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(WIP for 3.28) Thy's SRS Guardian SSF League Starter

3.27 KotF
Starter
End Game
SSF
Creator
presentationTemplar
presentationGuardian
Updated on Mar 4, 2026
Mar 4, 2026

Path of Building Code

Build Overview

Changes in 3.28:

Nerfs

  • removal of grafts (less defense and around 10% less damage)
  • Genesis tree nerfs, so not as easy to create god-tier gear in SSF

Neutral

  • swap from awakened to greater support gems
  • Animate Guardian of Smiting, which now has Minion deals 0-76% more Damage (previously 0-38%). The Smite Attack now has an impact radius of 2.1 metres (previously 1.5 metres). It's neutral, because this build doesn't use the animate guardian of smiting, it uses a normal one. However, after this buff, you could consider running this one instead, as the AG would do more damage. You need to remember however you're not equipping him with items that do damage, per se. You also lose around 40% more life, compared to the regular version.

Buffs

  • Coins of Knowledge, Power, and Skill, which Corrupt a level 20 Skill Gem, Imbuing it with a random valid Intelligence, Strength, or Dexterity support gem effect, respectively. This creates pseudo 7-links, in other words. These coins provide a lvl 1 int/str/dex support gem to any skill gem, which in SRS alone gets you between 10 – 15% more damage, if you hit something decent. 
  • Abyss Scarab of Descending, which Guarantees an Abyssal Depths in an area. This is great, because that's the place where you drop a Darkness Enthroned.
  • Ritual Scarab of Corpses, which causes Rituals in the area to contain an additional Rare Itemised Corpse monster that will appear in the Favour window after being defeated. If I read this correctly, this mean a guaranteed corpse per ritual, which is pretty huge.
  • Spectres no longer gain a hidden more Elemental Damage bonus when converting their Physical Damage to Elemental. They also now scale up their monster level more at gem levels past 20, a gem level 30 Raised Spectre is now level 85 (previously 81). We didn't use spectres for damage, but more levels for a spectre, means more health, means spectres die less, so that's a buff.
  • The Guardian's Sentinel of Radiance Minion no longer has duration (it is a permanent minion) and has approximately 36% more Movement Speed. Note the Sentinel still doesn't persist between areas. You still need to summon it in every zone, but just once. It also means the 20% less damage taken is always up, which is a massive buff. Plus, campaign running will be even smoother with this guy. 

====

Warning: Stats displayed over here are not correct. I clearly don't have 177% movement speed :) Please check the PoB loadouts for the correct values.

Resources

Loot Filter: https://www.pathofexile.com/item-filter/lqLz4NS1

PoB Levelling Guide: https://pobb.in/goior2nzNCKU

PoB level 100 3.27 SRS Guardian: https://pobb.in/rL3LCVbbG81k

Overview

The SRS Guardian is a solid starter, a jack of all trades, meaning it doesn't excel at anything, but can do almost everything. This league, in 3.27, I managed to kill several Uber pinnacle bosses and wave 15 simulacrum. While we lost the mercenary which added a lot of power, 3.27 has brought sizeable buffs to minion builds, like permanent spectres, guaranteed hitting for minion, plus some very interesting bloodline ascendancies. On top of that, you can grow 2 arms out of your body, for additional player power.  

The build performs well in circles with enemies, because the raging spirits automatically seek out enemies and aren't hindered by terrain or other obstacles, which can come in handy in Breach 2.0 as well. I'm convinced this build will carry you smoothly through the league, until you're either ready to grind it out and min max, or until you've collected enough gear for a second SSF character and nuke pinnacle content with that.  

This build is pretty tanky, under normally, balanced circumstances. The level 94 PoB has 7k max phys hit, 50k effective hit pool, and okay recovery. My level 100 PoB in 3.27 has (without flasks up):

  • 186k EHP
  • 75% block
  • 72% spell block
  • ~11 million DPS (with high uptime, because it's minion DPS)

the level 85 loadout has a 5-link

the level 94 loadout has a 6-link, including the support gems I would recommend

Strengths and Weaknesses

  • no uniques required
  • use SRS from level 4
  • 4-5 million DPS on average SSF gear. ~11 million DPS in a geared endgame character
  • very few passive tree swaps
  • easy to gear, easy to scale, easy to understand
  • Becomes super tanky in end game and thus scales well into endgame
  • no transfigured gems
  • synergizes well with bloodline ascendancies
  • comfy minion playstyle with good DPS uptime
  • this guide, tailored for SSF enjoyers
  • Requires some gear to take on 4 voidstones (20% quality support gems, 6-link, some decent spectres).
  • not as strong as other minion build starters, but tailored to SSF.
  • support gem swap for map clear vs bosses (but map bosses die easily, you don't need it there)
  • to keep high block chance, you need to shield charge every 4 seconds

Build Variants

All these build variants are snapshots of my own SSF fresh league start run, and should be very representative of what you can expect. The youtube guide and PoB lists a few options in terms of skill gems as well.

Equipment

Driftwood Wand
Iron Ring
Rawhide Gloves
Iron Hat
Chainmail Vest
Twig Spirit Shield
Wool Shoes
Medium Life Flask
Small Life Flask
Quicksilver Flask
Small Mana Flask
Small Mana Flask

Passive Tree

main:
123
123
ascendancy:
8
8

Skills

Driftwood Wand
Frostblink
Arcane Surge
Rift Mantle
Chainmail Vest
Summon Raging Spirit
Ruthless
Twig Spirit Shield
Holy Flame Totem
Summon Phantasm
Wool Shoes
Shield Charge

How it Plays

It's rather simple, really, after you've automated a few skills with the trigger wand, we automate convocation as well. You just shield charge around as this is the attack you need to do every 4 seconds to get your block chance up. You can frostblink over ledges or other obstacles. You summon your minions, you need to summon your sentinel only once, and you can press vaal haste whenever it's up for a nice damage and speed boost. Everything else will be taken care of for you, by your minion army. Which is kinda the point of the build.

How it Works

Defensive Scaling:

  1. Armor. Armor is our main base defensive layer, adding physical damage reduction. Also, just the physical damage reduction stat works. It's not that easy to get endurance charges into the build, but once you can, that's a lot of extra defences.  
  2. Block. Using the ascendancy node Bastion of Hope, it's fairly easy to get block capped. Although it requires you to shield charge every 4 seconds. That's usually not a problem when mapping 
  3. Maximum resistances. We get 80% max res using the passive tree and eldritch implicits.  
  4. Physical damage taken as. We convert around 16% of physical damage into other elements or chaos damage, using eldritch implicits, which helps mitigate physical damage.  
  5. Increased defences, from the stone golem, 20%, and the Umbral army ascendancy, at least 36%, and for every extra spectre, another 12%.  
  6. Minions blind on hit, reducing enemies' accuracy 
  7. Minions taunt on hit, making enemies deal 10% less damage 
  8. Minions can block incoming projectiles. However, minions can also attract unwanted attention, so there's a counter argument as well 
  9. Enemies are chilled, thanks to skitterbots 
  10. Corrupted blood immunity, on the passive tree at first, and later using a corrupted implicit on an abyss jewel 
  11. Elemental ailment immunity, thanks to purity of elements 
  12. in late game, once you tree crafted good Armor / ES gear, you can combine Mind Over Matter plus Wicked Ward plus Divine Shield for massive extra hitpool. As you're blocking and mitigating so much damage, ES regen shouldn't be an issue, and Eldritch Battery should remain operational. Just be mindful of constant DoT damage (like 600 chaos damage altar) as that messes up this layer of defense.

Offensive Scaling:

  1. The flat damage of minions. This is scaled by their level, which is one of the main reasons why minion levels are so important. It's also scaled by buffs such as hatred and wrath, by the carrion golem, and by flat damage on ghastly eye jewels. This flat damage is used as the basis for all other scaling, so it's very important. 
  2. The increased damage scaling, which includes all sources of increased minion damage, for example on the passive tree, your wand and shield, but also stats like increased minion attack speed, and that sort of thing.  
  3. The multiplicative damage scaling, which mostly comes from support gems which have more multipliers on them. A buff like hatred which adds I think around 30% of physical damage as extra cold damage, I also consider a more multiplier although I'm not 100% sure that's technically correct. It's the only source that provides the extra damage, however.  
  4. Again, technically maybe not correct, but the 4th category are damage scaling factors that don't directly increase your damage output, but increase the damage received by enemies. You do this for example using the punishment curse or by intimidating enemies, or lowering enemies' elemental resistances, or by covering them in ash, or by scorching them, which again reduces resistances, or by penetrating resistances, or by shocking them with skitterbots which increases damage taken. I think most of these are damage multipliers, but I tend to describe them separately as it's not always immediately apparent they impact the damage a lot.  
  5. Finally, after all is said and done, you can scale the number of minions you have. With SRS, the cap is 20, and you will reach that, using unleash. But if you would play a pure spectre build, and you go from 4 to 5 spectres, that means 1 more spectre with all this other scaling and damage, is very significant. In this build, spectres do some damage, but are mostly utility focused and buffing either you or the minions. They're not the primary damage dealers.  

Trigger craft 

One of the first things you should do in endgame, is get a minion wand with an open suffix, and bench craft the trigger craft. The way this works, is that it automatically triggers any skill that's socketed in the wand, starting at the top socket, and working its way down. That means it's important to first socket in desecrate, level 1, at the top, so it first creates corpses, and then below the desecrate gem, you slot in flesh offering, so it offers those corpses. The third socket is optional. I've put in a curse. You could put in convocation, if you like, or an aura, which wouldn't be triggered, but just be in the wand. Desecrate and flesh offering are the most important.  

Be very careful when managing spectre corpses that you don’t trigger the wand and blow up their corpse.  

How to Get Which Gear

  • Helmet (Rog or Map Runners)
  • Rings / Amulet (Map Runners / Shipments)
  • Chest (Tree Crafting)
  • Gloves (Tree Crafting)
  • Boots (Tree Crafting)
  • Wand (Fossil Crafting)
  • Shield (Fossil Crafting)
  • Darkness Enthroned (From Abyss Bosses in Abyssal Depth)
  • Rumi's Concoction (random drop, I got it from the tree)

Anoint 

Once you have some oils, you can google blight helper, you can put in the oils you possess, and then the website will list all possible anoints. I would take something with block, dexterity which you'll sorely need, or resistances. Those are typically cheap. Later, we have more oils and more anoint options, but at first, cheap anoints are quite good.  

Pantheon 

how to get divine vessels in SSF: trade 1 divine orb and 5 normal quality flasks to the vendor, and get 5 divine vessels, enough to get all the pentheon points you need.

Early Mapping

  1. Lunaris - physical damage mitigation
  2. Gruthkul - physical damage mitigation

Late Mapping

  1. Lunaris - physical damage mitigation
  2. Abberath - I run searing exarch maps, and burning ground is not fun. 

Spectres 

Spectres are buffed since 3.27: when they die, they don’t permanently disappear anymore. Spectres become little white blobs, but they return in a new zone. This is huge, and it means once you’ve found your spectres, you’re good to go. 

  • Carnage chieftain from act 2 - frenzy charges
  • Host chieftain from act 6 - power charges
  • Forest warrior - any rarity provides Onslaught. A perfect version provides culling too. From Ritual

Aspirational spectres (all from ritual), replace host chieftain first.

  • Perfect guardian turtle - 5% physical damage reduction / determination aura.
  • Perfect warlord - endurance charges / vitality
  • Perfect primal thunderbird - grace
  • Hulking miscreation - buffs your summon raging spirits with increased damage, attack speed, and cast speed, although this buff isn’t super consistent.

Animate Guardian 

Some words about the animate guardian. I’ve put a section in the loot filter with items that are useful on the animate guardian. At first, you’ll give it items such as a leer cast, which drops fairly often, a dying breath staff, a wake of destruction. Later, if you keep grinding, you can upgrade its gear significantly and deck out the animate guardian with many rare uniques, such as a garb of the ephemeral, legacy of fury, asenaths gentle touch, and more. It’s SSF, it depends on what you find, but I’ll do my best to have the loot filter indicate decent items, similar to how it worked for mercenaries.  

AG Gear:

  • Dying Breath or Dreadarc / Victario's Charity or something similar (Dreadarc requires +1 curse on the AG or it will overwrite your curses)
  • Leer Cast (random common drop)
  • Cospri's Will / chest with +1 curse (hit a hunters influenced chest with harvest 'caster' craft
  • Asenath's Gentle Touch / Any gloves with curse on hit
  • Legacy of Fury (from Maven) / Wake of Destruction (farmable with div cards - common drop) / Windscream (+1 curse - random drop)

Atlas Passive Trees 

For atlas passive trees, I heavily recommend you make a beeline towards ritual and use that to gear up your character, get spectres, and just have some fun. Ritual is amazing I feel for SRS guardian, you can easily run it, it provides a ton of player power, and early on, it never disappoints. You can get so many good rewards from it, it’s quite insane, in SSF, so I personally prioritize it over anything else, even over atlas progression.  

A second tree is a bit more up to you. I would likely go with some atlas progression, some kirac missions, some map nodes, some player power and abyss. You’ll be doing yellow and red maps and pushing for 2 voidstones at this point, so you can use some extra power, and you can use the maps. You should be pretty powerful however, if you did a bunch of ritual.  

The last tree is a maven boss rushing tree. It’s a classic, really, but you need this. You want the invitations, get a bunch of maps, and if you are planning on getting 4 voidstones which this build can definitely achieve, you’ll have to farm the guardian maps, for at least a little while, and this tree allows you to efficiently do that.  

Atlas Passive Trees:
Atlas Tree 1 - Ritual (57 points) - https://poeplanner.com/a/669T
Atlas Tree 1 - Ritual & Searing Exarch (112 points) - https://poeplanner.com/a/669S
Atlas Tree 2 - Map Progression (50 points) - https://poeplanner.com/a/669n
Atlas Tree 2 - Map Progression and Abyss (108 points) - https://poeplanner.com/a/66O3 - run this until you get the Darkness Enthroned, after that you don't really need abyss
Atlas Tree 2 - Maven Boss Rushing (107 points) - https://poeplanner.com/a/66bZ
Atlas Tree 3 I would leave open until you know what you want to farm

Mapping Progression 

In terms of overall endgame progression, I suggest you focus first on Ritual, get your character into a good place. You can run endgame all the way to yellow maps on a 4-link and crappy gear, but once you start pushing into red maps, you should get a 5-link. Ritual provides plenty of those, gambling works as well.  

Once you have that, early red maps shouldn’t be an issue, you can also check the loadouts in the PoB to see what I had in terms of gear and gem levels. If you want to start Maven boss rushing to get a bunch of fragments, I advise you get a 6-link, so those bosses don’t take 3 minutes to kill. Again, Ritual tends to give those, you can farm divination cards if you please, you could do a bit of Legion for geomancer’s incubators, or set up a safehouse in Betrayal. I have a whole video on how to get a 6-link, but I think having a 6-link and swapping all your support gems so they have 20% quality, which is by selling a level 20 gem plus a gemcutter’s prism, is the starting point for you to take on tier 16 content.  

Then once you have 4 voidstones, or once you’re working towards that goal, you can take a look at the endgame gearing loadout, the aspirational gear, which has a few more items to chase. Very manageable items, I feel, such as the darkness enthrones, from Abyss. That belt is very good and easily farmable. That’s why I take abyss in my second atlas tree. And there are a few more items too, especially the ones that provide +1 minion levels. Minion levels are very strong and provide many advantages.  

Flasks 

  • life flask with bleeding immunity
  • granite
  • jade
  • quicksilver
  • quartz

focus on:

  • charges on getting hit
  • duration
  • increased armor
  • increased evasion
  • reduced effect of curses
  • movement speed

Darkness Enthroned

One item in specific you want to farm for, using abyss, is the Darkness Enthroned. This belt holds 2 abyss jewels, and can roll up to 100% effect of those jewels. Using this belt, you can gain a ton of flat minion damage, which is a hard stat to get otherwise. Also, depending on the suffixes you roll, you can get immunity to bleed, stun, or other very useful affixes. This belt provides significant power and is always a massive upgrade.

Regex Strings

Campaign Vendor lvl 1 - 30: "r-[rb]-b|b-[rb]-r|r-b-r|b-r-b|Runn|rint|ll g|movement speed"
Campaign Vendor lvl 30+: "-\w-.-|(-\w){4}|ts:.+(?=(\S*r){1})(\S*b){3}|ll g"
Highlight skill gems (not perfect, but useful): "Animate Guardian|me totem$|rit$|^flesh o|mpe|crate$|ld ch|^vit|^cla|ty of e|^autom|nvo|tre$|mabi|lsk|ne golem$|n golem$|^has|ots$"
Rolling Maps T16: "!efl|ur$|gen|s rec|o al|non"
Tier 16s YOLO (you can run these but they're rippy): "!efl|gen|s rec|re he"
Tier 17s YOLO: "!sters r|m en|'v|teal|uct|acl|rune|gen|r li|pet|vola|s rec|k at|hex|ever|' mi"
Highlighting 5 or 6-link when spamming fusings: (-\w){4}|(-\w){5}

Changelog

31-10-2025: Initial Build

31-10-2025: updated atlas passive trees and regex strings

7-11-2025: updated with the new PoB format

13-11-2025: updated build with 3.27 level 100 PoB, adjusted several sections, added more regex strings, added more defensive layers, added animate guardian gear, updated strengths and weaknesses.

27-02-2026: added changes related to the build in 3.28 based on patch notes.

03-03-2026: updated regex strings, updated AG gear

04-03-2026: updated atlas trees, spectre section, flasks, and pantheon

Video Guide

Stats

Character
Attributes
225 / 
155 / 
320
Movement Speed
177%
Pantheon Major
Lunaris
Pantheon Minor
Abberath
Charges
Endurance Charges
3
Frenzy Charges
3
Power Charges
3
Defensive
Life
4,279
Energy Shield
3,778
Mana
851
Armour
16,151
Evasion Rating
5,284
Block
75%
Resistances
80% / 
81% / 
80% / 
76%
Simulated
Effective Health Pool
186K
Max Hit
13K / 
37K / 
39K / 
37K / 
18K
Skill DPS Estimation
Summon Raging Spirit
0

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