3.5 -- Righteous Fire Juggernaut -- All Content


Ruby, Sapphire and Topaz flasks no longer grant added maximum resistances. Instead, they each reduce the damage taken of their respective elements by 20%.

New Ruby flask is about half as effective as it used to be. It's still useful during leveling and early mapping, but once your gear is decent you should probably switch it to something else, like Silver flask for better mobility, or Basalt for more survivability.

Divination Distillate no longer provides additional maximum resistances during flask effect and instead provides +50% to all elemental resistances during flask effect. Existing Divination Distillates are not affected.

It's useless in challenge leagues now. In Standard you can get a legacy one, which will still have +4-6% max res mod on it.

Nothing to worry about. The build is still tanky as fuck. Early game will suffer a bit, but it'll still be fine.

Bestiary is bringinging back Aspect of the Spider aura. 5% to 15% damage multiplier. It can be crafted onto one of the items as a suffix, using a Bestiary recipe. Some socketed skill gems will make it reserve more mana or life, forcing you to link auras with Enlighten. Try not to put it on items that have Efficacy, Inc Duration, and especially Blood Magic. Amulet or belt should be the best slot for it.

Mana Reserved 25%

While active, periodically applies a Spider's Web debuff to nearby enemies, and Hinders them. Each Spider's Web on an enemy increases the damage they take. Hinder reduces their movement speed.

Debuff lasts 6 seconds
Inflicts Spider's Webs and Hinders every 1 seconds
Can inflict up to 3 Spider's Web on an Enemy
5% increased Damage taken
30% reduced Movement Speed


Righteous Fire is a skill that sets you and everything around you on fire, dealing burning damage over time. It uses your maximum life to scale its damage, so it’s very important to have a large life pool. The damage done to self can be overcome with enough max fire res and life regen.

With good gear you can get up to around 10k life (12k with legacy Kaom’s) and 4k net regen.


Righteous Fire is your main damage dealer. Turn it on when you enter a map, and then Shield Charge into packs, burning them to ash.

When you SC into a mob, it can proc Elemental Equilibrium on that mob, reducing its fire resistance. There's also a chance that Elemental Overlord procs, increasing your damage against everything for several seconds. It's very important to understand how EE works, or it might fuck up your damage. You can read about it in "EE_and_EO" section below.

Summon Orb of Storms when fighting bosses or tough rares, it will trigger EE and EO automatically for you. Then channel Scorching Ray, while the enemy is standing in your Righteous Fire. It will reduce its fire resistance, and deal some extra damage.

Vaal Righteous Fire can be used to boost your damage. Once activated, it will work alongside your regular RF, burning everything around you for a few seconds. It deals about three times as much damage as the regular RF. I recommend saving it for bosses, since that's usually when you will feel like your damage is lacking. It can also be used on Breaches, Abysses, Harbingers, and Essence monsters.


Righteous Fire builds are most well known for their survivability. 8k-10k life pool combined with a few thousand life regen and 9 endurance charges makes you quite tanky. Allowing you to complete every encounter the game has to offer with relative ease. The downside is that single target damage is mediocre in toughest encounters. The fights are easy, but long. Having said that, pretty much everything below t16 dies quickly.

Degeneration from Righteous Fire is hard to counter early on, forcing most people to level with other skills and then switching to RF in late 60s.

It's not a good league starter. The build is pretty cheap to start, but quite expensive to take to a decent level. Without a significant investment, of about 30ex, the build is just ok. Just to get into red maps you’d probably need to invest around 5-10ex.

Survivability 9/10
Clearspeed 7/10
Single-target damage 6/10

Since this build relies heavily on regen and resists, there are a few mods that should be avoided:

no reg - deadly
elemental weakness - dangerous/deadly if not overcapped
reduced max res - dangerous
reduced regeneration – dangerous



Elemental Equilibrium is a keystone passive skill:

"Enemies you hit with Elemental Damage temporarily get +25% Resistance to those Elements and -50% Resistance to other Elements."

For us to take advantage of EE, we must hit the enemy with cold or lightning damage. That will reduce its fire resistance by 50% for 5 seconds. Hitting an enemy with fire damage will give it fire resistance, which is bad for us. We deal fire damage with RF and SR. But they don't hit, so they won't trigger EE.

To proc it, we use Shield Charge during the map, and Orb of Storms on bosses. SC is an attack skill, that only deals physical damage, so we need to get "adds cold/lightning damage to attacks" affix(prefix) on our gear. It can roll on gloves, amulets, rings, weapons, and abyss jewels. OoS already deals lightning damage, so nothing else is required for it to work.

WARNING: Make sure that none of your items have added fire damage to attacks or spells on them. Some boot and glove enchantments add fire damage to your attacks or proc skills that deal fire damage, so be careful what you put on your items.

Mouseover your skills that hit, to make sure that they deal cold or lightning damage, and not fire. If using Pyre rings, you also can't have cold damage. Physical damage is fine.


Elemental Overload is a keystone passive skill:

"40% more Elemental Damage if you've Crit in the past 8 seconds."

RF and SR can't crit, so Shield Charge and Orb of Storms is used to trigger this effect. It's recommended to increase their critical strike chance to make them more effective. We do that by linking Shield Charge and Orb of Storms with Increased Critical Strikes Support gem, it more than doubles their critical strike chance.




1. You don't need to overcap your resists to deal with Elemental Weakness. Nine endurance charges will give you an extra 36% resistance. A flask with “Immunity to Curses” mod will protect you until you get your charges up.

2. Make sure that none of your items have added fire damage to attacks/spells on em. And try to get a single "adds cold/light damage to attacks" mod. No cold damage if using Pyre rings. Watch out for Glove/Boot enchantments with fire damage.

3. Penetration and Leech don't work with RF and SR since they don't hit.

4. % increased damage sources that affect Righteous Fire are: Damage, Fire Damage, Burning Damage, Damage over Time, Area Damage, Elemental Damage. Even though RF is a spell, % spell damage has no effect on it. Everything mentioned, except for % area damage, affects Scorching Ray.

5. If you followed the recommended passive tree, these are additional attribute requirements that you might need to meet:

+1 int for level 20 Scorching Ray
+5 int for level 21 Scorching Ray (recommended)
+(0-60) dex for Faster Attacks (optional)
+16 dex for level 21 Stone Golem (optional)
+25 dex Phase Run (optional)
+60 dex Swift Affliction (optional)


PoB pastebin: https://pastebin.com/i8DGbaVZ

Go to “Items”

In “Item sets” you can choose a set from starter to highend

“Starter” or “Budget” is where you should start, and then you basically choose the next tier and it’ll show you what to upgrade; jewels must be changed manually; make sure to get one watcher's eye jewel for midrange+

Here's a list if you don't want to use that program:


-rare helmet, gloves, belt, boots with high life, some resists, and movement speed on boots
-tabula rasa with RF, ele focus, burn damage, efficacy, inc aoe, conc effect // or Ambus charge, or a rare chest with some life and resists
-2x pyre rings
-saffell's frame or rise of the phoenix shield
-shaper's seed amulet
-a rare sceptre with some burn/fire/dot damage, or doon cuebiyari

Big upgrades:

These are the core items you want to focus on next.

-kaom's heart + elder helmet with burning, or burning + conc
-kaom's way rings
-elder leather belt with % recovery
-marble amulet with % fire damage and life
-jewels with life% + burning damage, with maybe some single/double resists

probably best to save for kaom's heart and elder helmet first, and then get the rest in whatever order

Finishing up:

- crafted shaped sceptre
- elder gloves with faster attacks, and maybe frenzy charges on kill. ideally also essence crafted (insanity)
- essence crafted elder helmet with burn/conc + horror, or burn+conc+horror
- three/four modded jewels

you can find more information in sections below


Recommended Starter sceptres: Doon Cuebiyari (cheapest, damage), Doryani's Catalyst (damage), or a rare Sceptre with a lot of increased damage (a great roll will actually outperform unique sceptres).

Other Starter: Balefire (damage), Brightbeak (mobility)

Ultimately, you want a crafted shaped sceptre. It'll give you a lot of increased damage, and a five-linked Scorching Ray setup. It doesn't have to be multi-modded. You can start with just Ele Focus and crafted Blood Magic, and then get a multi-modded one later on.



1. Get an ilv 80+ shaped Opal or Void Sceptre.

2. Alt spam until you hit Elemental Focus. If you get EF and a useless mod, and your goal is to create a multi-modded sceptre, you should try to annul the useless affix now.

2b. If you don't mind gambling with more currency, you can also proceed when you get a high attack speed or damage affix. Odds are small that you'll hit EF with a regal, but if you get lucky you'll have a better than average sceptre.

3. Now regal. Annul if needed.

4. Multimod, or just craft Blood Magic.

These are the affixes you are looking for (max rolls in brackets):


- Elemental Focus (lv 20, 60% elemental damage rolled)
- Blood Magic (lv 1 crafted) - Vagan 7 (2 divines)
- Damage over Time (30% crafted) - Leo 3 (5 alcs)
- Added Lightning/Cold Damage (rolled) - you'd have to sacrifice DoT for it, but it can be useful if you can't get it anywhere else


- Attack Speed (27% rolled, 15% crafted) - Vagan (4c)
- Burning Damage (30% rolled)
- Melee Splash (lv 20, 37% area damage rolled)
- Fire Damage (30% rolled/19% crafted) - Catarina 5 (10 augs)

- Multimod (suffix) - Elreon 8 (2 ex)

Important to note that fire damage can roll as a prefix and/or a suffix. Elemental Focus can't roll when there is a fire damage prefix on an item. Controlled Destruction also can't coexist with EF.

I don't know the exact odds of getting EF. But, in my experience, it seems to be somewhere around 1 in 200 alts.


For the best possible sceptre you have to use fossils. But it's extremely difficult to get a good one.

Prismatic Fossil (Prefix) (40–60)% increased Elemental Damage

Pristin Fossil (Suffix) (50–60)% increased Damage when on Full Life



regular, legacy

The way it differs from RotP is that it gives you max all res instead of only max fire res. This gives you better overall survivability. This is the recommended shield.

regular, legacy, double legacy

Rise of the Phoenix gives you a bit more max fire res, and some life. It’s also a solid choice. It’s better early on, since you’ll be struggling with life and regen.

Ideally, you want at least one of the following corruptions on your shield:

(4–6)% increased maximum Life
+2 to Level of Socketed Aura Gems (gives +1 max fire res when combined with lv 21 Purity of Fire)
(6–8)% of Physical Damage from Hits taken as Fire Damage


regular, legacy

Kaom's Heart is the best choice. Nothing really comes close. It will give you a huge damage and survivability boost. It's the first big piece you should be going for.

Ideally, you want at least one of the following corruptions on it:

(40–50)% increased Damage
+1% to all maximum Resistances
(4–6)% increased maximum Life
You take 50% reduced Extra Damage from Critical Strikes
(4–6)% reduced Fire Damage taken

Tabula Rasa and Ambus Charge are decent starter armors. I’d recommend six linking RF in Tabula, if you don’t yet have an elder helmet with BD, or BD+Conc. Belly of the Beast, or a rare chest with high life and regen are also good options.



Regular Leather and Stygian belts are good starter options. Look for high life and resists. A rare Stygian Vise would be the better option if you have a good Abyss jewel. A decent Abyss jewel provides a lot more than any other belt implicit.


I highly recommend upgrading to an elder belt with % recovery mod on it, as soon as you can. It acts as a regeneration multiplier. It's so powerful that other affixes don't need to be good or even present. To craft one yourself you'd need an elder base with ilv 75+. Unfortunately, Stygians can't roll elder anymore, you can only get them in Standard from other players. Go with elder leather belt in challenge leagues.

For your first belt, i recommend just using alts to get 16+ recovery, regaling, and then crafting life. Then chaos or fossil spam to get something better. Recommended fossils are: Pristine (more life mods), Scorched (% fire damage), and Prismatic (% ele damage).

Notable affixes:


(3-99) Life
ELDER (4-10)% Life
Scorched Fossil (20-30)% Fire Damage


Prismatic Fossil (20-30)% Elemental Damage
ELDER (10-20)% Life Recovery - regeneration multiplier


A good pair of rare boots is a solid choice. Look for high life, resists, and movement speed.

Notable Fossil Mods:

Pristine Fossil (Prefix) +(15–25) to maximum Life (2–3)% increased maximum Life

Pristine Fossil (Suffix) 1% of Life Regenerated per second
Shuddering Fossil (Suffix) (4–6)% increased Movement Speed if you've Hit an Enemy Recently

Doryani's Delusion is an interesting new item. It gives a high level Purity of Fire, saving us a socket. Two if you were gonna use Empower. Elemental damage to attacks can be useful for triggering EE with Shield Charge.

If you want to debuff enemies with more than one curse, you can use Windshriek boots instead of investing four passive points into Whispers of Doom.


Uber Lab Regenerate 2% of Life and Mana per second if you were Hit Recently

Uber Lab 16% increased Attack and Cast Speed if you've Killed Recently



Pyre is the recommended starter ring. They are cheap and give a ton of burning damage, which is very helpful early game. Just make sure that you don't have any additional cold damage on your gear, since it turns it into fire damage, which will mess up your EE.

Regular rare rings are also an option. Coral rings are recommended, because of the life implicit. Look for high life, strength, fire damage, resists, and dex if needed.

Midrange (Highly Recommended):

Kaom's Way rings are really OP with Jugg ascendancy. They give a ton of regen with nine endurance charges. It will take your survivability to a whole new level. They are very important for farming endgame comfortably. Just make sure to grab all extra endurance charge nodes on the tree.



Bloodgrip and Shaper's Seed are decent starter amulets.


I highly recommend essence/fossil crafting a Marble amulet as soon as you can find a reasonably priced base. Marble amulets come with a % life regeneration implicit, and it doesn't take much getting % fire damage and life on it with essences or fossils.

You can craft one yourself by using an essence of anger on a white marble amulet. You can also use fossils. Recommended fossils are: Pristine (more life mods), Scorched (% fire damage; if it rolls with regular fire damage mod, you can get over 50% inc damage)


Elder marble amulets can roll (1-2)% life regeneration. But they are very expensive. Ilv 80+ recommended.

If you feel like you have enough regen, you can go with Xoph's Heart amulet. It covers enemies that hit you in Ash, increasing the damage they take by 20%. It's a damage multiplier, that will help quite a bit on endgame bosses. Just make sure to use Xoph's Heart and not Xoph's Blood. Blood version comes with Avatar of Fire, which will mess up your EE.

Notable Affixes:


(1.2-1.6)% of Life Regenerated per second (Marble)


(3-89) Life
Scorched Fossil (20-30)% Fire Damage
ELDER (1)% increased Damage per 15 Strength
ELDER (7-15)% increased Area of Effect


Essence Crafted (anger) (11-34)% Fire Damage
(3-26)% Fire Damage (regular) - can't have regular and essence crafted on the same item. You get an increased chance to roll this affix when you use Scorched Fossils.
ELDER (1-2)% of Life Regenerated per second



Regular rare gloves can be used as a starter pair. Look for high life, resists, attack speed, and dex if needed. Pristin Fossils can roll 1% regen, and minor life with % life.


Elder bases can roll some unique affixes. I recommend getting something with Faster Attacks. It'll open up a socket, and reduce your dexterity requirements. "Frenzy charges on kill" is also quite nice.


If you want to maximize your mobility, and have a lot of currency to burn, i recommend essence crafted elder gloves. Insanity mod acts as an attack speed multiplier.

You can craft one yourself by using an essence of Insanity on an elder base. A high armour, ilv 84+ base is recommended. Elder Titan Gauntlets are the best option.


Trigger Word/Edict/Decree/Commandment of Light when you take a Critical Strike - creates Consecrated Ground (6% life regen)

Notable Affixes:


(3-89) Life
(18-28) minor Life
Pristine Fossil +(15–25) to maximum Life (2–3)% increased maximum Life
ELDER (4-10)% chance to gain a Frenzy Charge on Kill - 4% increased AS, and 4% more damage per charge


Essence Crafted (insanity) Socketed Gems have 16% more Attack and Cast Speed
ELDER Socketed Gems are supported by Level (16-20) Faster Attacks / (7-14)% increased Attack Speed
Pristine Fossil 1% of Life Regenerated per second



A regular rare helmet can be used as a starter. Look for high life and resists.


I highly recommend upgrading to an Elder helmet as soon as you can. They can roll skill gems as affixes, essentially adding extra links to your Righteous Fire setup. Get one with Burning Damage, or Burning Damage and Concentrated Effect. You can use an Efficacy gem in-place of BD.

The Downside of always having Conc on your helmet is that you lose quite a bit of AoE, reducing your clearspeed. The upside is that you gain a lot of damage, which can be helpful if your gear isn't good enough for areas you are farming. That damage increase is only going to be against trash though, because when fighting bosses, BD helmet users can always just switch AoE gem with Conc. The loss of AoE can be somewhat overcome with Unyielding Ascendancy node, and Amplify tree node.


Ultimately, you want to upgrade to an essence crafted elder helmet.

Horror + Conc (cheapest)
Horror + Burn
Horror + Burn + Conc (very expensive)

I prefer Burn + Horror for clearing maps. Larger AoE helps with clearspeed.

Horror + Burn + Conc work best for boss killing and deep delve pushing. You can drop inc aoe+efficacy for swift+arcane, to gain an extra 20% damage. AoE doesn't matter as much during boss fights and delves, so it works quite well.

You can craft one yourself by using an essence of Horror on an elder base. Ideally, you want to craft a white socket and 30% quality with fossils before you start spamming essences.



I have to preface this by saying that crafting your own helmet is extremely risky. Since horror essences are expensive, getting bad rng can result in you spending 10-20 ex and getting nothing in return. In my experience, the odds of getting Burning Damage seem to be about 1 in 20. But i had to spend over 60, multiple times, to get it. So keep that in mind.

Sometimes you will get Conc Effect instead of Burning Damage. Don't roll over it. You should either use it, or sell and start another craft.


1. You want an ilv 82-84, high armour, elder base. Eternal Burgonet and Royal Burgonet are the best bases.

2. Spam essence of Horror until you get Conc Effect or Burning Damage; ideally, you want Burning damage.

If you also hit a good third suffix, and the item has an open prefix, you could then try to mastercraft it. BD and Horror mods are both suffixes. What you do is:

1. craft "suffixes cannot be changed" (2ex)
2. scour
3. craft a shitty prefix you don't wanna get
3. ex slam twice
4. repeat if needed



Encrusted Fossil = more white sockets
Perfect Fossil = improved quality

Ideally, you want to spam these first to get at least one white socket, and 30% quality.


Glyphic Fossil (Suffix) = Has a Corrupt Essence modifier, 1 in 4 chance to get Horror mod

Scorched Fossil (Suffix) = Nearby Enemies have -9% to Fire Resistance

Pristine Fossil (Prefix) = +(15–25) to maximum Life, (2–3)% increased maximum Life
Pristine Fossil (Suffix) = 1% of Life Regenerated per second

Sanctified Fossil = Numeric modifier values are lucky, High Level modifiers are more common

I've never attempted a craft like this due to rarity and cost of Glyphic fossils. So i'm not quite sure about the best combination of fossils here. You definitely want to combine Glyphic with Scorched, but i'm not sure whether Pristine and Sanctified are worth adding to the mix.


Getting the right socket colours with chromes can get expensive, especially if you are using an armour base. There is a trick that you can use to get three or four blue sockets more easily.

The trick is to use Vorici. What you do is:

1. add two sockets (1 jew)
2. turn them blue (25 chromes) - it turns the first two sockets blue; this is important because next steps add and removing the bottom socket
3. add and remove the third socket until it rolls blue (4 jews per attempt)
4. add and remove the fourth socket until it rolls blue (13 jews per attempt)

It usually takes around ten attempts to get an off-colour socket (green or blue). You can still get green a couple of times in a row, so keep that in mind when trying to estimate the cost.

Alternatively, you could start with three blue sockets, instead of two. You just roll four sockets, and colour three blue using Vorici (120 chromes). And then just add and remove the last socket until you get four blue. The reason that you start with four sockets is because there is a decent chance that you will get four blue when you colour three.

Video: How to get four off-colour sockets more easily

This image shows the difference in damage multipliers between different elder helmets and gem setups. Those multipliers are not actually additive with each other, they are multiplicative. But it still sort of shows how much you are getting with each helmet and gem setup.


Uber Lab 40% increased Righteous Fire Damage

Notable Affixes:


(3-99) major Life
(18-33) minor Life
Pristine Fossil +(15–25) to maximum Life (2–3)% increased maximum Life
ELDER Socketed Gems are supported by Level (16-20) Concentrated Effect + (15-25)% increased Area Damage


Essence Crafted (horror) Socketed Gems deal 30% more Elemental Damage
ELDER Socketed Gems are supported by Level (16-20) Burning Damage + (20-35)% increased Burning Damage
Scorched Fossil Nearby Enemies have -9% to Fire Resistance
Pristine Fossil 1% of Life Regenerated per second


Common Setup:

Depending on your gear, you might be able to replace either Forbidden Taste or Ruby Flask, or both, with:



Legacy Flasks:

For Divination Distillate to work you need to grab Mind over Matter passive node. RF's degen will keep your mana at 0, keeping all flask mods active for the full duration of the flask. Since you won't have any usable mana, your Scorching Ray, Shield Charge, Orb of Storms, and Enduring Cry would need to be linked with Blood Magic.

Shaper and Elder:

Flask mods to look for:

Chemist's - (20-25)% reduced charges used
of Staunching - immunity to Bleeding
of Warding - immune to Curses (Vulnerability, Flammability and Elemental Weakness makes you take more RF damage)
of Adrenaline - (20-30)% increased Movement Speed during Flask effect
of Grounding - immunity to Shock (Shock makes you take more RF damage)

Chemist's mod data:

20 charge flask (sulphur/quicksilver):

(21-25)% = 15 charges

30 charge flask (ruby):

(20)% = 24 charges
(21-23)% = 23 charges
(24-25)% = 22 charges

40 charge flask (basalt/silver):

(20)% = 32 charges
(21-22)% = 31 charges
(23-25)% = 30 charges


Look for the following affixes. You can't have more than two from each category on a jewel:


(5-7)% Life
(14-16)% Fire Damage
(6-8)% Attack Speed with Maces
(4-6)% Attack Speed with One Handed Melee Weapons
(4-6)% Attack Speed while holding a Shield


(8-10)% Damage
(10-12)% Area Damage
(10-12)% Damage over Time
(16-20)% Burning Damage
(12-15)% Single Res
(10-12)% Hybrid Res
(8-10)% All Res
(12-16) Strength
(3-5)% Attack Speed




I highly recommend getting a Watcher's Eye jewel with % recovery as soon as you can afford it.

It rolls two random aura modifiers. The primary one that you want to get is:

(20-30)% increased Life Recovery Rate while affected by Vitality

It acts as a regeneration multiplier. So, with 30% recovery, 1,000 regeneration will grow to 1,300.

These are the best two options for the secondary aura modifier:

(100-140) Life Regenerated per Second while affected by Vitality

(6-10)% of Physical Damage taken as Fire Damage while affected by Purity of Fire

There are a bunch of other ones you can get. Some are great if you are running a second Purity aura. Too many to list here. I recommend going through the list here: https://pathofexile.gamepedia.com/Watcher%27s_Eye

Double modded jewels are nice, but quite expensive, and not that important. I wouldn't bother unless you have a lot of currency to burn. A jewel with just % recovery is more than enough.

Might of the Meek can be used in the jewel socket south of Constitution.

It gives:

10% life
0.4% regen
8 life
25 strength
5 dex
5 int
20% armour

You can also use a unique jewel called "The Green Dream" to generate frenzy charges:

"Passives granting Cold Resistance or all Elemental Resistances in Radius also grant an equal chance to gain a Frenzy Charge on Kill."

Each frenzy charge gives you 4% AS and 4% more damage. You can have a maximum of three charges without investment.


Look for the following affixes. You can't have more than two from each category on a jewel:


+(25-50) to maximum life
(10-14)% increased damage over time while holding a shield
adds # to # cold/lightning damage to mace attacks


(15-20)% increased damage if you've killed recently
(8-10)% to all elemental resistances
(0.5-1)% of life regenerated per second while moving - only about half as effective while shield charging, doesn't work while shield charging in-place
(3-8)% chance to gain onslaught for 4 seconds on kill - 20% AS and MS is nice for clearspeed
adds # to # cold/lightning damage to attacks
(12-15)% to single resistance
(10-12)% to double resistances
+(12-16) to dexterity/strength
2% chance to Block Spells if you were Damaged by a Hit Recently
2% additional Block Chance if you were Damaged by a Hit Recently
(3-5)% increased Attack Speed
(6-8)% increased Attack Speed if you've dealt a Critical Strike Recently


For more information: https://poecraft.com/jewels.


This build greatly benefits from crafted gear.

If you decide to craft it yourself, I highly recommend checking the following sites for a list of all affixes and their requirements (item level matters):

http://poeaffix.net -- list of all mods for each item slot

http://poedb.tw/us/mod.php?cn=Delve -- fossil mods
http://poedb.tw/us/mod.php -- list of all mods for each item slot



Can fill open slots on boots with: End Cry+Inc Dur, Stone Golem+CWDT, Phase Run+Inc Dur, Molten Shell+CWDT. Or do something like this, but you'd have to drop Aspect of the Spider:

It's nice to have a helmet like this to switch to on bosses, and deep delving. You can also use it for general mapping, but Swift+Arcane should be replaced with Efficacy+Inc AoE in that case:

The ultimate helmet would also have "nearby enemies have -9% to fire res" inplace of cold res. But those are extremely hard to craft.

CWDT on Orb of Storms is highly optional, and doesn't work that well on some bosses. Can replace it with Faster Casting, Enduring Cry, or Culling Strike.



Can switch either Ruby or Forbidden with Silver for better mobility, or Basalt for more survivability:




"Item set" (top left "Items" section) - multiple sets there, going from starter to highend. Highend contains retarded items. Midrange is pretty much the limit for 99%. Jewels must be changed manually. Make sure to grab one watcher's eye when you get to midrange set. If you choose "starter", make sure to change "Main Skill" to Righteous Fire(Tabula).

It's setup against trash, so Scorching Ray is disabled. If you gonna configure it for boss damage, make sure to enable SR in the "Skills" section.

It includes multiple passive trees. Leveling x3, level 90, and level 100. Bottom left in the "Tree" section.


Oak or Kill All.

Oak - 1% life regenerated, 2% phys damage reduction
Kill All - 2 passive points

Oak's regen is nice early on, but loses its appeal when you have decent gear. Two passive points are better at that point. I'd only go with Oak if you either don't play much or don't mind spending 20 regrets to respec to Kill All eventually.



Unbreakable > Unflinching > Unrelenting

Choose One:

Unyielding - damage and aoe
Unstoppable - movement speed; stun, slow, and freeze immunity

I would generally recommend starting with Unyielding, and then eventually switching to Unstoppable. The thing is that, early on in the league, to deal enough damage, you will likely need to run Conc Effect for the entirety of the map. Unyielding will help compensate for the lost AoE. The extra damage is also quite nice.

Unstoppable is really great for mobility. It gives you a decent movement speed boost, and immunity against all stuns, slows, and freezes. Temporal chains map mod would have no effect on you. If you want to farm Uber Elder, Unstoppable is highly recommended. Otherwise your mobility would be seriously impacted in there, making it very difficult to avoid big hits.



Soul of Arakaali (Major God)
Soul of Abberath (Minor God)


Soul of Solaris (Major God) - make sure to unlock secondary powers
Soul of Tukohama (Minor God) - make sure to unlock secondary power


Level 88 Juggernaut - PoE Planner

You don't need to invest in extra endurance charges until you get Kaom's Way rings.

Other Options:

Jewel Socket - east of Holy Fire (3 points) - if you have a decent jewel

Jewel Socket - north of Devotion (3 points) - if you have a decent jewel

Amplify - 20% increased aoe, 20% area damage (2 points)

Sovereignty - 6% reduced mana used (3 points) - can be used instead of enlighten 3, to equip another aura

Whispers of Doom - ability to run a 2nd curse (4 points)

Tireless - 20% life wheel (5 points)

Diamond Skin - 15% elemental resistances (2 points)



Vaal Righteous Fire gem comes with both the regular and the vaal version of the gem, so you should use that one if you can. Vaal RF is quite nice for melting bosses.

Support Gems:

Elemental Focus + Burning Damage + Increased Area of Effect (switch to Concentrated Effect on bosses)

If your elder helmet has Burning Damage as an affix, you can use Efficacy in its place.

The following two gems only work with RF when combined with each other. That's because Swift Affliction only works on skills with duration, and Righteous Fire isn't a duration skill. You can change that by linking it with Arcane Surge.

You can use this combo if your helmet has Burning Damage and Concentrated Effect as affixes. Slot em in-place of Efficacy and Inc AoE. Your AoE is going to be small though, so it's not going to be that great for general mapping. The dexterity requirement is also quite high.


Shield Charge + Faster Attacks

Shield Charge without Faster Attacks is going to be too slow for mapping. That's why it's highly recommended that you keep them connected. If there is space for more links, you can add some of the following gems. Faster Attacks can also be replaced with one of the gems, if you get it as an affix on your elder gloves.

Increased Critical Strikes will help you proc EO more often. If you find that you keep running out of mana, you can add Blood Magic. Fortify is a buff that reduces damage from hits by 20% for four seconds.

If you link Shield Charge with Orb of Storms, you can share Increased Critical Strikes gem. But you'd need to have Faster Attacks on your gloves as an affix, and you'd have to drop Fortify.


Enduring Cry

Can be made to last longer by linking it with Increased Duration.

EC isn't always necessary. If you could use an extra socket, i recommend trying to run without it and see if you are able to maintain charges. I find that charges only drop when content you are farming is so easy that enemies die before they are able to hit you. If you don't receive enough hits then Juggernaut won't generate any charges.


Purity of Fire, Vitality

You can get +1 to max fire res from Purity of Fire if you get it to 21 and link it with Empower 3.

Or you can socket a level 21 Purity into a shield with "+2 to Level of Socketed Aura Gems" corruption.

You can also link both auras with Enlighten 3-4, or grab Sovereignty passive node, and add another Purity aura. Alternatively, if you feel like you have enough regen, you can just drop Vitality. If using %recovery Watcher's Eye, then dropping Vitality isn't an option.

As a more offensive option, you can add a second curse setup instead: Blasphemy + Flammability. But you'd need to give up four passive points to get to Whispers of Doom. It will allow you to debuff enemies with two curses. Alternatively, you can use Windshriek boots. Damage increase against bosses is negligible, but it will help quite a bit against trash (around 20% more damage). You can also use Enfeeble instead of Flammability, for better survivability.

Aspect of the Spider skill can be crafted onto most rares as a suffix, using a Bestiary recipe. It can be used instead of a third aura/curse, for up to 15% more damage. Some socketed skill gems will make it reserve more mana or life, forcing you to link auras with Enlighten. Try not to put it on items that have Efficacy, Inc Duration, and especially Blood Magic. Amulet or belt should be the best slot for it.

Mana Reserved 25%

While active, periodically applies a Spider's Web debuff to nearby enemies, and Hinders them. Each Spider's Web on an enemy increases the damage they take. Hinder reduces their movement speed.

Debuff lasts 6 seconds
Inflicts Spider's Webs and Hinders every 1 seconds
Can inflict up to 3 Spider's Web on an Enemy
5% increased Damage taken
30% reduced Movement Speed


Cast when Damage Taken + Stone Golem

Level cwdt setup as high as possible, since SG is only useful at higher levels. You can also use it without cwdt, if you don't mind self casting it.

Stone Golems isn't important. You can easily drop it if you need these sockets for something else.


Orb of Storms + Increased Critical Strikes

Can be linked with Faster Casting to increase EO procs.

Can autocast it with CwDT.


Scorching Ray's primary function is to reduce enemy's fire resistance. But you can turn it into a damage dealer by linking it with multiple support gems.

If you start running out of mana, you can link it with Blood Magic.

Elemental Focus can roll as an affix on shaped sceptres. Blood Magic can be crafted onto sceptres. So, ideally, you want a three linked SR setup in a sceptre with both of those mods. You can read more on this in the weapons section.


Phase Run can be used to boost your movement speed temporarily when delving. It's quite nice for running into darkness to farm fossils and resonators. It gives you speed and Phasing, making it easy to pass through enemies and get to your destination quickly. It's too easy to get stuck in those tight corridors with Shield Charge. It's best to link it with Increased Duration, since it doesn't last that long by itself.


Vaal Righteous Fire(20/20) - Level 21 not that important. It will only increase dps of SR by 1%.
Scorching Ray(21/20) - extra levels add a lot to its damage
Shield Charge(20/0)
Orb of Storms(20/0)
Stone Golem(20/20)
Cast when Damage Taken(20/0) - level to 21 if stone golem is 21
Enduring Cry(20/0)
Phase Run (1/20)
All Auras(20/0)

Elemental Focus(21/20)
Burning Damage(21/20)
Increased Area of Effect(20/20)
Concentrated Effect(21/20)
Swift Affliction(21/20)
Arcane Surge(1/0) - no point going higher
Faster Attacks(20/20)
Increased Critical Strikes(20/20)
Blood Magic(20/0)
Culling Strike(1/20) - going higher will only increase dex req


Ran out of space. Check post #3.

Before you ask for gearing help, please go through Gear >> Gear_Breakdown section. It shows an upgrade path from starter to highend for each gear slot.
Last edited by rhah on Dec 9, 2018, 9:29:26 PM
Last bumped on Dec 10, 2018, 8:56:01 PM
I follow Pohx's guide as well. This is an awesome write-up. Thanks a lot!

About this:
"You'll need Empower 3 and Purity 21 to get an extra 1% to max fire res."

Is Purity 20 with Empower 3 not enough to get 5% max res?
accept the mystery

Leveling with RF is a bit tricky, since it's hard to get enough regeneration early on to counter the degeneration.

Starting in a fresh league:

1. The simplest way is to level into 60s with other skills and then switch to RF.

Sunder (level 12) is a solid skill. You can easily get to late 60s with it, and by that point you should have enough currency to switch into RF. Use a two-handed axe or mace. Sunder will work with the regular RF tree path, but you should still grab a few damage nodes that are on the way, like: Destroyer, Born to Fight, Butchery, Splitting Strikes.

2. Level to late 30s and then switch to RF. No uniques are required. The damage is going to be higher than with Sunder, but you'll be degenerating life quite a bit. You'd need to use life flasks regularly to counter the degeneration. This guy has a detailed forum and video guide up on how to go about it:


https://www.youtube.com/watch?v=FmfSMLIiq_M - you can skip to 19:20 if you want to see the gameplay right after the switch

This last way requires you to be at a point in a league where you have some currency and there are affordable low level uniques up for trade.

3. You can start leveling with RF at level 20, but you'll have to meet some gear requirements. You will also be degenerating life quite a bit, so you'd have to use life flasks regularly to stay alive. If you don't want to deal with degeneration, you can switch at around level 40 instead. You'll be able to sustain fully at that point.


Your fire resistance must always be capped. This is very important. More fire res means less degeneration.


Core Starter Items:

These items are very important for countering degeneration from Righteous Fire.

Useful Starter Items:

Dreadarc deals fire damage. So make sure to switch it with a rare sceptre when you get Elemental Equilibrium.


- good source of increased damage, and light/cold damage to proc EE
- an upgraded version of Springleaf
- life, regen
- can be used to increase curse cap to two
- ton of damage and resists; can roll up to 80% fire damage IMPORTANT: Make sure that you don't have added cold damage on your gear, since this ring will convert cold damage to fire damage and mess up your EE buff, turning it against you. Use added lightning damage to proc your EE instead.

- life, regen, resists

OP Items:

If you are starting later on in the league, you can use some of these items to gain a ton of regeneration at low levels.

1. Watcher's Eye with one or both of these mods:

(100-140) Life Regenerated per Second while affected by Vitality - flat regen is very powerful early on

(20-30)% increased Life Recovery Rate while affected by Vitality

2. Incursion items that drop from the Temple:


Don't forget to upgrade life flasks when possible.



Shield Charge(10) - mobility, EE and EO trigger
Faster Attacks(18)
Increased Critical Strikes(8) - don't need to use until you get Elemental Overload passive
Blood Magic(31) - removes mana cost

Shield Charge is kinda slow early on. So you can manually run around and use Cyclone to proc EE.

Cyclone (12) - EE and EO trigger

If you can't get added light/cold damage on gear. You can get it by linking one of the following gems with either SC or Cyclone.

Added Lightning Damage (8)
Added Cold Damage (8)


Righteous Fire(16)
Elemental Focus(18)
Concentrated Effect(18)
Burning Damage(31)
Increased Area of Effect(38)

Extra Damage:

Scorching Ray(12)
Elemental Focus(18)
Burning Damage(31)
Blood Magic(31) - removes mana cost

Spell Totem(8) - can be used to auto-cast SR, if you don't want to self-cast it


Enduring Cry(16)


Purity of Fire(24) - fire res, max fire res
Vitality(24) - life regen

At level 31 you can choose to drop one of those auras, and get an aura that curses nearby enemies, for a solid damage boost.

Blasphemy (31) + Flammability (24)

At level 33 you can drop the other defensive aura as well, and add another curse to your Blasphemy setup. But you'd need to get Windscream unique boots, to be able to debuff enemies with two curses.

Elemental Weakness (24)


Summon Stone Golem(34) - flat life regen
Cast when damage Taken(38) - can link it with Stone Golem; makes it easier to keep it alive

Orb of Storms:

Use it to proc EE and EO on bosses.

Orb of Storms(4)
Increased Critical Strikes(8)

Last edited by rhah on Dec 6, 2018, 2:24:51 PM
Finally someone wrote a good guide for RF (for new players).

I am playing as Chieftain, but reading your guide, you can get the aswers about EO and EE in one place and not in 70 pages...

Thank you.
Thank you for doing this. Im doing this build, lvl 69 atm, and I have low dmg (doing t6 atm with 5.6k hp) its normal right? It gets better with more hp and gems lvl?
Last edited by ratz on Sep 1, 2017, 5:32:40 PM

Last edited by rhah on Dec 6, 2018, 1:51:09 PM
Also playing this build, pretty smooth, a lot of fun, fast clear speed, killed all guardians, next I will try shaper.
I play this since yesterday and it's a lot of fun. I just don't feel the Regeneration and DPS.. u can give me some advice? Jewels are 100c+ each so i need to farm those, but otherwise?

Can you tell us what Pantheon are best for RF?
Could not find it in the guide.

Thanks for making this guide!!1
Ty. Pohx makes really good builds, but he never makes forum guids which is unfortunate :D

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