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PoE 2 Build

Poison AMAZON (or Pathfinder) Campaign & League Starter Guide

Starter
Speed Leveling
presentationHuntress
presentationAmazon
0.4 TLotD
Creator
Updated on Dec 8, 2025
Dec 8, 2025

Build Overview

Warning: Build gets buffed in 0.4, but we do not know final Gem Numbers and Passive Tree. Further Updates and details will be added in the following Days. I highly recommend revisiting the Guide on Friday before Launch and checking Changelog

[ While I will be sending the Build as a Amazon, due to to many People going Pathfinder. This Build is super viable on Pathfinder and originally planned as that. The Guide includes all Information to adjust to Pathfinder both in the PoB and the Written Guide ]

POB: https://pobb.in/FZroxvm_MBql

Overview

The Poison Amazon is the perfect All-Rounder on League Start. Boasting High Single Target and Excelent Clear. Capable of transitioning into pure Damage over Time (DoT), Hybrid DoT & Hit Based or Pure hit Based to adapt to any Mapping Meta.

Instead of going Pathfinder for Overwhelming Toxicity, we are avoiding all the Pathfinder Hype by going Amazon and using Penetrate to gain Access to more Bows, allowing us to get better Weapons for Cheap. Amazon also has better Campaign than Pathfinder with Stronger Damage Ascendancy Options and has the Lategame Potential of swapping to On-Hit Damage or even Ritualist.

The Build uses Herald of Blood for Poison Chaning for as long as there are Enemies to kill in range.

And Toxic Growth for absurd Single Target Damage. It also utilizes Critical Damage early. Fishing for Critical Strikes, resulting in Strong Poisons even during the Campaign.

For the Campaign the Build utilizes both DoT and Hit Based Damage, to achieve a smooth Campaign Experience for both Zone Rushing and Killing Bosses.

Amazon VS Pathfinder

  • Pathfinder got buffed in 0.4
    • Better Node Pathing
    • Potential of Path Seeker for Pure CI Variant or Early ES/Eva Hybrid
    • Sprinting without getting Heavy Stuned
    • Less Slow when Attacking
    • Immune to Slows


  • Amazon is insanely powerful
    • Stronger Damage Nodes for Campaign
    • Access to High Crit very early
    • Alternative Weapon Options for Cheaper Main Weapon
    • Access to Elemental Surge for Spiral Volley Shenanigans
    • Can stay Hit / DoT Hybrid for Endgame
    • Ritual Ascendancy Swap Potential in Endgame (Ritual also Buffed in 0.4)


My personal Argument for going Amazon is that it has a better Campaign, good Gearing Options for Map Progression and I really like Elemental Surge and Spiral Volley. So I can test around and cook with another Spiral Volley Variant. I am also biased as I want to add a Unique Twist to my build for better content 😁

That said Pathfinder is the generic Better Ascendancy with the current Knowledge of the upcoming Patch. The QoL it offers is immense and for most Players it should be the recommended Pick. For Lategame Potential it has Path Seeker with Global Defense and stacking Double Corrupted Adorned Jewels. Which definitly could become the Endgame Meta Build.

Massive Buffs in 0.4

Full List of Buffs in the Notes Section of the PoB.

Toxic Growth

Toxic Growth got arguably Buffed. The Amount of Postules per Attack got reduced, however most Potules did not hit the Target due to Spread. We can also increase the Amount of Postules again with additional Arrows or Surpassing Chance to fire an additional arrows. Toxic Growth can also now be prestacked with more overlap for even more Nuking Potential.

Vine Arrow

Vine Arrow now has a naturally increasing Limit with Level. At Level 19 we have a Limit of 3. Vine Arrow can be poisoned and applys 50% of the Poison as a Chaos DoT. +2 to Limit basically means 1 Free Poison. Vine Arrow is also supportable by Swift Affliction II which applies to the DoT increase from the Poison.

Lineage Supports

Several Bllodline Supports this Build can use got Buffed. While we cannot use all, we can chery pick the best Selection once testing arounda bit.

Just to mention a few

Arakaali's Lust(Buffed to 40% more Damage), Uul-Netol's Embrace (Buffed to 40% extra Damage as Chaos Damage), Kurgal's Leash(Duration extended to 15 Seconds, now able to have Permanent Uptime with just 1 Skeletal Sniper) and Garukhan's Resolve( Downside changed to max Crit of 50%, build planned to run with 30-40% and Double Crits are insane for this Build)

Powerfull 'Cheap' Early Uniques

'Cheap' in '' as GGG could always shift Rarity on any of them or other Builds also pick them up and as a Result of becoming Meta they might be expensive. That said, they have been cheap in 0.1 to 0.3 so far.

Thanks to Plaguefinger we can use all Damage Types and any Bow Skill for Clear during the Endgame or use Snakebite for a free additional Poison.

Powerfull Early Bow Options with Slivertongue, Voltaxic Rift (Max Lightning buffed to 500) or Lioneye's Glare (strong with Penetrate).

Newly Buffed Unique Body Armour with Hyrri's Ire and Morior Invictus

Strengths and Weaknesses

  • Herald Chaining
  • Can kill all Pinnacles
  • Evasion / Energy Shield Survivability
  • Great Recovery
  • Can use any Bow Skill for Clear
  • Solid All-Rounder
  • Fast Mapper
  • Cheap & Powerfull Uniques
  • Poison is 'only' A Tier Campaign
  • Competes with other Pathfinder Builds on some Gear
  • Evasion Based Survivability can still get one-shotted until High Investment

Build Variants

Regex: "bow|mov|[egdl] da.* a|s.* skills"

In Act 1 we are doing a Mix of On hit Damage and Damage over Time.

I like to start using Poison at Level 6, however you can delay Poison all the Way to Level 22 when you unlock Gas Arrow and approach Act 1 and early Act 2 with Lightning Damage (Stormcaller Arrow at Level 6).

We use Explosive Grenade in Act 1. It is especially helpful in killing our first couple Bosses before Level 6 & unlocking Vine Arrow.

Act 1 Bonus Notes:

  • Get Flat Damage on Gear for easier and faster Boss Fights and Clear.
  • Do not forget to upgrade your flasks and Bow (Level 5 for Shortbow and Level 11 for Warden Bow)
  • Use Blank Rune for Lesser Iron Rune and keep it for Start of Act 2 Level 16 Bow Craft (more Info in Act 2 Variant)
  • Keep all Regals, Exalts, Artificers and Essences for the Level 16 Bow Craft
  • Use Transmutes & Augments for Bows & Rings only, rely on Vendor/Ground for Rest. Do keep a couple of each for your Level 16 Bow Craft though!
  • Buy a Stack of Wisdom Scrolls towards End of Act 1 to Identify Good Magic Bases and Rares.

If you do NOT get a Crossbow dropped of bloated Miller or can buy one (if Miller dropped a Rare or Unique), you will have to Mule a Mercenary to get a guaranteed Crossbow and an additional Level 1 Gem.

If you have a Crossbow, you have to do Mud Burrows for the Level 2 Skill Gem to have access to both Vine Arrow and Poisonburst Arrow at Level 6.

Mule a Mercenary

  1. create a new Character as Mercenary
  2. clear the first Zone on the Mercenary
  3. claim the Level 1 Uncut Skill gem of Renley
  4. use it for Explosive Grenade
  5. stash everything in the Stash,
  6. Return to your Huntress / Ranger and claim everything from Stash
  7. Continue the Campaign on Huntress / Ranger

Equipment

item
1
item
3
item
6
item
2
item
5
item
4
item
Equipment Priority
+6

[Check 'Show All' -> 'Show all Notes' for detailed Gear Information]

Remember to regularly upgrade your Flasks! Buy new ones from Vendors if needed before Big Boss Fights.

Topaz Charm from Fin after completing Freythorn & Killing King in the Mist. Get Topaz Charm in Preparation for Act 2.

DO NOT USE FLAT FIRE DAMAGE ON GEAR ONCE YOU USE Gas Arrow, IT WILL IGNITE THE ENEMIES AND THAT WILL EXPLODE THE GAS CLOUDS, STOPPING OUR INSTANT DETONATIONS OF Toxic Growth!

Skill Gems

Support Gem Requirements:

Str 5

Dex 25

Int 5

Expand all
1

Explosive Grenade

Level 1

Explosive Grenade
supportmultishotplayer
supportelementalarmamentplayer
2

Contagion

Level 1

Contagion
3

Poisonburst Arrow

Level 3

Set 1

Poisonburst Arrow
supportpierceplayer
supportescalatingpoisonplayer
4

Vine Arrow

Level 3

Set 2

Vine Arrow
supportswiftafflictionplayer
5

Toxic Growth

Level 5

Set 2

Toxic Growth
supportmultishotplayer
supportconcentratedareaplayer
6

Wind Dancer

Level 4

Wind Dancer
Gem Priority
+7

Make sure to allocate the correct WEAPON SET to each Skill

Gem Unlock Notes

You need 6 Uncut Level 1 Support Gems

Act 1 offers 7 guaranteed Uncut Support Gem Locations. I personally prefer skip Mud Burrows (killing Devourer) However if you kill Devourer, skip druidic Ritual instead)

We either Mule a Mercenary or do Mud Burrows for an additional guaranteed Uncut Skill Gem.

We use the first Level 1st Gem for Explosive Grenade and 2nd for Contagion. At Level 6 we use the Level 3 Gem for Vine Arrow and the additional Gem from the Mule or Mud Burrows for Poisonburst Arrow. Any additional Uncut Gem dropped during Act 1 can be used to Level up our Gems. Explosive Grenade should be Levelled to Level 3 then focus on the other Skills.

Use the Level 5 Gem from Leitis for Toxic Growth.

For your first Spirit Gem use either Wind Dancer (recommended) for Defence or Plague Bearer for additional Clear Power (only for practiced and advanced Players)

You need 5 Uncut Level 2 Support Gems:

  1. Multishot I
  2. Swift Affliction I
  3. Elemental Armament I
  4. Pierce I
  5. Escalating Poison
  6. Concentrated Area

Active Gems

Explosive Grenade

Explosive Grenade is a Excellent Choice for Act 1 as it has very high Damage during the first 2-4 Bosses thanks to it high Damage Multiplier and excellent Synergy with Multishot I. Level it up to Level 3 with the Level 3 Uncut Skill Gem dropped by Lachlan to use it till End of Act 1.

We drop Explosive Grenade once we unlock Toxic Growth at Level 14 before fighting Count Geonor.

Poisonburst Arrow & Contagion

Poisonburst Arrow is our Primary Clear Skill. The build-in guaranteed Poison Explosion applies Poison to several Enemies at once. The Gem has the Highest Priority on Levelling up with Uncut Skill Gems. (Unlocking new Skills have higher Priority and Exception is Explosive Grenade to Level 3)

To unlock Poisonburst Arrow true Clear Potential during the Campaign, before we get automated Poison Spread and other Clear QoL, link it up with Pierce I and cast Contagion on any Enemy near Death.

At Later Points during the Campaign we unlock additional Skills that pair up incredibly well with Poisonburst Arrow

  • In Act 2 we unlock Bursting Plague to pair up with Poisonburst Arrow for even better Pack Clear.
  • In Act 3 we get more Spirit and can use Herald of Plague for Poison Spreading.
  • In the Interludes we get even more Spirit and can use Herald of Blood for Self Chain Poison Explosions.

Keep Contagion at Level 1. Contagion is a popular Skill to use during Act 1 for almost all Builds thanks to it's spread Feature. However it is especially powerful on Poison Builds, as it does not only spread it's own DoT, but also all Poisons on the dying enemy AND refreshes their cooldowns.

We use Contagion until we can either full Clear Packs with just Poisonburst Arrow and Bursting Plague or unlock Herald of Plague at Level 8 Spirit Gems (useable in Act 3 at 60 Spirit)

Vine Arrow

Vine Arrow is our Secondary Single Target Skill. We unlock Vine Arrow at Level 6, where it becomes our Biggest Asset to deal with Bosses until we unlock Toxic Growth.

The Best Support Gem for Vine Arrow is Swift Affliction II, which increases the Speed the Damage applies, including the additional Damage from Poisoning it.

Vine Arrow can be poisoned and will apply 50% of the strongest Poison as a native DoT to nearby Enemies. It also slows them down, which gives us additional Time to distance our Self or Reposition during Boss Fights. At later Levels the Limit of Vine Arrow increases. We can either invest into additional Projectiles or pre-place several Vine Arrows before a Boss becomes targetable.

Another Potential Upside to Vine Arrow in 0.4 is the addition to the Plant Tag, there might be additional new Support Gems that benefit us.

Toxic Growth & Gas Arrow

Keep Toxic Growth at Level 5!

Toxic Growth is the Core Skill of the Build. It can deal a lot of direct Damage, but also will always Poison on Hit and deal MASSIVE Poison Damage later on.

Toxic Growth places up to 12 Pustules(4 per Attack by default in 0.4) that can be poisoned, similar to Vine Arrow, by other Poison Skills. Once the Pustules have stored enough Poison Damage or enough time has passed, they will explode. If they stored Poison Damage, they will deal more Damage based on the Amount of Poison stored. By supporting our Poison Skills with Deadly Poison I / Deadly Poison II and using Notables like Low Tolerance we can make the Pustules explode almost instantly.

Toxic Growth as a series of excellent Support Gems across the different Levels and even some Powerful Lineage Gems

  • Long Fuse II, gives us more Damage and we bypass the Downside by force detonating them with storing all the Poison
  • Multishot II is now usefull on Toxic Growth in 0.4 as additional Projectiles will now cause additional Pustules. The Downside of Less Attack Speed and Damage is mitigated by Toxic Growth. (See Rigwald's Ferocity for Attack Speed) As Each Postule deals 300% More Damage when Poisoned the 25% Less are a Drop in the Bucket[ of Poison].
  • Arakaali's Lust, freshly buffed in 0.4 to deal up to 40% more Damage if the Enemy has 5 Poisons on them
  • Rigwald's Ferocity, 'free' 30% more Damage if used in Weapon Set 2 and the Downside is mitigated by Toxic Growth buff from 80% to 100% Base Attack Speed.
  • Garukhan's Resolve, which Downside gets changed to 50% maximum Critical Strike Chance, which we did not plan to get more than anyway.

The Best Skill to pair up with Toxic Growth is Gas Arrow, which we unlock in Act 2 at Level 22.

Gas Arrow places a stationary, growing Gas Cloud where it lands. Anything inside the Gas Cloud is poisoned. As long as the Gas Arrow does enough Poison Damage, any Pustules of Toxic Growth we fire inside the Gas Clouds will near instantly Explode with the maximum More Damage.

We can link Gas Arrow up with Supports to increase the Poison Damage and prolong the Duration (Persistent Ground III and Prolonged Duration II), so we can purely focus on Dodging and firing Toxic Growth during Boss Fights.

This combination allows Toxic Growth to be used as a VERY POWERFULL Burst Skill during the Campaign and gives the ability to Crit Fish once we start investing into Critical Strikes(further explained in 'How it Works')

Additionally we can link Gas Arrow to Escalating Poison and Corrosion. This way the Gas Cloud's will always apply 1 Poison, which won't get overruled by Toxic Growth Stronger Poisons, that will affect the Enemies inside and corrode their Armour till they get afflicted with Armour Break. Taking another 20% increased Physical Damage.

Flex Spot

The Build has a Flex Spot for one Active Gem and one Spirit Gem or 2 active Gems.

My General Recommendation for now is 1 Active Gem and 1 Spirit Gem.

The Active Gem should either be Despair or (if using a Voltaxic Rift) Stormcaller Arrow.

Stormcaller Arrow needs some shuffling with Weapon Set Points to invest into Shock Magnitude. Despair is simpler to use without any additional Investment outside Support Gems.

Spirit Gems

Wind Dancer

Wind Dancer is our best Defensive Spirit Option and is recommended to take first. It gives a Second Chance whenever hit to reposition and recover. It's Damage gets nerfed in 0.4 so supporting it with Damaging Support is less incentivised. Instead we can support it with Knockback, Maim or similar Supports to increase the Reposition and Recovery Window.

Herald of Plague & Herald of Blood

2 of our Spirit Gems are used for Coverage & Clear Quality of Life. Herald of Plague spreads our Strongest Poison to nearby Enemies and has a Chance to slow them down.

Combining that with Herald of Blood we can create insane Poison Chains. To utilize / start Herald of Blood, all we have to do is link it with Bursting Plague, Bleed III & Poison III and our Clear Skill Poisonburst Arrow with Bleed III. Poisonburst deals mainly Physical Damage, so all Hits will cause Bleeding.

Once an Enemy dies the following happens

  • If it was Bleeding, Herald of Blood causes a Physical Explosion which can inflict Poison
  • If it was Poisoned, Herald of Plague spreads the Poison
  • If it was Poisoned, it also had Bursting Plague applied and Bursting Plague will cause another Physical Explosion, which inflicts both Poison and Bleed

These 3 Conditions are then reapplied to all following Enemies until nothing is alive in Range to reapply.

Flex Spirit Spot

By using Weapon Set 1 on Herald of Blood we have 30 free Spirit on our 2nd Weapon Set we exclusively use for dealing with tanky Rares or Unique Enemies.

There are a 2 Options to use here.

  • Withering Presence supported by Prolonged Duration II to apply Wither Stacks on Bosses.
  • Skeletal Sniper supported by Brutus' Brain and Kurgal's Leash to gain Unholy Might (30% of Damage as Extra Chaos Damage) for 15 Seconds. The cooldown of Skeleton Sniper is 6 Seconds and thanks to Brutus' Brain it never dies. By using a Level 1 Gem for Skeletal Sniper, it reserves exactly 30 Spirit.

Personally I will try to make Option 2 Work, if I find an alternative Way to apply Wither Stacks to enemies.

Passive Tree

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

While Stalk and Leap does NOTHING for the Build, the Small Node Infront and the two after it apply to our Build. We do need the Early Damage so we take 1 Dead Node instead of 2 Travelling Nodes here and only gain partial Damage later on. We do respec this once we have access to better increase Damage Nodes.

Crippling Toxins will be our first Poison Node to allocate. We need our Poison to do actual Damage before it is worthwhile to invest in it's duration and Amount of Poisons we can apply.

As for the Attribute Nodes use them all on Dexterity in Act 1.

How it Plays

Mapping

For Mapping we use the Primary Mapping Skill in Weapon Set 1 ( Poisonburst Arrow, Lightning Arrow or Ice Shot). One Attack is more than Enough to start the Chain Reaction to clear the Entire Pack.

Once one Enemy dies, all Enemies in Range will die in a Chain-Reaction of Poison and Bleed Explosions thanks to Herald of Blood until the entire Screen is cleared.

Depending on how the Endgame feels in 0.4 we can either use Sprinting or Rhoa Mount by getting some additional Spirit on Gear to quickly move around the Map.

Bossing

For Rares we use a simplified Single Target Rotation of Toxic Growth and either Gas Arrow or our Primary Mapping Skill.

For more Tanky Rares or Unique Bosses we use the full Rotation

  1. (Pre) Fire 1-3 Vine Arrow
  2. Place 12 Toxic Growth
  3. Fire 1 Gas Arrow once the Boss is targetable.
  4. Spam Toxic Growth
    1. till Boss is Dead
    2. or Vine Arrow and Gas Arrow expire. Repeat Rotation from 1.

In Early Stages of the Gear use move around the Boss to utilize Withering Presence and precast your Despair before the Boss is Targetable

Survivability

Position yourself away from Enemies and fire from afar. If something does get to you Wind Dancer and the Evasion Rating will ward off the Hit. And the Build uses a Hybrid Life & Energy Shield Hit pool to tank anything that does actually Damage us.

Sadly due to Lack of % Life on Tree, Evasion based builds are 'Survive till you don't'. This means we Feel quite good Survivability Wise till one Big Hit catches us of guard and we get One Shot.

In Later Stages of the Build we plan to invest into Energy Shield and Life Leech. As the Build does deal Physical Damage. We can directly benefit of Leech. And having a 4-6K Energy Shield Pool will be enough to tanky anything but massive Boss One Shots.

Recovery

We recover our Life with the Build in Leeching Toxins and Energy Shield with Ghost Dance in the ES/ Eva Stage. As our Damage is 80-90% Physical any Random Life Leech or Mana Leech Mod on Gear does actualy benefit us.


How it Works

Plaguefinger Gloves

By Default Poison Damage is calculated based on Physical and Chaos Damage only. Plaguefinger allows ALL Damage to contribute to our Poison Damage.

This allows the Build to utilize any Bow Skill to replace Poisonburst Arrow as the Primary Mapping Skill. Depending on the Patch Notes, we can utilize whatever Mapping Skill is the Strongest or has the most Coverage.

A Second Benefit of using Plaguefinger is that we can use Flat Lightning Damage on the Build. Using the Hit Part of our Attacks to apply Shock, which gives a 20% increased Damage Taken Multiplier to the Enemy.

Poisonburst Arrow

Poisonburst Arrow has 2 Parts. The Hit Part and the Explode Part.

The Hit Part of Poisonburst Arrow can Critical Strike, but relies on your Accuracy Rating to Hit.

The Explode Part deals no On-Hit Damage, but Poisons anything in its Area as if Hit. This means we always Poison and can even Critical Strike.

Poisonburst Arrow will always Explode at the End of the Travel, even if the Hit Part hits nothing.

By reducing the Projectile Speed or Range(Obliterator Bow) OR riding a Rhoa and aiming close to the Character, we can force the Travel to end Early and result in 'Hits' where we target, even if we do not have enough Accuracy.

Toxic Growth

Toxic Growth got reworked in 0.3 and now directly fires the Skill without any forced Movement.

By Default the Skill can place up to 12 Pustules and fires 4 Arrows(places 4 Pustules) per Attack. The Quality adds 2 additional Postules to the Limit and each Attack (as of Patch Notes 07.12). Increasing the Amount of Projectiles via Surpassing Chance to fire an additional arrow or additional Projectiles from Multishot II we can place additional Pustules with each Attack.

On it's own Toxic Growth Damage is nothing Special. However it can be enhanced by Poisoning the Pustules before they Explode.

Each Pustules stores the theoretical Poison Damage applied and if it stores the Maximum Amount or above, it explodes directly instead of the Set Delay. This also allows the Build to utilize Long Fuse II without the Downside of the delayed Explosion.

If the Pustule got inflict with Poison, two special Rules apply to it:

  • It will deal up to 300% More Damage when Exploding, based on the Poison stored. That does mean that if the Pustules explodes early. It will deal the 300% more Damage
  • A poison Charged Pustules will not get overwritten by a new one. This is especially useful early on. As we cannot accidently remove our Damage if we fire a second Toxic Growth to early.

A few other interesting Facts about Toxic Growth that help understanding how to maximize the Damage are

  1. Toxic Growth Pustules Damage is a Hit, unlike Poisonburst Arrow Explosion which Poisons as if Hit. The Pustules do Hit Damage that can apply Ailments. So even in early Stages of the Build we can utilize Toxic Growth to apply a lot of On-Hit Damage, on top of the Poison Damage.
  2. Toxic Growth can be supported by Concentrated Area, which will reduce the Spread of the Pustules and their Explosion Radius. It does increase the Overlap and is recommended to use.
  3. To proc Pustules , enough Poison Damage needs to be applied. The damage Multiplier from the Poison is bigger than the Gem Level Multiplier. As such it is better to keep the Gem at Level 5 to explode the Pustules faster. Only in the very Lategame Stages of the Build should you level Toxic Growth further.
  4. [Unconfirmed but my assumption] Either all Pustules Crit or none Crit. This means that if we do Crit, we apply Several Crit Poisons at once
  5. Toxic Growth fires 2 additional Pustules if at 20% Quality.
  6. To Proc a LvL 5 Toxic Growth Pustules the Rule of Thumb is 2 Shots of Poisonburst Arrow or 1 Gas Arrow with Deadly Poison I. This means that if we fire a Gas Arrow with enough Poison DpS on the Boss and keep firing Toxic Growth the Pustules can instantly Explode, even before the next volley lands.

Crit Fishing

Crit Fishing is short for Critical Strike Fishing. As in Fishing for Critical Strikes. The Term 'Fishing' is used in Games when we do a Action repeatedly for a specific outcome that has a Chance to appear. In this Case for Critical Strikes.

Poison in Path of Exile 2 is based on the Hit Damage before Reductions are applied. This means that the Critical Damage Bonus from Critical Strikes does apply to the Poison.

If we hit an Enemy 100 Times and assume a Critical Strike Chance of 10%. Then we have 90 Poisons on the Enemy from Non-Critical Strikes and 10 Poisons from Critical Strikes.

Another Feature of PoE 2 is that an Enemy can be affected by an infinite amount of Poisons, but only the Strongest ones apply their Damage. The Limit here is based on the Amount of Max Poisons the Player has Allocated via Passive Tree, Ascendancy, Support Gems and/or Gear.

In Our Case we have 6-8 Poisons from Toxic Growth and 2 from Gas Arrow as it is the only Skill supported by Escalating Poison.

Given the above Rules, the strongest 10 Poisons would all be from our Critical Strikes, and such all be the Crit Enhanced Poisons based on our Critical Damage Bonus.

Now the Reason this works is because Poisons have a Duration. Giving us a Chance to Stack up Powerfull Poisons in several Rounds of applying them with Toxic Growth.

This does mean though that we do need some amount of increased Attack Speed on our Build or Increased Poison/Ailment Duration, so there is enough time to apply all the Crit Poisons.

Herald of Blood Chaining

By Default Heralds cannot inflict Ailments, the only Exception is Herald of Plague.

By supporting Herald of Blood with Bursting Plague and both Bleed III and Poison III we create a Self Chaining Herald, circumventing the Inability to inflict Bleed on Herald of Blood.

  1. We Kill an Enemy with our Primary Clear Skill, supported by Bleed III
    1. Poisoned Enemie dies, spreading the Poison via Contagious Contamination or Herald of Plague.
    2. The Bleed Enemy explodes with Herald of Blood for Physical Damage that cannot bleed but can Poison, as Herald of Blood is supported by Poison III
    3. The Poisoned Enemy releases the Bursting Plague Physical Damage, which is also supported by Bleed III and Poison III
  2. Next Enemy dies
    1. Procing Herald of Blood cause it was Bleeding
    2. Procing Bursting Plague cause it was Poisoned
    3. Procing Contagious Contamination to spread the Poison further

Repeat of Step 2 till all Enemies are Dead.

Weapon Set 1 & 2

This Build uses Weapon Set diffrently from most Builds. Instead of using (W)eapon (S)et 2 for a Curse Setup, we have divided Notables to only be used by the WS it is most usefull in. Maximizing Efficiency on the Passive Tree. Using the Weapon Sets in this Way also allows the Build to utilize Rigwald's Ferocity for the Damage Portion.

To Setup the Skills on the correct Weapon Set. Open the Skill Pannel (G by default) and click on the Arrow nex to the DMG Number. At the Bottom of the Detail Pannel select which Weapon Set the Skill is to be used with.

Changelog

04.12.2025 | Initial Writeup

08.12.2025 | Added Amazon Variant and major rework of Gem Setup & Passive Tree

Path of Building Code

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