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PoE Build

Spark Perma Freeze Warden

3.28 Mirage
End Game
presentationRanger
presentationWarden
Creator
Updated on Mar 30, 2026
Mar 30, 2026

Path of Building Code

Build Overview

Spark of the Nova Warden is 100% the most niche Spark Variant I have ever seen and I love it.

Warden is, if you take a closer look, actually huge for Spark. Oath of Winter makes our Spark perma Freeze anything that doesn't have the "Cannot be fully Slowed" Tag and even those walk around with minimum Action Speed. Freeze is one of the best Survivability Layer while mapping too, if something doesn't move it cannot kill you!

But that is not all Warden offers. We also get Oath of Spring for 100% increased Damage taken. Even while using Yoke of Suffering we hit so many times to keep 50 Shocks up. Then there is Avatar of the Wilds which actually has a good Uptime due to us applying 4 Ailments constantly. Getting +4 Unbound Fury STacks every Tick.

Finally we can use The Unseen Hand from the Nameless Bloodline with a Screams of the Desiccated Acceleration Version, amplified by a The Gull for maximum Spark Screen Coverage.

As long as this Build does not get oneshotted, it will not die, delaying half the Damage with Petrified Blood and instantly recovering any Life lost via Life on Hit from a Watcher's Eye

Given the Acceleration Shrine Belt we have easy access to a crazy amount of Projectile Speed and Cast Speed, which is PERFECT for Spark of the Nova. We can further add on top with Elegant Hubris (Caspiro Supreme Ostentation) replacing all our Attribute Nodes with %Projectile Speed Tattos and Widowhail with Rearguard for solving Block & Suppression.

Finaly we are using the new Exceptional GemsOverloaded Intensity Support, Unholy Trinity Support and Eclipse Support, as well as the 'reworded' Greater Spell Echo Support to take the Build to the next Level.

Why this Variant over Lifestack or Mana Templars?

When GGG revelaed the Screams of the Desiccated I knew I wanted to make a Build with it.

When they also showed the new Exceptional Support Gems, my goal was locked in. I wanted to make a Build using the Belt and as many Exceptional Gems as possible.

After some pobbing and testing, Spark looked like the natural choice and I managed to fit in 4 Exceptionals in my Main Link!

Lifestack is likely the best Endgame Version in terms of Raw Numbers, but Warden takes the Crown in terms of Uniqueness and Fun. This Build taught me a lot about Build creation as well, as I had to solve Damage Scaling and Survivability and work this build up from an unpolished Core Interaction.

Strengths and Weaknesses

  • Freezes Everything
  • Sparks the Entire Screen
  • Max Block & almost Max Spell Block
  • Spell Suppression & Evasion
  • Super Fast
  • Uber Viable DPS
  • 90% AFK Simulacrum Viable
  • semi-infinite EHP / instant Recovery
  • Conditional Damage needs a bit of Ramping
  • Block/Eva/Supress Survivability will sometimes fail
  • Expensive
  • Weak to Ground Effects / Environmental Damage

Build Variants

My current Variant used for the Footage from the Guide. I have spend roughly 500 Divines, but bought most Items early Week 1 so could be more to buy / craft now.

Equipment

Widowhail
Manifold Ring
Velour Gloves
The Gull
Expedition's End
Screams of the Desiccated
Yoke of Suffering
Kalandra's Touch
Rearguard
Fugitive Boots
Divine Mana Flask
Ashbark Tincture
Divine Life Flask
Divine Life Flask
Divine Life Flask
Damnation Shine
Eagle Shard
Loath Prism
Sol Solace
Elegant Hubris
Forbidden Flame
Forbidden Flesh
Foulborn The Blue Nightmare
Impossible Escape
Nadir Mode
Stormshroud
The Light of Meaning
Unnatural Instinct
Watcher's Eye

Gear

Widowhail & Rearguard

In an ideal world, we would want to use a Feathered Arrow Quiver with Crit Multi, Crit Chance, Projectile Speed, and Life, but this build needs more Survivability Layers than just Freeze.

A Spell Suppression corrupted Rearguard solves our Defenses instantly. Capped Block, nearly capped Spell Block, and a big amount of Spell Suppression chance. We also get a little bit of %Damage and Proj. Speed making it a very strong choice.

To further enhance the Numbers we gain from Rearguard, we want to use a Volatile Corrupted Widowhail with 275%+ Bonuses gained from equipped Quiver.

If you get your hands on a Screams of the Desiccated with Acceleration and Resistance Shrine Effect, then we could replace the Bow & Quiver with a Nebulis and Rare Shaper Shield with Life on Block and Chance to Block, we get an insane Boost to Damage while retaining the Survivability.

Shrine Belt & the Gull

The core Item the Build is made around is the Screams of the Desiccated with Acceleration Shrine. To further amplify the Cast & Projectile Speed we gain, we want to use a Volatile Corrupted The Gull. Focusing on Shrine Effect & Shrine Duration. The higher the better. The Helmet also grants us a temporary boost to survivability, sometimes via the lesser Shrines.

Expedition's End

Expedition's End is another Keyunique that makes Warden work in the first place. While we could convert our Lightning Damage partialy to Cold via a Call of the Brotherhood, that would remove Unholy Trinity Support as a Support Option. Another alternative would have been a The Three Dragons, but here too we would lose The Gull. So Expedition's End is the best options to gain Freeze into the Build. The best corrupt is +1 to Socketed Gems, to increase the Level of our Exceptional Support Gems and/or 50% reduced Critical Damage taken.

Mana Cost Ring(s)

One of the biggest Issues to solve for the Build is the Mana Cost of Spark. With ~10 Casts per Second we consume an insane Amount of Mana even with Inspiration Support. To counteract the insane Mana Consumption we want a Manifold Ring and a Kalandra's Touch.

The Ring is easy to craft. Fracture T1 Life onto it, Use Reforge Caster till you hit T1 Cast Speed. Craft Suffix can't be changed and slam a Veiled Chaos Orb, if you have no open Prefix, annull and if needed repeat, but most of the time you have 1-2 open Prefixes. Block any of the hybrid Element Flat Damage and unveil. It is a 1/4 for the 4 Different Mana Veiled Affixes. We want specifically the one with reduced Mana Cost. Once unveiled slam the last Prefix with a Foulborn Exalted Orb(block any Flat Damage to attacks) and craft -Mana Cost. Don't forget to Mana & Life or Prefix Catalys the Ring.

3rd Ring

As we are using The Unseen Hand we can use a Third Ring. This third Ring should be an Amethyst Ring with Life, Chaos Res, All Res, Elemental Resistance and Mana Cost Craft. Idealy Fractured Life to use Veiled Chaos and get Hybrid Fire Cold Flat Damage.

The Reason we want/need any Source of Flat Fire & Flat Cold Damage is to apply Chill and Ignite. While we can freeze thanks to Expedition's End. That doesn't enable Chill and Ignite. But we want to apply those ailments as well for Avatar of the Wilds and Yoke of Suffering.

Alternatively, get the Flat Sources on an Abyssal Jewel.

Amulet

We have 4 Options.

  • Rare Amulet with Life, Gem Level, and Resistances works perfectly fine early on.
  • Yoke of Suffering is also solving Resistances and instead of Gem Level we get increased Damage taken, which is neat.
  • The Utmost is an expensive Alternative that helps with both Survivability and Damage. Do note that Damage Pen does nothing, so focus on the other Stats.
  • Rare Focused Amulet with +4 or misted +8 to Spark (All Skills & Lightning Skills)

I personally really like Yoke of Suffering, as we can apply 5 Ailments easily. The 5th comes from a Chance to Poison Tatto and converting our Lightning Damage partially to Chaos Damage. Just a neat Way to use Yoke.

Best annoint is Potency of Will

Gloves

If we have any source of Flat Cold Damage ( Ring or Abyss Jewel), we definitely want Temple Cold Mod on our Gloves for 50% increased Damage. We also want a lot of different Jewels, so another HUGE Affix for us is an Abyss Socket, which we can get by fracturing the Temple Cold Res Modifier and then using a Hollow Fossil to guarantee the Abyssal Socket. There are crafting Guides out there for attack builds. We are basically using the same Item, but we don't care about Attack Speed or Flat Damage to Attacks. Just Resistance and Life are important for us.

+2 Pierce from the Eater Influence is MASSIVE for us, but will take at minimum 2 Orb of Conflict, if not more. We can also get Chance to Unnerve from Exarch on Gloves.

Boots

Due to not using a rare Feathered Arrow Quiver with Essence of Insanity for Pierce, we really really want to use Hunter Influenced Boots with Elevated Pierce. Otherwise we'd have to use Pierce Support which would mean we'd have to drop one of our Exceptional Supports and that is a no-go!

For a cheap Variant, just Elevated Chance to Pierce, veiled Movement Speed, and any amount of Resistances is fine(Pref. can't be changed + Reforge Lightning guarantees Lightning Res to be rolled)

If you want to go really fancy, you could go for Elevated Tailwind & Elevated Onslaught Hunter Redeemer Boots with Elevated Pierce. But those are incredibly rare and expensive.

Best Base for influenced Boots is Fugitive Boots but a Two-Toned Boots (Evasion/Energy Shield) or Two-Toned Boots (Armour/Evasion) also works if needing the Resistances from the Implicit.

Jewels

This Build uses a LOT of unique Jewels to solve Specific issues or fix Specific Stats.

Elegant Hubris & Impossible Escape

Elegant Hubris (Caspiro Supreme Ostentation) is a must. I recommend using it in the Jewel Socket near Elemental Equilibrium to replace it with Supreme Ostentation.

  1. We are almost exclusively in the Dexterity Section of the Tree, but Spark of the Nova has high Int requirements.
  2. We want to use all our Attribute Nodes for Tattoos.
  3. We want to use a LvL 4 Eclipse Support, which has insane Stat Requirement

Having Supreme Ostenation solves the Attribute issues and Elegant Hubris can have many other good Nodes replacing Notables in its range. IMPORTANT each Seed is different. Use the Find Timeless Jewel Function in Path of Building to find a usable one.

The ones I highly recommend to have is 80% Chance to avoid being shocked & 10% Chance to gain a Frenzy Charge on Hit. Mine also has a couple of additional Nodes that are nice to take, but not required. You can check out all Nodes in the PoB.

To save Passive Points on Travel Nodes that grant nothing, we want to use an Impossible Escape on Bloodsoaken Blade or Elemental Equilibrium. The better variant varies based on the Elegant Hubris you got!

Stormshroud

Stormshroud combined with Thick Skin and its 3 small Nodes and the 80% Chance to avoid being Shocked from Elegant Hubris we are full Ailment Immune. If you cannot use Stormshroud use Soul of Lunaris for Freeze Avoidance.

Light of Meaning and Unnatural Instinct

A %Lightning Damage Light of Meaning in the Bottom Scion Node with a Unnatural Instinct in the top right Node grants a ton of % Damage and various other Bonuses on Nodes we want to take anyway.

Watcher's Eye

We want to use a Vitality Life on Hit and Grace Spell Suppression Watchers. This fixes the last bit of our Spell Suppression to cap it and we hit soooooo many times that we instantly recover any Life we lost.

Nadir Mode

Nadir Mode is another Key Unique to enable insane DMG on our Build. On Paper it makes us lose Intensity Stacks we get from Pinpoint Support, but get us some % increase Critical Strike Chance.

But what it actually does is, it enables us to have near-permanent uptime on Overloaded Intensity Support. Keep this in mind for now. I will explain what it does in the Skills Section.

Forbidden Flame & Flesh

As we are a Warden we have access to Deadeye Ascendancy Nodes via the Forbidden Jewels. Our best option is Far Shot. As Spark travels quite fast and can hit a Enemy multiple Times before it despawns, this is a 'free' 30% More Damage Multiplier.

Gathering Winds is not a great Option as we already get a ton of action Speed from our Belt.

The other nodes also don't give enough Damage to compete with Far Shot.

Foulborn Blue Nightmare

This is the secret Weapon to enable Unholy Trinity Support. Socketed in the Jewel Socket near Pain Attunement and tattooing the 3 Intelligence Nodes leading up to it with %Lightning Resistance .

We convert enough of our Lightning Damage to Chaos to enable Unholy Trinity Support.

Abyss Jewel

We want 1 Abyss Jewel to get access to Flat Cold and Flat Fire Damage, this enables us to apply Chill and Ignite for Yoke of Suffering and Avatar of the Wilds. We can also get some amount of Crit Multi and Flat Life on it. Either Spell Damage or Spell Damage while wielding a Two-Handed Weapon. Either works for us while using the Widowhail.

Cluster Jewels

We want to use 2 Large Cluster Jewel and 2 Medium Cluster Jewel

One Large Cluster with Lightning Damage and Doryani's Lesson and Stormrider

Stormrider grants us access to Power Charges and Doryani's Lesson gives us Life Leech on top of our Life on Hit. Any Suffix Notable works.

The other Large Cluster should be with Elemental Damage and Inspired Oppression and Sadist. This needs Widespread Destruction to be set correctly.

We need the % increase Mana Regeneration and Sadist for more %increase Damage.

On the Medium Clusters, get 2x Basics of Pain and Pressure Points, the best Notables we have on Medium Clusters.

Passive Tree

main:
123
123
ascendancy:
8
8
Keystones
Elemental Equilibrium
Hits that deal Elemental Damage remove Exposure to those Elements and inflict Exposure to other Elements Exposure inflicted this way applies -25% to Resistances
Pain Attunement
30% more Spell Damage when on Low Life
Magebane
Dexterity provides no inherent bonus to Evasion Rating +1% Chance to Suppress Spell Damage per 15 Dexterity
Masteries
Evasion Mastery (1)
+15% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Rating
Critical Mastery (1)
+3 to Level of all Critical Support Gems
Duration Mastery (1)
10% more Skill Effect Duration
Life Mastery (1)
You count as on Low Life while at 55% of maximum Life or below
Caster Mastery (1)
Spells which can gain Intensity have +1 to maximum Intensity
Projectile Mastery (1)
15% more Projectile Speed
Reservation Mastery (1)
20% increased Life Reservation Efficiency of Skills

Radius Jewels

For Radius Jewels, their Position and what Nodes to take in their Range please refer to the the PoB

Timeless Jewel

Elegant Hubris (Caspiro Supreme Ostentation) varies based on Seed. Make sure you get the Correct name in the Line (Caspiro) and check the Seed in a PoB before you buy a Jewel.

Tattoos

We want to tattoo over every Attribute Node we allocate. For Dexterity Nodes get %Projectile Speed or %Cold Resistance if needed

For the Intelligence Nodes get 1 with 5% reduced Damage taken from Critical Strikes, 1 with 5% chance to Poison on Hit and the 3 next to Pain Attunement with %Lightning Resistance.

Masteries

The most important Mastery is +3 Levels to all Critical Support Gems, this affects Inspiration Support for Mana Cost and Overloaded Intensity Support for base Crit and Crit Multi.

You count as Low Life while at 55% of maximum Life or below, which is better than +30 Flat Life, but requires an Enlighten Level 4 and a 2% Reservation Corrupt on any of the unique Jewels.

The last major Mastery Node we really want is Spell Caster +1 maximum Intensity. Granting us more Crit and more Damage.

Skills

Expedition's End
Sentinel Jacket
Spark of the Nova
Inspiration
Greater Spell Echo
Overloaded Intensity
Unholy Trinity
Eclipse
Pinpoint
The Gull
Raven Mask
Flesh and Stone
Arrogance
Clarity
Enlighten
Widowhail
Crude Bow
Spell Echo
Faster Casting
Frostblink of Wintry Blast
Arcane Surge
Widowhail
Crude Bow
Steelskin
Automation
Righteous Fire of Arcane Devotion
Maelstrom Hold
Velour Gloves
Grace
Vitality
Petrified Blood
Rapture Span
Fugitive Boots
Tornado
Arcanist Brand
Sniper's Mark
Rapture Span
Fugitive Boots
Sigil of Power

Spark

I explain Spark and Spark of the Nova in the How it works section, so we won't go into depth here on those. But I will explain our Choices of support here.

Imbued Pinpoint Support. Pinpoint gets 9% more Damage between LvL 1 and LvL 20. Quality also does near nothing here. This makes it the best imbue option.

If you cannot afford a Pinpoint imbued replace Eclipse Support with Pinpoint Support. Inspiration Support is kinda an alternative for imbueing, but we loose a lot of reduced Mana Cost that way.

We require Pinpoint Support to enable Intensity for Spark. We want that cause of Overloaded Intensity Support. That support carries almost both our Critical Strike Chance and Critical Strike Multiplier on its own. We have a couple other Nodes invested into Crit, but nothing Major.

The way Overloaded Intensity Support works is, whenever we loose 6 Stacks of intensity, we gain 1 Stack of Overload. Overload last 10 Seconds, can have up to 3 Stacks and resets to max Duration whenever we gain a new Stack. There is also no timewindow we have to lose the intensity in. We can lose intensity by moving or by using Nadir Mode.

We gain Base Crit Chance and Crit Multi for each Stack of Overload and the amount scales with Gem Level. Heres the trick, the support gem has the Critical Tag and can benefit of the +3 Crit Mastery. With a Corrupted +1 Chest and a LvL 4 corrupted Gem we can reach lvl 8 giving us 6% Base Crit and 195% Crit Multi at 3 Stacks of overload!

We also use Inspiration Support for big Mana Cost Reduction and some 'free' More Damage & increase Crit Chance.

Unholy Trinity Support requires Foulborn The Blue Nightmare, which grants partial Lightning to Cold Conversion. At LvL 4, which we get by either corruption or a +1 Chest, we get 35% more Damage and ignore Enemy Lighting and Chaos Resistance, making it a better option than Invert the Rules Support as we will consistently do high damage instead of no dmg, no dmg, absurd dmg. IT also pairs up better with Lightning Damage, as we already have one random Damage factor with our Flat Lightning Range.

Last Support we want Eclipse Support. At Level 4 Eclipse grants +2 Levels and 18% Quality, as well as a 92% Mana Cost Multiplier. The Downside? A absurd Stat Requirement, but because we use Supreme Ostentation, we bypass the Downside and have just the upside.

This Gem doesnt give as much Damage as a non-exception support like Arcane Surge Support or Increased Critical Damage Support would give here. But it's the last key piece to solve our Mana Cost, and we gain some Damage. It is better to have permanent Cast Uptime with less Damage than to have more theoretical Damage, but can't use Spark half the time.

Auras

We use a 4-Link and a 3-Link for our Auras.

On Mana we want to reserve Grace, Vitality and Petrified Blood.

Grace and Vitality for their primary Effect, but also for the Watcher's Eye Spell Suppression and life on Hit.

Petrified Blood is important for the build. While we can't pair it up with a Progenesis and lose a little bit of Max Hit, we mitigate 40% of any damage we take as long as we have something to hit back. We have both Life Leech and Life on Hit and we hit a CRAZY amount each Second with Spark.

It also allows us to use Pain Attunement for another 30% more damage, and we get to reserve some Auras on our Mana

Our Second Aura Link is Clarity and Flesh and Stone (Sand Stance) for Less Damage Taken and our need for very high Mana Recovery. Supported by Arrogance Support and Enlighten Support to offset the Reservation. Enlighten LEvel 3 is enough, but a Level 4 would be better.

Automated Skills

We mainly want to use Automation to automate a Guard Skill. We can either use Steelskin or Immortal Call. Based on my testing Steelskin feels better as we don't have a consistent Source of Endurance Charges for Immortal Call.

A Side Effect of using Automation is that we can link Righteous Fire of Arcane Devotion to automate it too. This allows us to have one less Skill on the Skillbar and never forget to activate it when entering a new Zone.

Righteous Fire of Arcane Devotion grants More Cast Speed instead of More Spell Damage like its standard variant Righteous Fire.

The Damage taken is calculated based on our Mana instead of our Life, which we have a way lower Maximum Pool of, so we can easily offset the Life Loss with Vitality for 'free' Cast Speed.

Arcanist Brand Setup

Arcanist Brand triggers the Skills linked with it in Socket Order. (1. Socket is Top Left, then follow the Links) Each Cast will consume the Mana for that Skill. The Brand will cast any Skill linked to it whenever it is on Cooldown until its Duration ends. Important to note is that Action Speed does not affect the Activation Frequency, only Cast Speed.

We want to link Sniper's Mark and Tornado to it.

Sniper's Mark grants increase Damage taken, which is neat, but the Keypart is Split. While Split doesn't reset the Cooldown. Getting 2 Extra Sparks increases the odds of more Hits from one spark Wave.

Alternative use Assassin's Mark, which is slightly higher thoeretical DPS, but felt worse in praxis for me.

Tornado can take up to 20 Hits from our Sparks and will reflect 10% of their Damage. For a total of 200% of 1 Hit Spark Damage. There is no conclusive data on how often Tornado applies its Damage during its Duration. The current assumption is once per Tick.

Both Tornado initial Duration and secondary Duration scale of the Skill Effect Duration we already scale for Spark.

Sigil of Power

Sigil of Power is an optional Damage and Defense boosting Skill.

It grants flat Lightning Damage while standing on top and reduces Damage Taken if Enemies stand on top of it. The best Way to place it is at the Edge of an immobile Pinnacle or Map Boss, standing at the opposite Edge of the Circle.

Important Spark Interaction: Spark and its Variants snapshot their Damage on Cast, so if cast while on top of the sigil, they will always do their full Damage. Even if you step off the Sigil to dodge an Attack.

Due to our high Cast Rate, we max out the Sigil to Stage 4 in a couple of Seconds.

While we could technically link Sigil of Power in the Arcanist Brand to reduce our Skill Rotation by a Button. This would place the Sigil with the Boss in the Center, leaving us less Room to move.

The best Imbue is increased Area of Effect, but not required. Aka. a luxury upgrade.

How it Plays

Mapping

Cast Spark of the Nova, then move with Frostblink of Wintry Blast.

Bossing

For Bosses that only start after entering their vicinity, you can spam Spark till you hear the Pop Noises (different based on MTX) and then trigger the Boss.

Activate Sigil of Power and cast Arcanist Brand

Use Avatar of the Wilds Unbound whenever it is up or time it when a Boss is standing still and can be burst down.

Mobility

While we have decent Movement Speed with our high Action Speed, the preferred Movement is just Frostblink of Wintry Blast. Simply blink all over the place and enjoy.

How it Works

Spark

Spark is quite a unique spell. Like other spells, it's flat Damage scales with Gem Level, and it gains additional Projectiles with each Gem Level. The projectile behaviour is its unique part.

Unlike other projectiles, a Spark Projectile can hit the same Enemy multiple Times. Each Cast Wave of Sparks has a separate Hit Cooldown of 0.66 Seconds. If one Projectile of that Wave hits an Enemy, the others of that Cast would pass through for the next 0.66 Seconds. The individual Spark Projectiles can also Split, Pierce, Chain, and Fork. However, the direction will always be random. Because of this behaviour, the best Modifier here is Pierce as it's the easiest to get multiple of.

Spark also has the duration Tag, while some other Projectile Skills also have this. Spark's Duration Tag affects the Projectile Travel Duration before it expires. Having %increased Skill Effect Duration increases the Lifetime of our Spark Projectiles.

To increase our effective DPS for Spark beyond Flat and % Damage, we want Skill Effect Duration and Pierce to hit multiple Times. Cast Speed to cast more Sparks. And most importantly, Projectile Speed so the same Wave of Spark has a higher Rate of hitting the Same Target during its Lifespan.

Keep in Mind that PoB does not consider Skill Effect Duration in its DPS Calculation. It assumes the Projectile vanishes after 1 Second. With the current setup, a Spark Projectile lasts almost up to 4 Seconds.

Spark of the Nova is a Transfigured Variant of Spark, which has slightly more Damage and more Projectile amount, but casts the Projectiles in a Circle instead of forward. If scaling all effective Multipliers mentioned above, this is a net positive for us.

Damage Scaling

  • Flat Lightning Damage from Gem Levels on Spark of the Nova and Flat Cold + Fire from either Ring, Quiver, or Abyss Jewel
  • % increase Damage from various Sources on the Passive Tree, like Sadist and Light of Meaning Unique Jewel, as well as on Gear like the Temple Gloves
  • More Damage Multipliers from Support Gems and Passive Tree, like Pinpoint Support or Unholy Trinity Support and Pain Attunement
  • Increase Damage Taken from Shock (x50 with Oath of Spring) as well as Sniper's Mark and Yoke of Suffering
  • Crit and Crit Multi from Overloaded Intensity Support and Nadir Mode, as well as Power Charges
  • Ignore Resistances from Unholy Trinity Support
  • Skill Effect duration from passive Tree
  • Cast Speed from Gear and Frenzy Charges
  • Action Speed from Screams of the Desiccated amplified by the The Gull
  • Projectile Speed from Screams of the Desiccated and Passive Tree Tattoos
  • Pierce from Gear

Defensive Layers

  • ~4k max Life Pool -> ~2k Petrified Blood Life Pool
    • Pet. Blood delays 40% of Damage taken
  • Normal Cap on Elemental and almost Capped Chaos Res
    • Can be theoretically scaled to 90%, but requires Resistances Screams of the Desiccated, which is beyond expensive.
  • Freeze with Expedition's End and Oath of Winter
  • Block & Spell Block from Rearguard
  • Spell Suppression from various Sources
  • ~15k Evasion Rating
  • [Optional] Wind Dancer
  • Fully Ailment Immune
  • 5-100% reduced Crit Damage taken
    • Build has only 1 Tattoo, but Body Corrupt and Crit Mastery can be changed for another 80%
    • Unholy Trinity Support can be replaced by Invert the Rules Support and Int Nodes replaced with reduced Crit Damage ones to reach 100%
  • Life Leech from Doryani's Lesson and Life on Hit from Vitality Watcher's Eye
  • Conditional Less Damage taken from Sigil of Power and Flesh and Stone (Sand Stance)
  • Automated Steelskin,

Changelog

23.03.2026 | Initial Writeup

Video Guide

Stats

Stats are displayed for the "Gem Setup {1,2,3}" Variant only
Character
Attributes
33 / 
77 / 
66
Movement Speed
275%
Bandits
Alira
Pantheon Major
Lunaris
Pantheon Minor
Yugul
Charges
Endurance Charges
3
Frenzy Charges
3
Power Charges
3
Defensive
Life
3,950
Energy Shield
432
Mana
811
Armour
1,969
Evasion Rating
13,655
Block
75%
Resistances
75% / 
75% / 
75% / 
56%
Simulated
Effective Health Pool
152K
Max Hit
13K / 
46K / 
46K / 
46K / 
27K
Skill DPS Estimation
Spark of the Nova
15M

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