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PoE 2 Build

0.3 - Shin's Plague Knight - Pathfinder - Poison EXPLOSION Tank

0.3 TTE
presentationRanger
presentationPathfinder
End Game
Creator
Updated on Oct 5, 2025
Oct 5, 2025

Build Overview

An Auto bombing and screen wide clearing machine!

Utilising a Herald of Blood and Bursting Plague loop we can spread poison and bleed damage screen wide, resulting in constant screen clearing explosions for amazing mapping! And for boss fights, we take advantage of high magnitude poisons to deal insane damage over 2 seconds.

(this build is made in endgame and is not for levelling)

Strengths and Weaknesses

  • Autobomber with optional skills
  • Screen-wide explosions
  • Bossing capable
  • Excels in large pack maps
  • Unique's required can cost 10div+
  • Scales with flat weapon damage
  • Damage over time

Equipment

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Gear:

The above is example gear and are not min-max gear. Read on for priority of rolls.

Unique's:

Constricting Command
This is how we get some pretty crazy states. You will want to get the version that gives 5 fewer enemy's to count as surround. This way we are always classed as surrounded. With this helm and passives we get +270% Attack Damage, +120% armour and evasion rating, +20% Attack speed, +30% block and 10% deflection just to name the important ones. It also allows us use of Defy II for our leap slam which makes it be usable even when we have no mana.
(4 roll is viable if you cannot afford and makes use of Paranoia)

Darkness Enthroned
This allows us to get 58% increased magnitude of our poisons when socketed with Courtesan Mannan's Rune of Cruelty. Make sure you get at least a 99% roll and gloves roll to make it work.

From Nothing
Get one with the Oasis notable so we can select Fast Acting Toxins, Escape Strategy and Careful Consideration

Megalomaniac
Get one with Agonising Calamity and whatever else works. I was lucky enough to get one with Concussive Attack but its not required.

Prism of Belief
Get one with +3 for Supercharged Slam. Oddly this is pretty cheap.

For Utopia & Sanguis Heroum
These will keep you alive.

Non-Unique's:

Here i will list suggested rolls for each slot in order of priority.

Amulet:
Anoint Lasting Trauma
+2-3 to melee skills
Elemental resistances
Chaos Resistances
Life
Rarity
Life Regeneration

Rings:
Elemental resistances
Chaos Resistances
Life
Rarity
Life Regeneration

Boots:
Should be armour only (highest roll you can get)
30%+ Movement speed
% Armour applies to elemental damage
Elemental resistances
Chaos Resistances
Life
Rarity
Life Regeneration

Gloves:
Should be armour only (highest roll you can get)
+2 to melee skills
+Physical damage to attacks
Elemental resistances
Chaos Resistances
Life
Rarity
Life Regeneration

Chest:
Should be Evasion only (highest roll you can get)
% To deflection rating
Elemental resistances
Chaos Resistances
Life
Rarity
Life Regeneration

Shield:
Should be armour only (highest roll you can get)
% Armour applies to elemental damage
Elemental resistances
Chaos Resistances
Life
Life Regeneration

Twohanded:
Get as much flat physical damage as possible, so Flat damage not dps.
+to melee levels

Onehanded:
Get as much flat physical damage as possible, so Flat damage not dps.
+to melee levels

Jewels:
%increase magnitude of poison you inflict
%to evasion rating
%chance to poison

Skill Gems

Support Gem Requirements:

Str 45

Dex 60

Int 10

Expand all

Raise Shield

Raise Shield

Leap Slam

Leap Slam
supportbleedplayerthree
supportpoisonplayerthree
supportburstingplagueplayer
supportlifeleechplayerthree
supportdefyplayertwo

Supercharged Slam

Supercharged Slam
supportefficiencyplayertwo
supportpoisonplayerthree
supportdeadlypoisonplayertwo
supportaftershockchanceplayertwo
supportheftplayer

Wind Dancer

Wind Dancer
supportbleedplayerthree
supportpoisonplayerthree
supportcorrosionplayer
supportdeadlypoisonplayertwo
supportburstingplagueplayer

Herald of Blood

Herald of Blood
supportbleedplayerthree
supportpoisonplayerthree
supportburstingplagueplayer
supportescalatingpoisonplayer
supportdeadlypoisonplayertwo

Scavenged Plating

Scavenged Plating
prolongeddurationsupportplayertwo
supportphysicalmasteryplayer
supportclarityplayer

Skills:

Raise Shield

No links.

This comes with our shield but we use it fairly frequently. This will be used in boss fights to prevent hits from damaging us between rotations. It is also helpful to mitigate ranged attacks until we can get in range ourself.

Leap Slam

Bleed III > Poison III > Bursting Plague > Life Leech III > Defy II

This is our main attack when mapping and can also be used for a few hits in bossing encounters. Simple and easy to use, just jump in to the middle of a pack to spread the Bleed III, Poison III and Bursting Plague debuff and then watch everything explode! We add Life Leech III to help with life sustain and Defy II to allow us to always be able to use it.


Supercharged Slam

Poison III > Deadly Poison II > Aftershock II > Heft > Efficiency II

This is the main boss skill and the reason we choose to weapon set into a two hander. The idea is to apply as many heavy hitting poisons in a short window so that it can deplete health fast. Each charge point adds a shockwave that will apply a new poison stack so we can get up to 5 stacks if lucky. The main down side is the very long attack time, each charge requiring a second of standing still, so we must make sure we wait for a opening to use this. If you can, get off a 4 charge, but otherwise just aim for 2 charges, as with Aftershock II will regularly get more hits in anyway.


Wind Dancer

Bleed III > Poison III > Corrosion > Deadly Poison II > Bursting Plague

The first part of our "AutoBomber" Setup. This will apply Bleed III, Poison III and Bursting Plague debuff to enemies, which will then trigger our Herald of Blood to continue the Bursting bleed chain. We also use it to break armour so that our Scavenged Plating can stack up quickly while mapping.

(One thing to note, the damage on Wind Blast scales of your weapons flat damage and not dps. This is why we choose high flat damage over dps when selecting a weapon, as well as why we choose maces.)


Herald of Blood

Bleed III > Poison III > Bursting Plague > Escalating Poison > Deadly Poison II

The second part of our "AutoBomber" Setup. This will spread both bleed and poison through chaining explosions that are triggered by either Wind Dancer or Leap Slam. Now Herald of Blood cannot inflict bleed itself so Bleed III has no effect on it, but does effect the explosions that Bursting Plague generate, this means infinite spread of Bleed III, Poison III and Bursting Plague!

(You may swap out Escalating Poison with Life Leech III to increase survival if you wish)

Scavenged Plating

Prolonged Duration III > Physical Mastery > Clarity I

A simple but extremely effective buff that increases our defences while mapping.

Passive Tree

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

The TREE!

As this is a endgame build that is level 91, I wont be going over the order as if we are going to level with it. You can follow the above Priority however to get the most out of it if you are 80+.

First lets cover the ascendency. We want to get Contagious Contamination and Overwhelming Toxicity as we are a poison build. Kind of the whole reason we went pathfinder :D.

Next we want Traveller's Wisdom to get those sweet sweet extra 6 passives.

Lastly we get Relentless Pursuit as its a god send in maps. Temporal chains? Chilled Grounds? Grasping vines? HAHAA we laugh at them and move freely.

Now lets go over our surrounded tech. Due to the use of a 5 roll Constricting Command we will get the following passives for the below stats with 100% uptime.

In the Thick of It, Paranoia, Thrill of Battle, Favourable Odds, Tactical Retreat, Frantic Fighter and all smaller passives in their circles. We will also grab Last Stand but not its surrounding passives. With these we have the following:
+270% Attack Damage
+120% Armour and Evasion rating
+20% Attack speed
+30% Block
+10% Deflection
+10% Movement speed
+40% Ailment and Stun threshold
+2.5% Life regeneration

As you can see, this can be quite powerful.
(please note that Paranoia can be dropped if you do have a 5 roll on your Constricting Command)

Now lets cover the jewels briefly as we already covered them in the gear section.

We use From Nothing with Oasis so we can get access to Fast Acting Toxins, Escape Strategy and Careful Consideration. We also use the smaller passives near Fast Acting Toxins for our twohanded weapon set passives.

Next we want to get Megalomaniac with a Agonising Calamity for the 40% more physical damage.

We also get a Prism of Belief for our Supercharged Slam

Now we have 3 more jewel slots we fill with %increase magnitude of poison you inflict, %to evasion rating and %chance to poison.

For our poison damage we get quite allot. Vile Wounds, Crippling Toxins, Stacking Toxins, Lasting Toxins, Low Tolerance, Escalating Toxins, Building Toxins, Fast Acting Toxins, Leeching Toxins and Deterioration. We also grab Toxic Tolerance for poison immunity but this is just personal choice and can be skipped.

A note on Leeching Toxins, this is our main wait to sustain our life as we don't get much apart from the Life Leech III we add to our Leap Slam.

Now lets talk about raw damage. Because we use flat damage over dps these nodes go along way. Now we only have 1 node under this for now will add suggestions in the 91+ section below.
We get Staggering Palm for its flat 20%. That's it for now.

On to defence. We are pretty damn tanky.
First our shield swap actually used a notable rather then smaller passives like the twohanded set mentioned above. We grab Spiked Shield for this weapon set.
Now the non-set nodes we get to boost our tank are as follows. Escape Strategy, Careful Consideration, General's Bindings and Leather Bound Gauntlets. Leather Bound Gauntlets is why its important we get armour only gloves with the highest roll possible.

Now the 91+ suggestions:
We have poison and tank covered so we want to increase our damage further. Grab the Material Solidification notable and all its smaller passives, then grab Splinters. These are just suggestions, so feel free to do whatever.

How it Plays

Rotations:

For groups:
We jump in with Leap Slam which applies our Poison III, Bleed III and Bursting Plague, we will then get hit trigging Wind Dancer which applies Corrosion which breacks armour while also applying more stacks of Bleed III, Poison III and Bursting Plague. Then when they die, they trigger Herald of Blood which then triggers its own Bursting Plague that applies Poison III and more Bleed III. All happening win a split second.

For single target:
If we can initiate combat or have enough time before combat we should charge Supercharged Slam up to 4 stacks then release for multiple stacks of poison. If not, charge 1-2 stacks is enough to maintain a nice poison damage over time. Positioning and timing is very important. Feel free to jump in and hit with Leap Slam when you dont have any good attack windows.

How it Works

BIG POISON GO BOOM!

Changelog

05/10/25: Published

Video Guide

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