Ground Slam Beserker, Uber Elder, New player friendly, League starter 3.8

First build guide, but i'll do my best. Feel free to ask questions or make suggestions so I can continue to update the guide

This is a build guide for Ground Slam. During mapping the leap slam can hit 4aps easy, which combos with the huge AoE and damage of ground slam to give very very fast clear speed. Uber elder was very easy with less than 10ex total investment, but less than 5ex should still function perfectly well. Good clear speed and great at bossing. Single target damage is great.



- Not many people play ground slam so items for it are relatively cheap
- VERY fast mapper
- All content, bossing feels great
- Very budget friendly, good league starter
- Tanky with endurance charges up (not necessary), Tanked shaper slams easy
- Very good damage, killed shaper even with 5link and 3c rare axes
- High life total, 6-7k+, exceptional life leech
- Endurance charge and frenzy charge generation.
- onslaught never drops while mapping (drops during bosses)


- Cant run phys reflect or no leech.
- Aspect of carnage ascendancy makes us take 10% more damage
- Between blood rage and Rite of Ruin ascendancy we take a fair bit of self
inflicted DoT
- No regen with vaal pact. (if you choose to take it)
- Poor axe crit/accuracy nodes force us to use Resolute technique if on a
budget meaning that crit stats wont affect our damage (damage is fine)


- This is the 3.8 Resolute technique impale tree. Kill all bandits. (Hard knocks and proficiency might be necessary to get the required int/dex, though should only need 73 total int for lvl 3 enlighten (which is our only blue gem.) This is without vaal pact so that the degen isn't as severe. 3.8 Passive RT Tree

Lab 1: Pain Reaver
Lab 2: Crave the Slaughter
Lab 3: Rite of Ruin
Lab 4: Aspect of Carnage


- impale gives us more damage, but doesnt show up on the tooltip. Once you go
impale, you should go all the way, selecting the impale associated
passives, equipping the impale support gem, and activating Dread Banner.
Each impale wheel gives 20% impale chance (40% total), impale support gives
a further 40% chance to impale, and dread banner gives 20% chance bringing
our chance to impale up to 100%.
- Impale functionally stores a percentage of the damage from a hit, and
releases that percentage of the impaling hits damage every hit for 5 hits
at which point that impale ends. Without impale effect, this means that the
first hit will not do any extra damage from impale, but proceeding to
attack 5 more times will mean the first hit in the end did 50% more damage.
This doesnt help much for low life enemies (we kill them super quick
anyways) but for high health bosses this is an effective 50% more damage
multiplier for every hit after about a second of hitting the enemy. With
impale effect this number can be much higher.
- The impale support gem gives 60% impale effect with a lvl 21 20% quality OR
lvl 20 23% quality gem. Dread banner gives ~20% impale effect. The impale
passive nodes give a total of 30% impale effect. The combined total impale
effect is around 110% effet. With the base effect averaging out to 50% more
damage, this means impale instead grants ~105% MORE damage. It literally
over doubles our damage


*In case it wasn't clear, beserker is an ascendancy for marauder.
*Every town has a skill gem vendor. Usually they will be the one selling
flasks and letting you trade currency for another currency. You have to do
specific quests to unlock the ability to buy specific gems at this vendor.
*If you run out of scrolls, vendor orbs of transmutations. They sell for 4
scrolls each and have almost no use or value in endgame
*We are a pure physical attack build. we are looking for high physical damage
axes as we level. if you feel any lacking damage its because you need a
better weapon. As high physical damage axes are rare, use an axe and shield
for the first few acts. eventually the attack speed we get from dual
wielding will make dual wielding ideal even with one subpar weapon.
*The things I specify in the acts below largely leaves out required quests


LAB 1: Level 33 zone. its ok to overlevel it so its alot easier.
- Lower Prison (Act 1)
- The Crypt Level 1 (Act 2)
- The Chamber of Sins Level 2 (Act 2)
- The Crematorium (Act 3)
- The Catacombs (Act 3)
- The Imperial Gardens (Act 3)

LAB 2: Level 55 zone.
- The Lower Prison (Act 6)
- The Crypt (Act 7)
- The Chamber of Sins Level 2 (Act 7)

LAB 3: Level 68 Zone.
- The Bath House (Act 8)
- The Tunel (Act 9)
- The Ossuary (Act 10)

LAB 4: Level 75 zone.
The trials are found in maps randomly. Can find someone who is offering trials they found in global, or buy the dream trial prophecy to force a trial spawn.
- Trial of Piercing Truth
- Trial of Swirling Fear
- Trial of Crippling Grief
- Trial of Burning Rage
- Trial of Lingering Pain
- Trial of Stinging Doubt

ACT 1:

- The second you get to lioneye's watch you should get ground slam as a quest
reward from Tarkleigh for killing hillock. if for some reason you didn't
get this Nessa should be selling it in her second tab for a scroll of
wisdom. Level at least 2 ground slam gems.

*Iron rings will give us a significant amount of damage early on. equip 2 of
them. As you level the damage these rings give will be less significant and
you should prioritize resistance rings around act 4
- After doing the medicine chest quest you should link onslaught support with
ground slam and ruthless support for a 3link attack. When you kill brutus,
grab leap slam from town. this 'attack' will be our mobility skill and
should not be used to try to kill things.
- Completing Breaking some eggs will give us Blood and Sand. level this gem.
- Killing the crab in the flooded depths will give a passive point.
- Giving the allflame to fairgraves will give us a passive point Act 1 tree (13 levels and 2 passives from quests)

ACT 2:

- Completing the way foreward will give a passive point (retrieved in act 1)
- After killing the weaver, you should unlock melee physical damage support,
and faster attacks support. Support ground slam with both of these gems.
Buy another faster attacks support for your Leap slam for mobility.
- After entering the vaal ruins through the tree roots, retrieve Herald of
purity. This skill gives us a significant amount of damage. It will reserve
25% of your mana when you activate it and should only need to be
reactivated upon death. Act 2 tree (23 levels and 5 passives from quests)

ACT 3:

- Completing Lost in Love will unlock the pride aura. This will reserve 50%
of our mana. if mana is a serious issue, you dont have to enable this yet.
This will greatly increase our damage against nearby enemies.
- Finding the 3 platinum busts in the sewer gives us a passive point.
(Victario's Sectrets)
- In the gardens, go to the side zone called the library and complete the
quest to find the golden pages so you will unlock Siosa as a gem vendor.
Buy fortify support and at least level it in a gem slot if you have no
* During this act you may find a 4link item. Having a 4link for ground slam
is more important than any other stats the item might have. Put fortify
support as the 4th link (33 levels and 7 passives from quests)

ACT 4:

- It is in act 4 when I suggest you do your first Labarynth. Overleveling the
labarynth will make it significantly easier and will essentially guarantee
a clear. The first lab is lvl 33. (Choose Pain Reaver), After you retrieve
the mana leech ascendancy node, you should be able to reserve most of your
- Find and free desherets spirit in mine lvl 2. This is a passive point.
- Completing act 4 by killing Malachai will unlock multistrike support.
Replace faster attacks with multistrike for ground slam. (41 levels and 8 passives from quests, 1st lab done)

ACT 5:

- Find the miasmeter in the control blocks before you leave. This is a
passive point. (In Service to Science)
- Complete the Kitava's Torments quest for a passive point.
DEATHS (45 levels and 10 passives from quests)

ACT 6:

- Complete the quest to fully clear the twilight strand to unlock lilly as a
gem vendor for the rest of the story and 'act 11' town
- Before you leave prisoner's gate, there is an arena in the zone where you
should kill Abberath. This gives a passive point and is VERY easily missed.
- Kill Tukohama for a passive point
- In the Riverways is an entrance to the wetlands. GO THERE BEFORE THE
SOUTHERN FOREST to kill the puppet mistress for a passive point.
- DO NOT MISS retrieving the banner right at the entrance to the cavern of
anger or you will have to go back. Go to the waypooint in the southern
forest and go through the cave entrance if you did miss this. (51 levels and 13 passives from quests)

ACT 7:

- From the northern forest you must enter the dread thicket. Find all the
fireflies and kill Gruthkul in this zone. Fireflies are necessary for
progression and Gruthkul is a passive point.
- In the Causeway right near the end is a chest with kirasha's star. This is
a passive point, so make sure to grab this.
- Kill Ralakesh in the ashen fields for a passive point (55 levels and 16 passives from quests)

ACT 8:

- Killing Yugul in the high gardens (zone off of bath house) will grant a
passive point. (Left side of the act)
- Close to the beginning of the quay will be the Ahnk of Eternity, very easy
to miss. Take the Ahnk to the resurrection site in the same zone for a
passsive point. (Right side)
- Kill the gemling legion in the grain gate (Right side)
- Do the 2nd lab if you haven't already (Crave the slaughter) (61 levels and 19 passives from quests, 2nd lab)

ACT 9:

- You can choose to farm blood aqueducts over and over again for humility
cards (9 of which make a tabula rasa) This may take a couple hours. Ctrl
Click on the waypoint for blood aqueducts (FROM ANOTHER WAYPOINT)to make a
fresh zone to run
- Make sure to grab the bottled storm in the Vastiri Desert, then approach
the wind wall right next to the waypoint in the zone to get the prompt to
talk to sin. You need to go to the Oasis to kill Shakari for a passive
- Kill Garukhan in the quarry for a passive point. (65 levels and 21 passives from quests)

ACT 10:

- Kill Vilenta in the control blocks for a passive point.
- After you complete act 10, type /pssives in game to see what passive giving
quests you missed in the story. Go back and do these quests.
- You can do the 3rd lab before or after killing kitava. (Choose Rite of
Ruin) (68 levels and 24 passives from quests, 3 labs)





* You can click on the little boxes above each weapon slot in the inventory
to bring up the weapon swap slot. Hitting X after equipping a weapon there
will let you swap between weapons. Put 2 3 socket weapons or a 6 socket
weapon in this slot so you can level 6 additional gems, rolls dont matter.
It should be noted that you cannot use the gems in those weapons unless
you have swapped to that weapon. We only do this to give those gems xp.

* Vendor a level 20 gem and one gemcutter's prism to get a lvl 1 20% quality
gem. This only works if the gem is uncorrupted. Do this with all gems as
soon as they hit level 20 (leave one high level ground slam). The damage
loss will be very short lived as the gems will level very fast. DO NOT
ground slams so you can 20% quality ONE and use the other without
quality for a while.

MAIN SKILL (6link)

- [Ground Slam] or Vaal Ground slam. Vaal Ground slam damage is unimpressive
and I consider it a waste of a slot on the bar but you can try it if you
want. It is harder to get a high level high quality vaal ground slam than
normal ground slam which is why I suggest you simply use the non vaal
vetsion. Quality on this gem gives 0.5% AoE and 1% Stun duration per
quality. Strive for a 20% quality gem. I managed to buy a 21/23 ground
slam for 5c because no one is playing the skill. NOTE: The gem inherently
gives up to 50% more damage for closer enemies so for optimal damage you
need to be in their faces. That 50% more damage multiplier doesn't show in

- [Multistrike Support]. First Priority. Mostly because it gives us so much
attack speed, but also gives significant damage on the reapeats. Less mana
spent per second. Quality on this gem gives 0.5% increased melee physical

- [Melee Physical Damage Support]. Outright damage. Being pure physical this
gem gives very significant damage. Quality on this gem gives 0.5%
increased melee physical damage

- [Fortify Support]. Gives good damage and guaranteed permanent fortify. All
the damage reduction we can get will make the build feel smoother for
being in enemies and bosses faces. Each quality gives 0.5% attack damage

- [Impale Support] 40% chance to impale and significant impale effect.
The damage this gem gives wont show up on the tooltip But I assure you
it is more damage. Quality on this gem gives impale effect, make 20
quality a priority. Make sure if your using this gem that you have the
impale nodes in the passive tree and have dread banner active.

- [Maim support] OR [Brutality support]. I would suggest you level both
and try them out. I find more damage with maim in the end.
- [Maim Support] gives up to 14% MORE damage beyond the that won't
show up on the tooltip, which is something to be aware of. The 30%
more damage on this gem will show up on the tooltip. Each quality on
this gem gives 0.5% increased physical damage.
- [Brutality Support] gives the single biggest multiplier of any of
these gems, but has the downside where you cant do elemental or chaos
damage. This means any physical as extra chaos or physical as extra
damage of an element become completely useless. Using this gem will
thus make the Atziri's promise flask fail to give anything. Quality on
this gem gives 0.5% increased physical damage

RESERVATIONS (4 link and Standalone)

- [Herald of Purity] Gives a bunch of flat physical damage and gives minions
that can help distract bosses during boss fights such as with chimera.
This skill has 25% mana reservation. Quality gives 1% minion movement
speed which doesnt really matter for us

- [Pride] gives nearby enemies increased physical damage if they are close
to us, up to 39% at lvl 20. This damage is as effective as another link in
our ground slam, but it wont show up on tooltip. This aura reserves 50% of
our mana. Each quality gives 1% AoE, which helps if you need to stay
farther away due to deadly effects.

- [Dread banner] We mostly use this for the 20% chance to impale and the
impale effect. I tend to forget to pick the banner up after I place it,
which means I lose this bonus, so I just always have it reserving mana.
Placing the banner only really gives fortify effect which will make us
only slightly tankier. This banner reserves 10% mana. Quality on this gem
gives 0.5% effect of the banner

- [Enlighten Support] In order to fit the last (Blood and sand) aura we need
an enlighten as we would have only 5% of our mana unreserved without it. A
lvl 3 enlighten is perfectly fine, and quality on this gem doesnt matter
(as it only makes it gain xp faster and lvl 3 is 'max').

- [Blood and Sand] Reserves 10% of our mana and gives us either 15% AoE or
15% more damage. The AoE difference with Sand stand is almost unnoticable,
so staying in blood stance permanently is ideal. Feel free to try both.
This gem (or dread banner) dont need to be linked with enlighten as long
as the other is. This is the last priority aura, so if you have to drop
one then drop this one. Quality gives cooldown recovery speed for
switching between stances, which doesnt matter as you shouldnt be
switching over and over again


- [Leap Slam] With the new changes to this skill, it attacks faster and wont
fail to attack if your cursor is too far away. Quality on this gem gives
1% stun duration, and levels give 1% stun duration and base damage.
Neither quality nor level actually matter for this gem.

- [Faster Attacks] is absolutely essential for fast mapping as leap slam is
the entirety of our mobility. With our rage, blood rage, frenzy charges,
and onslaught, leap slam can have over 5 attacks per second with almost
no investment. Quality gives 0.5% attack speed each. A level 11 20quality
faster attacks is the same as a level 20 with no quality. Make quality a
priority. THIS GEM REQUIRES 111 DEX AT LVL 20.

- [Blood magic] This allows us to spam leap slam without taking all our mana
which may prevent us from using ground slam. It also allows us to get out
of danger when out of mana. We can even leech mana with this if we run
out while in no regen maps. Level and quality both reduce the cost of leap

CWDT SETUP (2 link)

- [Cast When Damage Taken Support] will free cast linked skills so long as
the supported skill requires the same or lower level that the CWDT does. I
have 7k life and so keep CWDT at lvl 14 (casts with just under 2k damage
taken). I suggest a lower level for lower life totals, as the higher the
gem the less often it will proc. PAY CLOSE ATTENTION to the level
requirement of both this gem and the supported one. Do not let the
supported skill outlevel this or it will no longer free cast. Quality on
this gem gives 0.5% increased damage which does nothing for us

- [Steelskin] I chose steelskin instead of immortal call because I dont want
to lose my endurance charges while im mapping. only takes one perfectly
timed hit to oneshot without endurance charges. Steelskin gives 70% damage
reduction untill the total damage the skill shields against is consumed. I
keep this at lvl 18 to get the most effect from my lvl 14cwdt, and at this
lvl it shields against 1711 damage.

* Supporting this setup with increased duration will make the buff longer,
but it will also make the cooldown longer. I have found that I overall
take more damage when I add increased duration, which is why I dont.
* Right click on the plus sign under the minimap to make the gemup
message go away. At the bottom of your inventory is that message should
you choose to level it up again.


- [Vaal Haste] We only use this gem for the vaal version. Activating this
skill will give 31% attack speed and 13% movespeed for 4 seconds without
the need to reserve anything. It should be noted that the soul gain
prevention of this skill acts as a cooldown, and other vaal skills share
this cooldown, so generally you should save all vaal skills to hit at
once. Quality on this gem only gives area of effect meaning party members
can gain this buff from farther away. quality doesnt change anything in
any way for solo play. THIS GEM REQUIRES 155 DEX AT LVL 20. CAN LEAVE

- [Vaal Ancestral Warchief Totem] The vaal version of the skill gives up to
32% MORE damage, and the skill inherently can have 2 totems active. The
skill being able to save 2 charges means we can hit this twice for 64%
MORE damage for boss deletion. This skill shares soul gain prevention with
vaal haste, but nothing prevents you from hitting both at the same time
for absurd burst damage. I generally dont suggest you waste time casting
the non vaal version of this skill.

- [Blood Rage] This should typically only be used for the map, although it
will likely remain active when you enter the bosses arena. We mostly use
this for frenzy charge generation on kill. If you dont waste time when you
go into the arena then the frenzy charges should still be up allowing you
to delete the boss. You can choose to hit this in boss fights where there
are alot of boss minions so you can retain your frenzy charges. The issue
with blood rage is it takes 4% of your life per second which can really
add up when you have to wait inbetween boss phases. I use blood rage for
the phoenix and in between chimera's phases. but not generally for hydra
and never for minotaur. (These are the t16 map bosses) THIS GEM REQUIRES

* Increased duration support will increase the duration of the buff from
these skills but it will also increase the soul gain prevention. If you're
only planning on using the vaal skills for the boss (you really dont need
them during the map) then this is a perfectly viable support. I dont use
increased duration mostly because of a shortage of gem slots (running
kaom's roots) and that even shaper wont last the duration of these skills
if your hitting him the whole time.


- Between tombfist and kaom's roots there aren't additional gem slots in my
suggested setup.
- If your using rare gloves or rare boots and have extra slots you can fit a
curse setup such as vulnerability, enfeeble, or temporal chains. However
Tombfists with curse on hit temp chains or enfeeble is a very good
defensive bonus and usually less than 30 chaos. It should be noted that
you can only apply one curse to an enemy, so youll either use curse on hit
implicit gloves OR something like orb of storms, cwdt, curse on hit,
and your selected curse (only the orb of storms and CWDT need to be about
level 1 to be free cast, the curse on hit and curse should be leveled to
lvl 20.) You can choose to manually cast curses but this will
significantly hurt the potential clear speed having to stop and cast.
- Decoy totem linked with increased totem life is an option to temporarily
distract bosses to make it safer for you, however this will affect your
ability to use ancestral warchief totem.


* Prioritize capping resists, and getting high life on items before worrying
about damage (with the exception of the weapons) High life total is the
single biggest form of mitigation. 6k life should be easily obtainable with
only half decent gear.

JEWELS: (The only REQUIRED uniques, use 2)

- These jewels generate endurance charges, giving us some when we stun
enemies (we will naturally stun lower health enemies because we hit so
hard). The increased angle means instead of being a kind of cone, it will
expand to be a circle that reaches even behind us. It wont increase the
range. This is absolutely essential for our clear speed and defense
*Note that if you want to do Atziri, you need to take out these jewels so
you can ensure you only hit one Atziri image at once, unless you want to
oneshot yourself on the one holding the mirror.

- The 3rd jewel can be a rare with life, resists, and/or damage stats.
- You must have a Murderous eye jewel to socket in your tombfist if your
using one


*Rare helmet with high life and resists, and maybe a dex or int
roll. Enchant is by no means required (I dont use one) but 40% Ground
slam damage or increased Ground slam angle (basically makes it a full
circle around you instead of most of one) are good options.

*Starkonja's Head; has life, attack speed, and up to 70 dex potentially
solving all dex problems. It just has no resists

GLOVES: (I found temporal chains curse on hit to be best defensive)

*Rare with life and resists, with maybe some attack speed or flat
phys damage depending on your budget.\

*Tombfist: These gloves have up to 6% life and an abyssal socket, Most
importantly, it is corrupted frequently, So temporal chains curse on hit
implicits are
cheap. Vulnerability curse on hit gloves are usually a few exalts but are
BiS for bossing as temp chains almost doesnt affect bosses such as shaper
and uber elder. Socket it with a murderous eye jewel to intimidate
enemies (which despite saying they take increased damage, it
actually acts multiplicitively with your damage increases making it a 10%
more damage multiplier)

*WyrmSign: it has life and gives rampage at max endurance charges (which
the threshhold jewels for ground slam generate) Rampage gives damage and
speed based on how many kills you have, and getting kills refreshes its
duration. While its not commonly corrupted I managed to corrupt temp
chains on a pair. The gloves are cheap and temp chains implicit is
actually relitively common so its not unrealistic to corrupt it yourself.
It just might take a few tries. For the actual map portion of maps, this
will give you as much if not more damage than the tombfist as long as you
keep your kill streak going. For bosses this will give you no benifit
unless the boss has a steady stream of minions which is why I consider
tombfist to be better in general


*Kaom's Roots: They give up to 200 life, and immunity to stun and freeze
(even tho it states cannot be slowed below base value, this applies to
freezes as 0 speed is below base value) A corruption implicit of %life is
rather cheap as people tend to prefer + max charges, but either work
well. I have boots with implicit 6% life. While it has no movespeed, that
doesnt affect clear speed as the entirety of our movement comes from
spamming leap slam which is unaffected by movespeed.

*Rare Boots: Life, resists and even some movespeed are fine if you really
want the gem slots or movespeed. Be aware that Kaom's roots give more
life than a rare can. You just have to be above 25 rage to be immune to
stun, and you have to run a freeze flask.


*For super budget use a rare 5link (good into red maps) or a tabula rasa.

*Belly of the Beast: High life and some resists. This is the ideal option
for a mid range budget

*Fossil crafted rares can give as much if not more life total and more
total resists, and elder bases can give even more with an elder 12% life
roll, upwards of 125 flat life, and 8% crafted life. Can also go for
supported by lvl 1 main for even more damage This can be extremely
expensive to craft, especially if you want a ton of resists. Do
NOT try crafting one of these chests on anything lower than ilvl 86, and
its very highly suggested you get a 6link base before you craft it to
give you less of a headache. Be prepared to loose currency


*Rare with high life and resists. global physical damage or strength are
good implicits, with a stygian vise being the best and most expensive
(rare) option.

*Headhunter is BiS in almost every build. Not useful in bossing but
actually so good its unbalanced in mapping. Can be extremely expensive
depending on current prices (I bought mine for 160ex in Legion League)
Dont expect to have this, very few players ever get one.

*Rare with high life, and dex/int. Physical damage to attacks, global
phyical damage (fossil mod) and resists are all viable stats. Importance
is to res cap and have enough stats to use the items and gems

*Carnage heart. This unique amulet gives a ton of int and dex, and some
leech and damage while leeching. Only bad thing about it is it doesn't
give much life (only what comes from the 50ish strength)


*Rare rings with life, resists, and if you can, damage stats. Steel rings
are ideal and you can craft them using essences of contempt to have the
implicit and a normal roll of flat physical damage to attacks

*Thief's Torment. While this unique ring disables the other ring slot, it
gives some all resist and life on hit which isn't bad. It also gives up
to 16% quantity of items found which does mean more currency and items
will drop. This item will not give as much functional value as rare rings
but it is an option should you choose to use it.


- We dual wield for the attack speed it can give us. This is also the reason
we choose axes over maces which tend to be slower. Swords, daggers, and
claws don't work with ground slam.

*Soul Taker: A relitively high pdps unique axe with no downsides and lets
you attack if you have no mana. Overall not a bad choice untill you can
afford much higher damage rares.

*Jack, the axe: This a a very cheap unique axe with over 250 pdps. The
tradeoff is that it reduces our leech rate by 50%, so only ever use one,
and aim to replace it quickly.

*Rare axes are ideal. Because we dont care about accuracy or crit chance,
we can exclusively use pdps (Physical DPS) as a measure of how good our
weapon is. I killed The Shaper with 250 pdps axes which at the time were
worth 3chaos (only a week into league). With a few exalts to spare you
should be able to get 400pdps axes for around 2ex each.

- There is a neat pdps box in both and
Simply filter for one handed axes and put the desired pdps in the box

- To calculate pdps, add the low end of the damage range and The high end of the damage range, then divide that number by two. example: (145+277)/2 = 211. That number is the average damage per hit. Just take the damage per hit and multiply by the attacks per second example: (211*1.2) = 253.2. That number is the pdps of the weapon (pdps is entirely calculated off of physical damage, but you can use the elemental damage range to get the edps (elemental dps)


- Life flask(s). You can either use a catalysed eternal life flask or a
Bubbling divine life flask depending on preference. This flask should have
immune to bleeding as its the ailment that kills us the fastest.

- When your health approaches 7k+ life you should also use a Blood of the
Karui which heals you at the end of its effect. Forbidden taste can
instantly heal you to full but then gives a 4 sec life degen as chaos
damage. Blood of the Karui takes time before it actually heals you and the
degen from forbidden taste can put you low enough after to get you killed.
Either work and have their trade offs.

- If your not running brutality support in your 6link , you can use an
Atziri's promise which gives physical as extra chaos, which can act as a
more multiplier because most enemies have no chaos resistance.

- Lion's Roar gives up to a 25% more multiplier for your ground slam. For
bosses immune to knockback this is an incredible damage increase. The
issue with this flask is that it gives knockback and you do less damage to
farther enemies meaning you can actually lose damage for hitting the
flask. This isnt necessarily bad tho as some enemies like red beasts can be
very deadly in melee range meaning you can keep things at bay, using the
flask purely for the defense the range gives. Overall a very useful flask
although the build functions perfectly fine without it.

- A basalt flask gives 15% physical damage reduction which is very good as
generally you'll die to mostly physical damage. You can put curse or freeze
immunity on this flask

- A quartz flask gives 10% attack and 10% attack dodge. This averages out to
10% damage reduction but it can take a hit that would have well over
oneshot you and make it do no damage.

*Since we don't crit with resolute technique we don't use a diamond flask.
Choosing to gear crit would necessitate the use of this flask


- I chose Soul of Lunaris and Soul of Gruthkul for the physical damage
reduction they give. Soul of Shakari with The Terror of the Infinite Drifts
unlocked using a divine vessel with a desert spring map will make you
immune to poison, which is another option for the minor god. Pantheon is
entirely personal preference and matters little.
Last edited by Ekule731 on Sep 17, 2019, 8:04:58 AM
Last bumped on Sep 14, 2019, 10:13:15 AM
Can you post the skills tree plz
Hey Ekule! Thanks for sharing your build! I'm kinda of a new player and have a question. Isn't getting a 21/23 vaal ground slam strictly better than a regular 21/23? I have the option to use the vaal skill but if we don't it's the same gem right? Thank you
Xibanga wrote:
Hey Ekule! Thanks for sharing your build! I'm kinda of a new player and have a question. Isn't getting a 21/23 vaal ground slam strictly better than a regular 21/23? I have the option to use the vaal skill but if we don't it's the same gem right? Thank you

Im not OP, but yes Vaal GS is strictly better at same lvl and same quality as regular GS

Vaal GS is pretty amazing overall, huge AoE, good dmg, guaranteed stuns

use it and abuse it!
Xibanga wrote:
Hey Ekule! Thanks for sharing your build! I'm kinda of a new player and have a question. Isn't getting a 21/23 vaal ground slam strictly better than a regular 21/23? I have the option to use the vaal skill but if we don't it's the same gem right? Thank you

The actual ground slam portion of the vaal gem is in fact identical to the normal version. If you would prefer to have the option to use the vaal version then yes the vaal gem is better.
Patrozor wrote:
Can you post the skills tree plz

I didnt realize there was a way to specifically link a clickable url when I made the initial build guide. It has been updated with the final suggested passive tree and passive tree states for different levels. Different viable versions of the passive tree are a work in process
Giving this build a try, don't really have any question atm, nice guide. Keep us updated on your progress this league OP !
Last edited by blaupe on Sep 9, 2019, 1:26:40 PM
Great guide, thank you for this! :)

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