By far one of the Tankiest League Start builds I have played that you can take all the way from League Start to farming endgame t17s and pinnacles on a very comfortable budget and smooth progression.
This is the 10 Divine Budget version of this build, without any awakened gems, or any expensive items at all outside of if you want to make a very good staff.
There is a full video guide of me explaining everything in detail, as well as a showcase of me taking on all the pinnacle content here:
https://youtu.be/EuY5QA5oP3M
I Highly recommend watching the showcase before you decide if you want to try the build out or not.
REGEX: "!sters r|o bl|o al|gen|efe|pet|s rec|lm|ever|d fl"
MasterT's Mega Tank Divine Shield Low Life Ignite Elementalist
Path of Building Code
Build Overview
Strengths and Weaknesses
- Extremely Tanky, unkillable unless oneshot or shotgunned
- Fast smooth clear with massive sunder AoE
- Very easy to gear and cap Ele, Chaos and Block chance
- Golems make levelling early game buttery smooth
- Can Farm all content in the game, including wave 15 simulacrums. Not uber pinnacles though.
- Very Budget Friendly, all gear is self craftable, uniques are very cheap to get late game.
- CULLING STRIKE. Since this is a Low-Life build in the endgame, Not a CI build, Culling strike kills you instantly. This is nothing to worry about in 99% of cases, its only a problem if youre farming expedition and you select one of the culling strike remnants.
- Does not scale past the point shown in the video without a big respec and way more investment. Best suited as a league start into endgame farmer, then rerolling into a Giga endgame build. I will be doing some testing to see if it Can be scaled up further to Dot cap though.
- Weak single target until you get/make a good staff, you dont notice this while clearing but very noticable on bosses.
Build Variants
You start by levelling as Rolling Magma in Act 1. I know it sucks but its Only for Act 1, you will switch away from this the moment you get the RF Gem in the beginning of Act 2 after you save Helena in the Chamber of Sins.
Refer to the Skill Gem Section for Rolling Magma to know how to best use this skill, as the skill itself is Very strong, just boring to use.
Equipment













The gear for the build will remain the same all the way until you make the swap to slams at the 2nd lab.
You ideally want full armour gear, and not armour and energy shield, but it will be very difficult to find the correct colors using full armour gear, thats why I have put in armour ES gear instead.
The ES will do nothing when you swap to RF as RF will just burn it all away.
Main priority on gear always:
+1 fire spell wand or sceptre, once you get this you will never change it basically.
Fire res on Every. Single. Item. Either already present on it, or you craft it on with the crafting bench and 1 transmute.
Passive Tree
The fire regen mastery is taken to prepare to swap to RF after this in act 2.
Skills









Use holy flame totem while youre walking past mobs and it'll kill them behind you.
For single target:
Put your totem down.
Put flame wall on top of your totem so your totem fires through it. (not very necessary though)
Toss your rolling magma through the flamewall.
What I do because lazy:
put totem on top of boss to take aggro.
Stand in corner with flame wall infront of you.
Spam rolling magma in the direction of the boss until you hear it die.
Next
How it Plays
The build's offences focus around elementalist's Shaper of Flames ascendancy to make all damage contribute to ignite. This lets us very easily scale a bunch of flat damage of all elemental types on our weapon and abyss jewel to cheaply get good damage ignites.
Combining this with the Taming and Arkhon Tools (refer to gear section) we get massive damage.
We also use Elemental Overload to get a 40% More damage multiplier on our ignites. This keystone makes it so any time a skill Crits, it does not apply any ailment or do any bonus damage, but it makes every ailment and hit after that deal 40% more damage for 8 seconds. This lets us skip the need to do any sort of Crit scaling, and just focus on scaling the generic damage. As long as we crit Once every 8 seconds, the 40% more damage stays up.
GRAFTS (3.27 Only)
Grafts give this build a Big QOL Boost and make it far easier to gear.
Call the Pyre Graft gives the ability to apply Ash on your enemies, making them take 20% more fire damage.
His Tender Embrace Graft gives the ability to constantly get endurance charges because the build is always on low life, giving free endurance charge generation.
Before you swap to the low life setup, you will use a Heart of the Flame graft instead for a chunky molten shield on you instead.
Desirable mods on the Call the Pyre:
%inc fire dmg, or flat fire damage
+2 ashen pillars
Desirable mods on the Tender Embrace:
Cooldown Reduction
You just leap slam around and sunder, and sunder will clear 1.5 screens away with how much aoe scaling elementalist gets in her ascendancy and through the golems. The build especially excels in long corridor-like maps so sunder can travel really far away, like Fortress, Toxic Sewer, or even somewhat wide but still straight maps like Mesa or city square.
Defences are all Fully block orientated + massive ES regen + massive es recoup through Divine shield. This is explained more in detail in the video guide if you want to learn more about it.
How it Works
It works on such a low budget thanks to elementalist being so good at scaling damage through just the ascendancy and golems, and staffs being so good at scaling defenses just from the passive tree.
Changelog
9th November 2025:
Uploaded the Full Guide
Video Guide
Stats
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