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PoE 2 Build

[05.5] IMMORTAL FIREBALLER! - Shin's Arch-Demon FIREBALL Infernalist

presentationWitch
presentationInfernalist
End Game
0.5.5 FR
Creator
Featured
By ShinOkamiYT
Updated on Oct 8, 2026
Oct 8, 2026

Build Overview

Utilises Demon Form to cast large amount of screen covering Fireball's while maintaining an almost IMMORTAL defence with Powerful Life and Energy shield Recoup. This is a powerful endgame farming build capable of doing juiced maps and Pinnacle bosses.

This guide is designed for endgame and assumes you are at least level 85+.

Strengths and Weaknesses

  • Almost Immortal
  • Screen wide fireballs!
  • Manic joy
  • We BURN, They BURN, EVERYTHING BURNS!
  • All Content Viable
  • Expensive to get going (10-30DIV)
  • Screen wide fireballs.
  • Your friends wont like it
  • Cannot run "Reduced recovery" roll on Maps

Equipment

item
2
item
8
item
6
item
1
item
5
item
9
item
3
item
4
item
7
item
10
item
item
item
item
item
Jewels
item
item
item
item
Equipment Priority
+11

Gear explained:

In this section we will cover the gear and possible chase items you could add.

Unique's:

Sacrosanctum is our one and only chest choice as it will allow us to get "Damage taken Recouped as Life is also Recouped as Energy Shield". This one line enabled the Recoup that we NEED for our survival. Make sure the Recoup roll is maximum!

Blood of the Warrior is the chosen flask as it synergise with our recoup. It will run for its full duration regardless of our life level and will allow any damage we take during its effect to return to us at 30% Recoup. An easy addition.

Sanguis Heroum is our only unique charm, it will allow us to remove bleed and drop a Consecrated Ground which provides us with additional life regeneration.

Lavianga's Spirits is used to make use of "Increase spell damage during flask effect" from belts. This turns our completely useless mana flask slot in to a large damage increase.

Megalomaniac is used to get access to either Unnatural Resilience or Molten Carapace to allow us to get +2% Max Fire resistance

Heroic Tragedy Is used to get access to the Knightly Tenets unique passive which is unique to "The Line of Alroth" Roll. So make sure your jewel has that line.

Non-Unique's:
Below we will list the rolls you MUST HAVE and the priority of the extra rolls.
In terms of +level of skills, Aim for level 30+ Fireballs

IMPORTANT: DO NOT GET MANA or Increased MANA rolls. Aim to have all Gear as Energy Shield.

Roll Priority:
Must have rolls (listed below)
Resistances
Energy Shield
Life
Rarity of items found

Amulet:
Anoint Heavy Ammunition
Damage Taken Recouped as Life
Level of all Projectile skills

Rings:
Cast speed
Fire Damage

Belt:
Fire Damage recouped as life
Spell Damage during any flask effect

Charm:
Freeze resist
Stun Resist

Boots:
Movement speed

Helmet:
Elemental damage taken recouped as energy shield

Gloves:
Increased Projectile Damage
Increased Projectile Speed
Rune: 2% Maximum Fire Resistance

Wand:
+Level of all Fire Spells
% Increased Fire Damage
Cast Speed
% Increased Spell Damage
Rune: +Level of all Spells

Foci:
+Level of all Spells
% Increased Fire Damage


Staff:
Any Chiming Staff for the Sigil of Power skill. Even a white one would work.



CHASE ITEMS:
Headhunter is a no brainer chase item for any build, we can definitely use it well.
Mageblood Another no brainer chase item.
Rakiata's Flow will fit in to a fireball skill quite well. Replace Fire Penetration II with it.

Skill Gems

Support Gem Requirements:

Str 50

Dex 30

Int 50

1

Demon Form

Level 20

supportcooldownrecoveryplayertwo
supportsecondwindplayertwo
2

Fireball

Level 20

supportfirepenetrationplayertwo
supportunleashplayer
supportwildshardsplayertwo
supportforkplayer
supportaddedfiredamageplayer
3

Spellslinger

Level 17

livingbombplayer
supportboundlessenergyplayertwo
supportincreaselimitplayertwo
supportarbitersignitionplayer
supportfirepenetrationplayertwo
4

Snap

Level 20

supportfleetingremnantsplayertwo
supportmagnifiedareaplayertwo
supportcooldownrecoveryplayertwo
supportigniteplayerthree
supportfirepenetrationplayertwo
5

Cast on Elemental Ailment

Level 20

fireballplayer
fireballplayer
supportwildshardsplayerthree
supportfirepenetrationplayertwo
supportboundlessenergyplayertwo
6

Sigil of Power

Level 18

prolongeddurationsupportplayertwo
supportmagnifiedareaplayertwo
7

Flameblast

Level 19

supportaddedfiredamageplayer
supportigniteplayerthree
supportconsideredcastingplayer
supportfirepenetrationplayertwo
supportmomentumplayer
Gem Priority
+29

Skills and supports explained:

Fireball
Links: Fire Penetration II > Unleash > Wildshards II > Fork > Fire Attunement

Our main damaging spell and the spell we will want to be CONSTANTLY CASTING. We use Fire Penetration II to ignore resistances so we don't have to worry about then at all. This is used on most of our skills. The rest of the supports are about increasing the amount of Fireballs and Firebolts we can send out. If you can get a Rakiata's Flow, feel free to swap out Fire Penetration II for more damage.

Living Bomb Spellslinger
Links: Boundless Energy II > Overabundance II > Arbiter's Ignition > Fire Penetration II

Linked to Dueling Wand Spellslinger, This is our main source of Fire Infusions. We want to be casting this simultaneously with Fireball (I have Fireball on my left click and Spellslinger on my right) so that we are constantly applying the Living Bomb's. It is also our source of Archon of the Flame from Arbiter's Ignition.

Snap
Links: Harmonic Remnants II > Magnified Area II > Cooldown Recovery II > Ignite III > Fire Penetration II

Another source of Infusions, we pop this when we are not getting enough Infusions from Living Bomb. It is also a VERY GOOD way to spend Infernal flame to trigger our Recoup. It does not seem to have a cooldown if its not used on something, so it can be constantly cast to get quick Recoup Stacks.

Cast on Elemental Ailment
Links: Fireball > Fireball > Sione's Temper > Fire Penetration II > Boundless Energy II

Our Cast on Setup! This will trigger quite often as we are igniting so regularly. It will trigger the 2 fireballs and will also benefit allot from the higher WILDSHARD chance from Sione's Temper. All in all, MORE FIREBALLS = MORE IGNITE! MORE IGNITE = MORE FIREBALLS! MORE FIREBALLS = MORE FUN! (and damage i guess..)

Flameblast
Fire Attunement > Ignite III > Fire Penetration II > Considered Casting > Momentum

Not a needed skill, but it sure is fun!

Sigil of Power
Links: Prolonged Duration II, Magnified Area II

Pop this at your feet in boss arenas or rituals to give you much more damage.

Demon Form
Links: Second Wind II > Cooldown Recovery II

Links for this is really user choice. You can probably get away with just using Cooldown Recovery II. I prefer to have the extra cast as soon as demon form drops when i have Second Wind II linked.

Passive Tree

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

Above tree is for level 90.
(not including the extra skill point from league sacrifice)
I have ordered the Nodes in level of importance so you can use it even if you are below 90. It mainly pushes all the extra damage to last because we get quite a bit from Demon Form stacks, so defence and recoup are more of a priority.

From 90-100 I recommend getting Dynamism, Total Incineration & Intense Flames

JEWELS:

Megalomaniac is used to get access to either Unnatural Resilience or Molten Carapace to allow us to get +2% Max Fire resistance

Heroic Tragedy Is used to get access to the Knightly Tenets unique passive which is unique to "The Line of Alroth" Roll. So make sure your jewel has that line.

For your Rare Jewels:

Get % to Maximum Fire Resistance
Get % Increased Damage while Shapeshifted
Get % Increased Fire Damage

Quest Rewards

Check which quests you’ve completed on your character
Clearfell — Beira of the Rotten Pack
+10% to Cold Resistance
Hunting Grounds — The Crowbell
Grants Two Weapon Set Passive Skill Points
Freythorn — The King in the Mists
+30 to Spirit
Ogham Farmlands — Una's Hut
Grants Two Weapon Set Passive Skill Points
Ogham Manor — Candlemass, the Living Rite
+20 to maximum Life
Keth — Kabala, Constrictor Queen
Grants Two Weapon Set Passive Skill Points
Valley of the Titans — Medallion
30% increased Charm Effect Duration
+1 Charm Slot
Deshar — Final Letter
Grants Two Weapon Set Passive Skill Points
The Spires of Deshar — Sisters of Garukhan
+10% to Lightning Resistance
Jungle Ruins — Mighty Silverfist
Grants Two Weapon Set Passive Skill Points
The Venom Crypts — Venom Draught
25% increased Stun Threshold
Jiquani's Machinarium — Blackjaw, the Remnant
+10% to Fire Resistance
The Azak Bog — Ignagduk, the Bog Witch
+30 to Spirit
The Molten Vault — The Molten Vault
Reforging Bench
Aggorat — Blood Sacrifice
Grants Two Weapon Set Passive Skill Points
Journey's End — Captain Hartlin
Two Weapon Set Passive Skill Points
Skill Gem(Lv 13)
Delirium Drop
Whakapanu Island — Great White One
+30% increased Global Armour, Evasion and Energy Shield
Eye of Hinekora — Navali's Rest
5% increased Maximum Mana
Halls of the Dead — Yama The White
Grants Two Weapon Set Passive Skill Points
Halls of the Dead — Tawhoa's Test
+5% to Lightning Resistance
Abandoned Prison — Goddess of Justice
30% increased Life Recovery from Flasks
Halls of the Dead — Tasalio's Test
+5% to Cold Resistance
Halls of the Dead — Ngamahu's Test
+5% to Fire Resistance
Halls of the Dead — Tribal Medicine
+30% increased Global Armour, Evasion and Energy Shield
Wolvenhold — Oswin, the Dread Warden
Grants Two Weapon Set Passive Skill Points
The Khari Crossing — Akthi and Anundr
Two Weapon Set Passive Skill Points
The Khari Crossing — Molten Shrine
5% increased Maximum Life
Qimah — Tabana's Pillar
15% increased Armour, Evasion and Energy Shield
Kriar Village — Lythara, the Wayward Spear
+40 to Spirit
Howling Caves — The Abominable Yeti
Grants Two Weapon Set Passive Skill Points

How it Plays

Constant casting is mandatory to maintain our Recoup stacks, But that is easy with the fact we don't need to worry about mana at all. We are constantly casting Fireball, Living Bomb with Spellslinger & Snap with the first two ideally being simultaneous casts and the last when we need extra infusing.

When hitting Max Infernal Flame we will take 100% of our life and ES as fire damage which will trigger our recoup. We want to constantly be trigging incoming damage to stack recoups which will last around 3 seconds each. We can reach recoup numbers of around 6k life/es per second which makes us almost IMMORTAL!

How it Works

There are three main mechanics we use in this build and they are Recoup, Triggers and ARCHON. Here ill explain how each work and how they fit in the build.


Recoup:

Recoup is our main defensive sustain, its how we keep our life up for Demon Form and how we can heal through most damage. With this setup, we also have infinite "mana" with Pyromantic Pact.

So how does it work?

We use Sacrosanctum to allow recoup to work on Energy shield as well as Life, then we us Pyromantic Pact to damage ourselves to stack Recoup. The Recoup stack is only limited to how much you can damage ourselves before the other stacks expire. Recoup lasts around 3 seconds per stack (with our tree setup) and will require constant upkeep to maintain high enough stacks to be a viable counter to our own self damage as well as any other possible damage sources.

This is achieved in two ways.

First, we need to make sure we have NO Additional Mana or % Increased Mana on items. This is because Pyromantic Pact is scaled off total mana amount, and we want the smallest amount of Infernal flame as possible so we can trigger Pyromantic Pact damage on Maximum Infernal Flames. Too much Infernal flames means we cannot trigger the damage enough to get a decent recoup stacks, which would mean recoup would be fairly useless. To assist us in minimising our mana we need Heroic Tragedy with "Line of OLROTH" roll. This will replace Conduit with Knightly Tenets Which prevents all INT from adding mana. Its VERY IMPORTANT we get that jewel.

Secondly, We need to maximise the amount and effectiveness of our recoup. The goal is to have 100% recoup with items like Blood of the Warrior and passive nodes like Infused Flesh and Heart Tissue. But even with 100% that's not enough to maintain the recoup numbers we need. So we need to increase its recoup speed as well. Getting nodes like Left Ventricle and Pliable Flesh are an absolute must have otherwise the incoming damage will out do the rate we gain ES/Life.

Triggers:

We use Triggers in the form of Cast on Elemental Ailment and Spellslinger. Both of these require energy to activate and we need to build that energy so we can have them activate often enough to make a big difference in our over all Damage output.

Cast on Elemental Ailment Is simple enough, it triggers energy build up on a ignite. This is very easy for us with many of our passives increasing the chance to apply Elemental ailments as well as our use of Archon of the Flame

Spellslinger works by gaining energy as we cast spells and it can stack up to 4 Living Bomb

We invest only slightly in energy nodes, but enough to make sure we get consistent use out of our spells. Dynamism is all we really need.

Archon:

Archon of the Flame was added in 0.3. It allows us to become a ARCHON and deal increased flammability which in turn increases ignite and our out going damage with our chosen passives.

We gain Archon of the Flame by using a support gem called Arbiter's Ignition linked to our Spellslinger skill. This allows us to gain archon without spending the 5 passive points normally needed.

Changelog

13/01/2025:
Updated overview to show what build is for and what its not for.
06/01/2025:
Added min-max gear goals and written details
Updated Skill gems and written details.
Added levels 75-90 to the passive tree and written details.
07/02/2025: No nerfs, still cookin
21/09/2025: Complete rework on the build. Updating in progress
21/09/2025:
Gearing section updated
Skills section updated
How to play section updated
How it works section updated
Overview updated
Passive tree section ongoing update
22/09/25: Passive tree updated, pending video update.
22/09/25: Video added and guide published to 0.3

Added line for when to replace Maligaro's Virtuosity

08/10/26: Complete overhaul of the build.

Comments

2
G
Geralt•5d ago

Can run this build with mageblood ? or the recoup is more important on this belt?

1
S
ShinOkamiYT
Author
•3d ago

Mageblood can be swapped in with very little loss.

0

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