3.3 -- Righteous Fire Juggernaut -- All Content



Righteous Fire is a damage skill that engulfs you in fire that rapidly burns you and nearby enemies for percentage of your maximum life. Since it uses your maximum life to scale its damage, it's important to stack a lot of it. Most of the burning damage done to self is mitigated by increasing Maximum Fire Resistance, the rest is sustained with Life Regeneration.


Vaal Righteous Fire: A more powerful version of RF that can be activated once in a while to boost your damage.

Shield Charge: Mobility skill. Used to trigger Fortify, Elemental Equilibrium, and Elemental Overlord.

Orb of Storms: Totem like spell that auto-attacks nearby enemies. Used to trigger Elemental Equilibrium, and Elemental Overlord on bosses.

Scorching Ray: Channelling spell. Used to deal extra damage, and lower enemy's fire resistance. It about doubles your single target damage at full stacks.

Enduring Cry: Warcry. Generates endurance charges, and grants a short burst of life regeneration.

Vitality and Purity of Fire: Auras. Regenerate life, and increase fire and maximum fire resistance.

Stone Golem: Minion. Grants life regeneration.

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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 procs EE on that mob, reducing its fire resistance. There's also a chance that EO procs, increasing your damage against everything for several seconds.

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 reduced its fire resistances, and deal some extra damage.

Vaal Righteous Fire can be used to boost your damage. It lasts for four seconds, followed by a cooldown, and has a cost in souls which you collect by killing monsters. Once activated, it will work alongside your regular RF, burning everything around you. 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's also useful on Breaches and Abysses.

Pros and Cons:

This build is cheap to start, but does require some specific uniques. It's not going to be exceptional in any way with cheap gear however. It's actually kinda mediocre until you start throwing currency at it. Gear that makes this build powerful is expensive.

With the right gear you can clear all content safely. There are a few mods, however, that should be avoided:

no regeneration - deadly

elemental weakness - dangerous/deadly if not overcapped

reduced maximum resistances - dangerous

reduced regeneration - dangerous

Performance with decent gear:

Survivability 9/10

Clearspeed 8/10

Single-target damage 6/10




1. You don't need to overcap your resists to deal with Elemental Weakness. Nine endurance charges will give you an extra 36% resistances.

2. Make sure that none of your items have added fire damage to attacks/spells on em. This includes boot and glove enchantments. Or you will keep triggering bad EE with your Shield Charge and/or Orb of Storms.

2b. Try to get a single "adds cold/light damage to attacks" mod. So that your Shield Charge procs good EE during mapping.

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

4. Attribute requirements:

- 25 int for highest level Scorching Ray
- 28 dex if you want to use Bubonic Trail boots
- up to 57 extra dex if you want to level Faster Attacks
- up to 16 dex for Stone Golem


When choosing a weapon, it's important to note that base attack speed doesn't matter. It won't affect Shield Charge in any way. Attack speed affix, however, works as a global AS multiplier. So, if you care about clearspeed, it's highly recommended to use a weapon with a high roll.

Brightbeak has the highest AS in the game. Extra resists are also quite useful. It's a solid starter weapon, and BiS for clearspeed. It lacks damage mods however.

As an all-around endgame weapon, you want a crafted shaped sceptre. It'll give you damage, mobility, and a five-linked Scorching Ray setup.


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 multimodded 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 high attack speed, or a damage affix. Odds are small that you'll hit EF with that regal, so you'll probably spend hundreds of regals and scours before you hit EF. But if you do, 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, in order of priority (max rolls in brackets):

- Elemental Focus (prefix; lv 20, 60% elemental damage rolled)
- Blood Magic (prefix; lv 1 crafted) - Vagan 7 (2 divines)
- Attack Speed (suffix; 27% rolled/15% crafted)
- Faster Attacks (suffix; lv 20, 21% attack speed rolled)
- Burning Damage (suffix; 30% rolled)
- Fire Damage (suffix; 30% rolled/19% crafted) - Catarina 5 (10 augs)
- Damage over Time (prefix; 30% crafted) - Leo 3 (5 alcs)
- Melee Splash (suffix; lv 20, 37% area damage rolled)
- Added Lightning/Cold Damage (prefix; rolled) - you'd have to sacrifice DoT for it, but it can be useful if you can't get it anywhere else

- 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.

Other options include: Balefire, Doryani's Catalyst, Doon Cuebiyari, or a rare Sceptre with a lot of increased damage (a great roll will actually outperform unique sceptres).



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 survivability against cold and lightning damage. It helps a lot during endgame boss fights. Spell block is also nice. This makes it a recommended all-around shield.

regular, legacy, double legacy

Rise of the Phoenix is also a good option, especially legacy versions. It'll give you a bit more damage, and slightly better sustain. It's a better option if you don't plan on running endgame bosses. Though, in HC, i'd still go with Saffell's.

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.

Ideally, you want at least one of the following corruptions on it (from best to worst):

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

Ambus Charge is a decent starter armor.

You can also go with Belly of the Beast, or use a rare chest with high life. Rare Elder chests can roll multiple useful affixes: % life, % strength, % life regeneration, % physical taken as fire.



Regular Leather, Heavy, 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 an ilv of at least 75; ilv 82 for t1 strength; ilv 84 for t1 single res. Unfortunately, Stygians can't roll elder anymore, you can only get them in Standard from other players.

For your first belt, i recommend just using alts to get 16+ recovery, regaling, and then crafting life. Then chaos spam to get something better.

Relevant affixes:


Abyss Socket (stygian)
(30-40) Life (leather)


(3-99) Life
(1-5)% Movement Speed (master crafted - Elreon)
ELDER Enduring Cry 22
ELDER Rallying Cry 22
ELDER (4-10)% Life


(8-60) Strength
(6-48)% Single Resistance
ELDER (9-15)% All Resistances
ELDER[ (6-12)% All Attributes
ELDER (10-20)% Life Recovery - regeneration multiplier
ELDER (8-14)% increased Attack Speed during any Flask Effect


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

Bubonic Trail boots, with two abyssal sockets, is a great option if you have a couple of good abyssal jewels, and can handle res loss. It'll give you quite a bit more increased damage, and "light/cold damage to attacks" if needed.


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.


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, and trivialize end game bosses. Just make sure to grab all endurance charges on the tree.


Essence crafted Opal Rings are a more offensive option, because of the increased fire damage and elemental damage implicit. I don't recommend using em in-place of Kaom's though. Unless maybe you are only farming low tier maps and don't need the survivability.

You can craft one yourself by using an essence of anger on a white opal ring. Use ilv 82 base, for t1 strength; ilv 84 for t1 single res.



Bloodgrip and Shaper's Seed are decent starter amulets.


Essence crafted Marble Amulet is a solid choice for most people. It comes with increased fire damage, and life regeneration implicit. Try to get one with high life, resists and attributes if needed. You can craft one yourself by using an essence of anger on a white marble amulet. Use ilv 82 base for t1 strength; ilv 85 for t1 all res and all attributes.


Elder and shaped versions can roll powerful affixes, but they are extremely rare, and harder to roll. Some of the interesting affixes are: 1-2% life regeneration (elder), 4-10% item quantity (shaped), and "chance to gain a Power, Frenzy or Endurance Charge on Kill" (shaped).

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.

Relevant Affixes:


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


(3-89) Life
(5-20)% increased Armour (master crafted - Elreon)
(#-#) Cold/Lightning Damage to attacks

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
(8-55) Strength
(1-35) All Attributes
(8-55) Dexterity
(6-48)% Single Resistance
(8-13)% Hybrid Resistances (master crafted - elreon)
(3-18)% All Resistances

ELDER (1-2)% of Life Regenerated per second
ELDER (7-13)% increased Attack Speed
ELDER (3-5)% additional Physical Damage Reduction

SHAPED (4-10)% increased Quantity of Items found
SHAPED Grants Level 22 Vitality Skill
SHAPED (4-8)% increased Movement Speed
SHAPED (6-12)% increased Attributes
SHAPED (3-10)% chance to gain a Power, Frenzy or Endurance Charge on Kill
SHAPED (2)% to maximum Block Chance
SHAPED (25-40)% of Block Chance applied to Spells
SHAPED (3-5)% reduced Mana Reserved



Regular rare gloves can be used as a starter pair. Look for high life, resists, attack speed, and dex if needed.


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 84-85 base is recommended. Elder Titan Gauntlets are the best option.

Relevant Affixes:


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


(3-89) Life
(18-28) minor Life

ELDER (4-10)% chance to gain a Frenzy Charge on Kill - 4% increased AS, and 4% more damage per charge


(8-55) Strength
(6-48)% Single Resistance
(5-16)% increased Attack Speed *

Essence Crafted (insanity) Socketed Gems have 16% more Attack and Cast Speed
Essence Crafted (delirium) Socketed Gems deal 30% more Damage over Time

ELDER Socketed Gems are supported by Level (16-20) Faster Attacks / (7-14)% increased Attack Speed * **
ELDER (7-14)% increased Attack and Cast Speed *
ELDER (2-5)% Chance to Block

*Different sources of increased attack speed can't coexist. Can't roll more than one on the same item.

** If you roll Faster Attacks on your gloves, you can then slot another gem in its place.



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 and/or Concentrated Effect. You can use an Efficacy gem in-place of BD.


Ultimately, you want to upgrade to an essence crafted elder helmet. Horror essence mod, Burning Damage and/or Concentrated Effect.

You can craft one yourself by using an essence of Horror on an elder base.


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


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 a third socket until it rolls blue (4 jews per attempt)
4. add and remove a fourth socket until it rolls blue (13 jews per attempt)

It usually takes around ten attempts to get an off-colour (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

Relevant Affixes:


Uber Lab 40% increased Righteous Fire Damage


(3-99) major Life
(18-33) minor Life

ELDER Socketed Gems are supported by Level (16-20) Concentrated Effect + (15-25)% increased Area Damage
ELDER Socketed Gems are Supported by Level (20) Less Duration

SHAPED Socketed Gems are Supported by Level (16-20) Increased Area of Effect + (7-15)% increased Area of Effect


(8-55) Strength
(6-48)% Single Resistance

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
ELDER (4-7)% Chance to Block Spells





Legacy Flasks:

Shaper and Elder:

Flask mods to look for:

Chemist's - (20-25)% reduced charges used
of Staunching - immunity to Bleeding
of Grounding - immunity to Shock (Shock makes you take more RF damage)
of Warding - immune to Curses (Vulnerability, Flammability and Elemental Weakness makes you take more RF damage)
of Iron Skin - (60-100)% increased Armour
of Adrenaline - (20-30)% increased Movement Speed during Flask effect

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 site for a list of all affixes and their requirements (item level matters):




Versus Trash (with flasks, and Inc AoE): https://pastebin.com/E7npyYic

RF 433k(no SR stacks)

Versus Shaper/Guardian (with flasks, and Conc Effect): https://pastebin.com/2pwM6mzT

RF 398k(no SR stacks), RF 478k(max SR stacks), SR 246k(max stacks), VRF 1.4m












Oak or Kill All.

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

I recommend starting with Oak. When your gear is good, and if you feel like you have enough regeneration, you can switch to Kill All.



Unbreakable > Unflinching > Unrelenting

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, you will likely need to run Conc Effect for the entirety of the map, to deal enough damage. Unyielding will help compensate for the lost AoE.

Uber Elder:

For Uber Elder, Unstoppable is highly recommended. Otherwise your mobility would be seriously impacted.



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

Shield Charge:

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


Level 90-92 Juggernaut - Official

Level 90-92 Juggernaut - PoE Planner

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

Other Options:

1. Jewel Socket - east of Holy Fire (3 points) - if you have a 3 or 4 modded jewel

2. Amplify - 18% increased aoe, 20% area damage (2 points)

3. You can go to Sanctity from above, instead of from the bottom. It'll cost one extra point, but you'll get some int, attack speed, and spell damage.

4. Diamond Skin - 15% elemental resistances (2 points)

5. Tireless - 20% life wheel (5 points)

6. Whispers of Doom - ability to run a 2nd curse (4-5 points)


You can find em in the Gear >> My_Gear_Incursion section.



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 really small though, so it's only viable on bosses.


Shield Charge + Faster Attacks

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.

If you link Shield Charge with Orb of Storms, you can share Increased Critical Strikes gem.


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 extremely easy, and enemies die before they are able to hit you.


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 4 and add another Purity aura. If your SR and Shield Charge are linked to Blood Magic, then a third aura won't need to be linked with Enlighten. You'll be left with 35 mana.

As a more offensive option, you can add a second curse setup instead: Blasphemy + Flammability. But you'd need to give up four or five passive points to get to Whispers of Doom. It will allow you to debuff enemies with two curses. Damage increase against bosses is negligible, but it will help quite a bit against trash.

Some rare legacy items have Aspect of the Spider skill crafted on em (suffix). It can be used instead of a third aura/curse, for up to 15% more damage.

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.


Orb of Storms + Increased Critical Strikes

Can be linked with Faster Casting to increase EO procs.


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.


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(1/0) - going higher has no benefit
Orb of Storms(17/0) - going higher has no benefit
Stone Golem(20/20) -
Cast when Damage Taken(20/0) - level to 21 if stone golem is 21
Enduring Cry(20/0)
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(1/0) - going higher has little benefit
Culling Strike(1/20) - going higher will only increase dex req


Leveling with RF requires a set of very specific uniques. That's not going to be possible when starting in a fresh league, or if you have no currency. If that's your situation, you can level with other skills and switch to RF when you can meet the requirements.

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.


You can start leveling with RF at level 20, but you'll have to meet some requirements. You will also be degenerating life quite a bit, so you'd have to use healing potions 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.


Your fire resistance must be capped.

Core Items:

Useful Items:

OP Items:

If you are starting later on in the league, you might be able to use some of these items to gain a ton of regeneration at low levels. Flat life regen is huge early on.

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

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

(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.


- life, regen
- can be used in place of Brightbeak; it has lightning damage on it, so you can use it to proc EE
- can be used to proc EE
- 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, because 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
- For more damage early on, you can add more gems to your RF setup: Concentrated Effect and Efficacy, or Swift Affliction + Arcane Surge combo.
- if you can't afford tabula
- can use an elder helmet for more damage links, instead of the 5-6 link chest; use Efficacy gem in-place of Burning Damage


23 Points

45 Points

54 Points

66 Points

Then use the main tree for ideas.



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


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)


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


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:

You can use Orb of Storms, instead of Shield Charge, to proc EE and EO.

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




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."

This means that hitting an enemy with cold or lightning damage will reduce its fire resistance by 50%, while hitting it with fire damage will increase its fire resistance by 25%. This build deals fire damage, so for us to take advantage of EE we must find a way to regularly hit our targets with lightning or cold damage, while avoiding hitting them with fire damage. Important to note that for EE to be triggered, it has to be a hit. This means that Righteous Fire and Scorching Ray won't proc it, since they don't technically hit. Ignite also doesn't trigger it.

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.



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.

Before you ask for gearing help, please read Gear > Gear_Breakdown section.
Last edited by rhah on Aug 9, 2018 12:38:59 AM
Last bumped on Aug 18, 2018 1:58:41 AM
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


Level 5:

Level 6:

Level 8:

Level 10:


Level 12:

Level: 18

Level: 20

Switched to RF.

Level: 24

Level: 31

Level: 34

Level: 38

Level: 42





Last edited by rhah on Jun 15, 2018 1:18:47 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
Completed 5 Challengesratz wrote:
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?

It does get better with levels and gems, but you also have to invest some more.

Essence crafted Helmet or Gloves will give you 30% more damage. Five life and damage jewels will give you at least 50% increased damage and 25% life. Get a Sulphur Flask, that's another 40% increased damage.
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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