tank almost anything the Game throws at us. Reactive Growth, 30k+ Armour applying both to Physical and Elemental Damage and a Mix of Recoup, Regen and Leech to quickly Recover any HP we loose.

In the Late Game the Shaman Ascendancy offers an additional Powerfull Boost to both Damage and Survivability with Wisdom of the Maji, buffing all our Runes and Idols with additional Benefits. Like +1 to Attack Skills with Farrul's Rune of the Hunt.

Mana Sustain can also be fully solved by splitting the Skills on Life and Mana Cost giving us enough time regenerate all Mana with every Rampage.

Overall the Rampage Druid is a Solid All-Rounder only loosing out in Coverage.

Cyclon's Approval of most Cyclone Like Skill in Path of Exile 2!

Herald of Ice Chain Explosions can be enabled on the Build by using the Herald of Ice Gem Setup, have very High Cold Damage (Expensive) or use Polcirkeln (Cheap but needs to fix Resistance around it)

Strengths and Weaknesses

  • Very Cheap to start & SSF Viable
  • Cyclone Like
  • Smooth Mapping
  • Simple Skill Rotation
  • High Single Target
  • Very Tanky
  • High Recovery
  • All Content Viable
  • Herald of Ice Chain Explosion Viable
  • Can fit 100-150% Rarity on High Budget
  • Couple Buff Buttons to press every 20-30 Seconds
  • Slight Survivability Issue in Early Endgame (SSF League Start only)
  • Rampage manuvering sometimes bit buggy

Build Variants

Act 1

Preffered Bases: Armour

Weapon: Regular Update with as much DpS as possible

Maul + Furious Slam for Clear and Single Target

Equipment

item
2
item
3
item
1
item
6
item
5
item
4
item
2
item
7
item
8
item
9
Equipment Priority
+9

Talisman Upgrade

Only Check Ground or Vendor (use Spare Currency, but prep for Big Weapon at Level 16)

Changeling Talisman -> Nettle Talisman -> Cinderbark Talisman

Staff

Look for any Rare Staff with Gem Level or % Spell Damage, do not overinvest into this. We only use the Spells during Campaign for free additional Damage.

Flat Damage

Look for Flat Damage on Rings and Gloves

Defenses

Look for Life & Armour, check all Rares. Energy Shield is also OK but armour is Preffered.

Boots

Priotise Movement Speed on Boots

Skill Gems

Support Gem Requirements:

Str 15

Dex 10

Int 15

Expand all
1

Maul

Maul
supportrapidattacksplayer
supportrageplayer
2

Furious Slam

Furious Slam
fistofwarsupportplayer
supportconcentratedareaplayer
3

Pounce

Pounce
supportmarkofsiphoningplayer
4

Volcano

Volcano
5

Thunderstorm

Thunderstorm
supportdeadlycurrentplayer
supportshockplayer
6

Savage Fury

Savage Fury
prolongeddurationsupportplayer
Gem Priority
+8

Maul + Furious Slam

Maul and Furious Slam will be your Main Combo for most of the Campaign.

Furious Slam has a Extended Attack Animation if you arent Standing or shapeshifting into Bear with that Skill. We want a Maul supported by Rapid Attacks I to get into Bear Form AND in Standing Bear Possition to directly slam down with Furious Slam. I recommend having Maul on Left-Click and Furious Slam on Right Click on WASD or on QE / QW if using Mouse to quickly chain the Two Skills.

Furious Slam is further enhanced when at 10+ Rage, we utilize Maul again to generate Rage. It grants 5 Rage on hit by default, we increase it by 3 from Tree and 3-5 from Rage III Support, so we always produce more Rage than we consume with Furious Slam. There are additional Ways to generate Rage we can utilize at higher Levels.

Pounce

Pounce is the Mobility skill we unlock at Level 6, it helps with Moving, Damage and Survivability. Pounce has a Build in Mark function, the highest Enemy (Unique > Rare > Magic > White) hit will get marked and if killed spawn 1 Wolf. In later Stages of the Build we can make the Wolfs invincible with Brutus' Brain. The Mark applies increase Damage taken to the marked Enemy for each nearby Player or Minion. (Increase Damage taken is applied after the More Multipliers of the Player)

That is not all we use Pounce for though. With 0.4 we also got Mark for Death II and Mark of Siphoning II which allows us to Armour Break the Enemy (most our Damage is Physical) and Leech Life and later on even Mana of the Enemies.

Persistend Spells

Persistend Spells use their allocated Passive Tree even after swapping to the other Weapon Set.

This allows to use the Weapon Sets quite effectivly. During the Campaign we use Thunderstorm for additional Damage and Shocks.

Volcano can be used, but is not to noticable. Just preplace any Persistend Spell on a Rare or Unique Enemy before engaging into Melee combat.

Spirit Gem

For your first Spirit Gem during Act 1 you have the option between Herald of Ash and Savage Fury

I personally recommend Savage Fury as it grants an Onslaught Buff which gives 10% more movement Speed and more Movement Speed = Faster Campaign

At later Stages we gain additional Spirit gems but have to play around a bit with Weapon Sets to utilize everything, as we use Lord of the Wilds. Once we have a 40%+ Sceptre we can use two 30 Spirit Permanent Buffs or one 30 Spirit Buff and one 60 Spirit Companion.

In Weapon Set 1 use one of the Following

  • 30 Spirit Herald of Ash
  • OR 30 Spirit Herald of Ice
  • OR 30 Spirit Berserk

AND 30 Spirit Charge Regulation (always use this, gives More Armour & ES + Skill Speed)

In Weapon Set 2 use Savage Fury and optional (requires Unset Ring) Wolf Pack with Amanamu's Tithe. You can get an Explanation on the Amanu's Tithe Setup and what it does here.

Passive Tree

main:
123
123
set 1:
20
20
set 2:
20
20

The Druid starting Area is a great mix of Offense and Defense. One Major benefit is that almost all instances of increased Speed is Skill Speed, which affects all Skills as it implies: Spells, Banner Placement, Attacks and Warcries.

Go for the Spell & Attack Damage nodes first into Guardian of the Wilds.

Then Harbinger of Disaster and Primal Spirit for additional Damage and faster Attacks.

And finish Act 1 with Bastion of the Forest to survive better.


How it Plays

Buffing

Spam Ferocious Roar to generate Rage until Walking Calamity is ready.

Use Walking Calamity

Thne attack White Mobs with Lunar Assault to proc Freeze and Bhatair's Vengeance.

You now have max Rage with all its benefits & 40% of Flat Damage as extra Fire and 85% as extra Cold!

When Savage Fury is at 80% or more. Use Ferocious Roar into Savage Fury or use it after the next use of Walking Calamity.

You now also have 33% more Damage and Onslaught.

Mapping

After Buffing up just use Rampage and enjoy trampling anything in your Way to death. If you cannot use Rampage use Ferocious Roar into Furious Slam.

Tanky Rares or Bossing

Buff up before Engaging.

Pounce to Engange into Melee Range & apply a Mark, follow it up with a Ferocious Roar to get into Standing Position and Furious Slam for Big DPS, this is often Enough to kill any Rare or get a Unique Heavy Stunned. Then Rampage the Enemy to death.

How it Works

Instant Rage Warcry

By using Ferocious Roar in Weapon Set 2 with Roaring Cries, Vocal Empowerment, Urgent Call, Guttural Roar & Explosive Empowerment we have a near instant Warcry that we can Spam (drains Life/Mana) or use 1x per Second to recoup Cost.

With Roaring Cries and the Small Nodes leading up to it we have at minimum 11 Power. We generate at minimum 41 Rage per Use.

To be able to always Spam Ferocious Roar we use Enraged Warcry II and consume 22 Rage (15 from Enraged Warcry and 7 from Furious Wellspring. The Innitial Rage to use the first Warcry is also gained from Furious Wellspring.

Rampage

Rampage causes a Damaging Shockwave every Step. Instead of Attack Speed Rampage scales with Movement Speed. The more Movement Speed we have the faster we move and the quicker it causes more Shockwaves.

It is considered a Channeling Skill, but only consumes Rage as a Channeling Cost. Mana is only consumed for the Upfront cost. Efficiency II reduces both the Mana and the Rage cost of the skill, allowing us to Rampage even longer.

Rampage can be further enhanced with Powerful Supports like Burgeon II, Momentum and Zerphi's Infamy.

If supported by Tectonic Slams each Step will cause both the innitial Shockwave and the additional Aftershocks.

Savage Fury

Savage Fury is currently bugged. We can stack up the Fury Stacks with our Weapon Set 1 Skills, even if we only have Savage Fury activated in Weapon Set 2.

To benefit of the Weapon Set 2 Tree use Ferocious Roar to Swap to WS 2 and then trigger Savage Fury.

Savage Fury has a small Cast Time and can be canceled, but will always consume all Fury Stacks.

Bhatair's Vengeance

Bhatair's Vengeance is a powerful new Lineage Support Gem that is an enhanced Version of Ice Bite II. By default it would only be 30% of Damage as Extra Cold, but we can easily Scale Rage on Shapeshift Builds, further enhancing the Support Gem.

The Condition to trigger is to Freeze, if you have enough Cold Damage it can be used on Maul, but until then it's best used combined with Lunar Assault. It has a huge Freeze Multiplier and can easily Freeze any Non Unique Mob.

Herald of Ice Chaining

Heralds cannot chain on itself by default. However Herald of Ice can proc Armour Break III, which causes Armour Explosion that can Chill & Freeze. If this causes Enemies to Freeze & die, then it will reproc Herald of Ice.

To get this result the following Conditions have to be fulfilled.

  • Rampage needs to Shatter
    • Requires High Cold Damage or Polcirkeln
  • Herald of Ice needs to Armour Break
    • Requires Damage as Extra Physical Damage from Weapon (Perfect Essence Abration) or Tree (Dangerous Blossom or Material Solidification
  • Armour Explosion needs to Shatter
    • Requires Even more Cold Damage

Watch this Video for a way more indepth Explanation.

Changelog

06.01 | Initial Writeup

Path of Building Code

Video Guide

Table of Contents

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