[3.10] Raider - HoA 1300 deep delver(sc). 800+ in hc (3.10)

This build revolves around playing around the raider's defenses, utilizing certain defenses that convert phys into an element or reduce incoming damage when we aren't hit frequently, and herald of agony for damage.

Random vids:
mapping - https://www.twitch.tv/videos/477357032
random delving at 1200 - https://www.youtube.com/watch?v=AJ4arIwiFV8
[3.8]generic delving at 1500 - https://www.twitch.tv/videos/490687003
uber atziri - https://www.twitch.tv/videos/470724546
[3.8]Uber elder - https://www.twitch.tv/videos/490442229 //two dif setups
[3.8]556 aul extra, hasted, area, 30% damage with starter gear https://www.twitch.tv/videos/481716848
[3.8]705 aul extra, multi (face tank with gg gear) - https://www.twitch.tv/videos/497531947
[3.8]765 aul hasted, onslaught, frenzy, AOE - https://www.twitch.tv/videos/483133021
900 aul double extra +crit/crit multi - https://www.twitch.tv/videos/470729302
1200 aul no real mods - https://www.twitch.tv/videos/466301865

[3.8]1400 aul no real mods - https://www.twitch.tv/videos/497528903

Why play this build?
It's absurdly cheap to get started and scales easily for the content you are targeting. It can do uber elder with just it's six link and poison gloves and you are one tanky girl. However, the further you go in the mines, the more you'll need to adjust for each node.

or if you want a change of pace from the current delve meta.

as of 3.10 this build got a decent boost from clusters but costs a bit more to set it up. I was able to get ~1.5 mil shaper with pretty nice defenses. Notably able to do wave 20 but not enough damage to kill kosis. I'm sure you could if you dropped some defenses but thats not what the build is for anyway. (tested in hc).

Why shouldn't you play this build?
If you want to face roll content at 1k+ depth and want a jugg replacement.

You are not a jugg. but confirmed better than jugg hoag as of 3.10 in delve (hc).

If you enjoy problem solving and killing some extremely hard auls with practice, this build is for you. If you want to face roll nodes at 1k without much thought, a jugg is a better fit given the knock back and molten shell is extremely powerful defensively.

-Not too bad to get started
-Elemental immunity via ascendancy
-Instant leech is great for delve
-Can be as tanky as a jug with the right scaling and tankier in some ways
-Good damage for little to no investment 700k-1mil shaper dps depending on setup
-Can do all map mods
-Can do all content and can push deep delves including almost all auls you come across.

-Not the best clear and therefore leveling is kind of a pain
-Being able to be stunned is annoying when you are not spinning
-Takes some practice for bossing
-Gear swaps / tree swaps are important for nodes the deeper you go.

How our damage works:
Herald of agony gains stacks based on poisons we apply (up to 40). The more consistently we can keep up those 40 stacks, the more damage our agony crawler is doing. We accomplish this with poison linked to our cyclone via our gloves and hits can't be evaded/high hit chance with good attack speed on single targets (2+ targets will always be 40 constantly).

Agony crawler has an inherent 40% phys to chaos conversion and spirit offering is an additional 30% chaos damage given to our crawler. This means it is primarily doing chaos damage so despair, wither, and -chaos res from helm is quite nice for damage here.

How our defenses work:
We are an evasion build first and foremost. We reach around 95% evasion and 52% dodge with our setup which means we have a ~2% chance to get hit. This gives us plenty of time to regen/leech if we do take a big hit so that it wont matter by the time we can get hit again but only if we can take those hits to begin with.

Here is how we can handle that
-We use saffels, soul of steel, and purity of ice so our max ele res is quite high
cold res - 86%
fire res - 80%
lightning res - 80%

With divine flesh its even higher.

-Minimum endurance charges as crafts give us 4% flat phys reduction and we can get them on both our rings

-We can use specific affixes on jewels that play nicely with the fact that we arent hit often and are generally not sought after so its particularly cheap to acquire like this.

-Aspect of the crab is OP with our defenses given our evasive defenses as said above. It basically reads 20% phys reduction for single target fights and honestly 20% even if there are a decent amount of mobs near us.

-We can convert a lot of the phys damage we take into elemental damage which we are extremely strong against so that even with our somewhat lopsided defenses, we can take big phys hits without flinching. You can get this on your watchers eye for purity of ice, corruption from saffels frame, an elder affix on your chest, a craft for your helmet, and taste of hate(flask).

-outside of mitigation we have some less damage modifiers with infused channeling, fortify, andsilent steps(when we blind which is 20% of the time).
We reduce blinded enemies damage by 5%, fortify is 20%(not included +fort effect) less damage, and infused is another 8 from basically everything other than a projectile given cyclone has all the tags. This combines to be an additional 33% less damage taken from hits after we factor in our mitigation.

Conclusion: We are a beefy girl. The combination of our defenses with taste of hate up makes us have phys cap for hits but not degens which is relevant for some types of mobs in delve like the lich/vaal boss.

Starter gear:
Follow the starter pob. If you are struggling to acquire aspect of the crab early, just use flesh and stone.

Note: aspect of the crab WILL work with lone messenger and flesh and stone will not if you are at that point of gearing.

Delve gear/End game:
Note: you swap gear to match the modifiers you'll find at low depths given the damage scaling is just nuts. Specifically for high phys damage nodes and crit multi nodes. I want aspect of the crab for phys nodes and the shield / belt combo for crit multi nodes to negate potential one shots.

damage claw:

Note: No more bound fossil spam for t1 minion damage as they removed delve affixes from non rare fossils. We have to use essences now ;(. Spam fears until you get t1/t2 attack speed, annul, and multimod.

Note2: We are taking hits can't be evaded again. Why? based on cluster value, its better to just stay on the right side of the tree so we arent in range for RT anymore. This costs more but gives you some freedom to play around with stuff like nightblade support to cap dodge if you choose. (i opted not to but i can see the value over infused channeling)


Whats important is having an elreon ring or amulet. dealers choice. It comes from the elreon div card. Cards are cheap so dont worry if you dont hit anything good of regal etc.



Note: as said before, opt for one elreon ring/amulet. your choice depending on whats cheapest / more efficient for you / whats on the market. This is what I had for hc in 3.10.



They nerfed rare chests to death for the build. Lightning coil is the bis option. Try to get +1 max res / +1 gems / reduced crit. Dealers choice. HC i would opt for reduced crit so you don't get gibbed in harsh delve areas. SC i'd opt for +1 gems.



Note: Cluster jewels in PoB.



Crab is now relegated to budget options given how much taken as you can stack given divine flesh is bis now. I did use both in hc this league. I will cover what I had for that setup as it was extremely budget and extremely powerful.

Cyclone gems:

Note: you can swap infused channeling for life gain on hit if you want more leech and you don't need the mitigation infused channeling provides. I personally swapped at 1200 depth to infused channel.

HoA clear gems:

if you can not afford an empower 4 you can substitute it until you can with this

Additionally if you have hinekoras still or gloves like these , then you can use your claw + cold iron point but you do need the accuracy for the OH.

It will dramatically increase your clear speed when you swap pierce/viscious proj with the following gems:
for mapping/blight specifically.

HoA boss gems:

if you can not afford an empower 4 you can substitute it until you can with this

Claw gems for triggered spells
General mapping/delving:


Mapping/delve: lunaris + shakari
Swap to abberath in magma nodes

Aul/shaper/uelder: solaris+yugul/ryslatha.
Note: Aul is going to be a long fight given his hp scales with depth etc so i usually swap out 3/4 of my flasks for 3/4 blood of the karui because it refills overtime and its a little safer for shield charge phase (especially if it has area)

lich/vaal boss: solaris + ralakesh

Crafting the gear
Gloves: Pristine fossil, corodded fossil, Shuddering fossil
Helmet: Pristine fossil/dense fossil(only for armor bases for fort effect) and aberrant fossil.
Boots: None. Buy them because they are temple drops.
Claw: Spam fear essences until you hit the t1 minion damage affix and attack speed. Anul and multimod.
Belt: Pristine fossil, abberent, and prismatic fossil.
rings: Get an elder ring and spam alts until you hit life gain on hit t1, anul and multimod.
Amulet: Spam essence of horror and anul down to fortify effect. If you want a budget +1 neck, just spam alts/regal until you get something okay.

Boss setups
Note: You are a monster aul killer, but, depending on the mods, you need to adjust both your play, your flasks, and your jewels. The build can carry some extreme area auls with enough practice. Confirmed 650 aul hc (3.10) and it was mostly face tanked.

Solaris(major) and Ryslatha(minor)


Mandatory jewels:
Watcher's eye: purity of ice can't be frozen
Max life + stun avoidance abyss jewels until avoidance is 100% (will need 3/4 jewels like this for area auls)

Gear swaps:


Reason: amulet provides a shit ton of recovery for shield charge phase when using blood of the karui. This is important for super speedy auls /area auls but not mandatory if not. Additionally, claw of the magpie anointment steals frenzy charges so that you dont have to deal with turbo aul.

Conditional swaps ~

If no extra damage for fire/lightning, you can use this shield.

Flex tree for extremely difficult auls:
Drop life nodes, phase accro, and silent steps to make sure you have enough for the following:
-Brinkmanship(anoint or take)
-Profane chemistry (more blood of karui effectiveness for big dmg auls)

Delve tips
General Crawler positioning

Generally speaking, the less your crawler has to move, the more damage you are doing. Ideally, you want to be able to hit as many mobs as possible but the AI is stupid sometimes. We can get around this with some smart positioning and pathing. The image underneath this text will show you optimal positioning for crawler dps generically. If you don't move too far away in your cyclone pathing, he will pierce basically everything in the node if position it in one of the corners.

If you have a burn target and still a few mobs underneath, you can also position your crawler in such a way that it will always hit the burn target and the mobs behind it for maximum dps. If you don't do this, the ai will randomly choose a target that you've hit recently and it will feel awful.

Medium nodes
Sweltering burrow
Reason: Fire degens on ground and the rubble pure phys guys that spawn after a while that shoot spell projectiles. Though honestly this is actually on the easier side.

Approach: Take abberath pantheon so you can ignore degen. Spin in a circle around the arena until the phys rubble guys spawn. When they do spawn, go behind one of the four pillars in darkness and just chill there and kill anything that follows you. The boss should eventually spawn and come darting towards you. Burn him down with dynamite
and avoid his magma vomit.

smuggler's stash / redblade / blueblade /light blade retreat
Reason: bow exile nearly one shots you (and does with certain mods).
Her vaal rain of arrows also is death if you get tagged by it. Other exiles are a joke.

Approach: You have two options.

-You can whirling blades at the frequency of her attack animations(not hard to do with some practice) so that she wiffs most of her attacks without rolling against our defenses. You can position your crawler facing her but further away so no matter what you hit you will be piercing her. Don't engage without flasks/self cast immortal call up. Dynamite spam on her is op because it also interrupts her when you want to burn her down.

-You can isolate each exile by drawing them into the darkness. With extreme mods around 1300, i was forced to do this a handful of times. Effective but time consuming. When you get her alone, just spin around her for a moment and disengage to reset her abilities. (rain of arrows up close, split arrow further away). If you time this right she will do split arrow->split arrow->rain of arrows and spinning around her will make each split arrow wiff completely.

Stonewood hollow
Reason: Lots of phys damage and chaos spitters.

Approach: Movement is key.

Pre boss spawn ~ Spin in a circle and chaos spitters / physical area damage mostly wiffs and the few hits you do take get immediately leeched back up because there are so many mobs. Rotate abyssal cry/focus(with shock) if you have them but only use those abilities after you just hit immortal call to ensure safety because you stand still for a moment when you use either.

Last spawn point before boss ~ do the same and prioritize clearing almost everything before she spawns. Spam dynamite with abyssal cry up in the center of the pack and they should melt. If a few rare stragglers are up its not the end of the world.

When she spawns ~ if there are still rares up, position your crawler to pierce through them and hit her. Prioritize looking at her and only her and make sure you spin around her to make her projectile swiff. When she starts floating up into the air, taken to of her orientation and position yourself at her back so you don't get hit by her big attack that will one shot you. Rinse and repeat until she is dead and you shouldn't be hit once by her if you do it right.

Magma Cavity
Reason: Enrage can get testy and with certain mods he can one shot you.


Approach: Clear the arena and manage your cooldowns well. Dynamite buys you time for your cooldowns too. The deeper you go the more likely you will need your flasks.

You want to position DIRECTLY on top of him, if he tec slams your booty, you are dead. If he moves and the aoe flame stuff around his feet start slapping you with hard mods, that can kill you too. Basically make sure he doesn't move other than rotating in place.

Movement is also key to keeping your entropy low for enrage phase. When he isn't enraged, circle around him so that his animations wiff you as they come out slowly. When he enrages, rotate your immortal call->dynamite(immediately after immortal call)->flasks and repeat. The two important flasks here are basalt and taste of hate. You can double up on them instead of jade/silver flask if you don't feel like you can burn him down before rotating your cooldowns 2-3 full enrages.

Note: It should be impossible for him to hit you without enrage with good movement, if he does, thats your fault.

Hard nodes

Humid fissure
Reason: the little rubble guys that spawn do physical spell damage and the blobs drop chaos degens.

Approach: Swap to phase acro+dodge boots if possible. Swap jade flask for amethyst flask. Swap shield for an elder shield with flat phys reduction and some chaos resistance. You can also spec into brinkmanship for more potential leech and reduced area damage from the degens.

Movement is key. Bunch them up on top of the fossil lady so that your instant leech is insane and move in a decently medium sized circle just in front of her and make sure your crawler is behind the pack of mobs facing towards her.

Your crawler should be able to pierce her through the mobs and your instant leech+flasks+swaps should make it so its far less damage then the degen.
Make sure you move away when she tries to freeze you/crawler and repeat process when shes done.

Note: DO NOT USE USE ABYSSAL CRY OR DYNAMITE ON MOBS OTHER THAN FOSSIL LADY. the goal isn't to kill the shit in front of her, its to use them as leech.
If you make them pop, you wont have enough leech to sustain deeper.

Restless rubble in frozen biome
Reason: the voidites (purple lil rubble guys) are a pure phys mob that converts 50% of their damage into chaos. To make matters worse, its a spell cast, not an attack projectile so evasion/attack dodge fails us here.

Approach: Swap out jade flask for ametyhst flask since evasion does nothing here. Spec into phase acrobatics. Swap boots for atziri's steps with the implicit that has spell dodge if possible. Swap some jewels / shield for chaos res/ phys reduction.

If the mods are too hard, you can kinda cheese the node by starting the event and waiting until the voidites spawn, then run away when until the three rares spawn that trigger the end of the event when they die. Lure them to to the darkness and kill them without the voidites.

ignore this if you are divine flesh as it should be easy.

Grim copse / Necromancer's excavation
Reason: The boss is a pure phys based spell caster so evasion / attack dodge does nothing. Additionally, two of his abilities are degens which bypass our hit conversion to elemental which effectively halves our 'phys defense'

Approach: Swap boots to bubonics to ensure you can clear as many zombies as you can before it spawns. Clear the arena and outside arena before you start the event. Try to make him teleport to you in an open space where you have enough room to maneuver around in. Once hes in a fairly open spot, bait out his fountain of blood and dps him down by spinning around him in a circle to make sure his basic spell projectile misses you. Back off when fountain disappears and repeat process until dead.

Haunted Tomb
Reason: The ghosts shoot phys based projectiles that are spells.
This means our evasion and attack dodge go out the window again. Additionally, the dont give much flask charges so running out if you dont manage them properly is a big issue.


Approach: With good movement, they wont actually ever hit you but assuming you suck like I do, you can manage this by rotating your flasks and self cast immortal call to ensure that you dont get one shot for the most part until you are past 1300/1400 depth. Just make sure not to waste your flasks.

If you can't get a hang of the movement / resource management or if the mods are too hard. Spec into phase acrobatics and wear atziri's step.

Unspeakable shrine
Reason: The three encased mobs that shoot the triangle shaped projectiles are pure physical spells that convert 50% of its damage to chaos.

Approach: Make sure you have flasks at all time up. If you don't, go to the darkness and farm them before stepping back into the event's arena. Additionally, just spin around them once they spawn so that they just dont hit you. With area of effect + speed this becomes increasingly difficult.

If they still give you trouble, swap your boots to atziri's step and spec into phase acrobatics.

if you stil lcan't do it, you can swap to divine flesh and it makes it significantly easier.

Reason: He is pure phys with some conversion to chaos which is the two things we are weak against.

Approach: All of his mechanics can be dodged and outplayed. It's not going to be easy but it's doable. Don't expect to face tank anything and save your dynamite for ph2 where you need to burn him down. Swap out your shield for any shield that has the elder/delve affix for flat physical reduction and some amount of chaos resistance

Close to impossible / not worth your time at deeper depths
The grand architect
Reason: Pure phys boss and physical degens galore that bypass our conversion. Not worth the loot.

Pulsating groto
Reason: node with just beyond in it. good luck.

Starter pob: https://pastebin.com/Bv1f8snM
medium investment + cluster: https://pastebin.com/ydTaqDDy
End game Divine flesh pob: https://pastebin.com/9ak8k89j
If you want to see me play the build / talk about it feel free to pm me in game or visit me on twitch.

ign: Heraldofmothany
Twitch: twitch.tv/mothraelite
Last edited by mothraelite on May 19, 2020, 4:06:28 PM
Last bumped on Mar 13, 2021, 5:43:27 AM
Edit 1: Typos, added two more pobs for specific setups including trash starter setup around level 86, and added a brief description of how our damage works.

Edit 2: Added mapping and delving to video area outside of the Aul vids.

Edit 3: Made changes to amulet given grace is no longer needed in 3.8 and changed the gem area for easier reading.

Edit 4: Added flasks

Edit 5: Added new aul vid from 3.8 with starter gear and added pantheons

Edit 6: Added an alternative mapping gem setup assuming you have accuracy which is a lot faster at clearing. Also added another aul video with better gear and harder mods.

Edit 7: Added some specific tips for specific delve nodes.

PS:Might add videos but meh if people care enough they can watch vods.

Edit 8: added a section as to why you shouldnt play the build. Didn't really cross my mind at the time. Also added a section for claw trigger gems. Turns out poachers mark gives your crawly boy frenzy charges and you get some life gain on hit as a perk.

Edit 9: Added small section for crafting and changed the non GG end game pob where most people should expect to end up. More updates soon.

Edit 10: Added aul setup for how i approach difficult mods.

Edit 11: Added section for crawler positioning under delve tips. I've been getting some questions regarding dps and it's mostly from the crawler not attacking most things, so put up a few pictures to show how you can fix that.

Edit 12: Added some videos to delve section and added uber elder with two setups.

Edit 13: Fixed pobs to reflect mana cost changes. Updated gear section of guide for the starter setup so there is less ambiguity starting out.

Edit 14: Removed starter gear section for now and starter pob as its way out of date given new resources/ tech. Added gear i had in hc from 3.10 and pob to match it. Updated crafting guide area because of fossil nerfs.
Last edited by mothraelite on May 16, 2020, 3:54:59 PM
Just a quick typo notification. When you list your max resistances you list cold resist twice and not lightning resist. Just something you might wanna quickly edit :)

As for 3.8 we know Raider is getting some numerical buffs so i'm keeping an eye on this build as I want to deep delve in 3.8. The cyclone range nerf shouldn't affect this too much I think?

Cyclone range doesn't do anything to the build. For the most part the build doesn't increase AoE or weapon range though I do personally do randomly take some AoE on tree for very specific delve nodes but even then its more QoL then it is a necessity since cyclone isn't the thing doing the damage.

If anything, it's looking like the build is going to get slightly better defensively with the next patch from the 'tweaks' but we'll see with the actual numerical changes listed.

I also suggest if you do try this build out next league as a league starter, transition into it from any bow skill you'd like until about 85 and some starter money to get your 6l coming calamity to get going. Hopeshredder scourge arrow is my go to personally.
Would you say this will be buffed in 3.8 potentially?
GGG linked a picture of the upcoming raider changes in 3.8. Basically, we are getting another 5% more evasion, 15% less accuracy for things around us while we have phasing and a flat 5% evasion from the ascendancy points that the build takes.

The above translates into: we don't need almost anything next league to have near evasion cap/evasion cap and can handle the accuracy nodes in delve/maps far easier.

Link: https://i.imgur.com/VarP3fK.png
was thinking about that dagger with global +3 to minion, but losing hits can't be evaded and some life leech would be too much to trade for +3 most likely. How do you achieve max dodge/spell dodge without phace acro and the other nodes?
Last edited by NagiSoi on Sep 5, 2019, 1:54:03 PM
looks very interesting. How do you deal with entropy though, when you reach the point that everything OS you ?
and how do you foresee the elreon mana cost craft nerf to channeling skills ?
Last edited by Zgurf on Sep 5, 2019, 2:51:25 PM
How to colorize Calam to 5 offcolor?
Jew method?
For coloring the calam, your best bet for the 5 off colors is the vorici method(jew + crafting bench). You can get away with 3r 2g 1b or ideally 2r 3g 1b if you are short on currency.

Regarding the mana cost problem, cyclone shouldn't be an issue unless it's less than 4 per ring with the new update because it only takes -8 i believe to make it free because for whatever reason cyclone's base cost is 2. my primary concern is self cast immortal call being a bit too much now as it was instrumental in some of the harder nodes i did on my push to 1500.

Regarding getting off screened, i didn't really have anything one shot me until ~1200(with absolutely terrible mods) / 1300 with some mods on the extreme physical nodes. I'll post some videos about how I handled those situations. There certainly is a limit to the depth you can go but if you want an option thats not jug and isn't dex stacking, this is certainly a great option. Jugs also got hit hard with the cyclone changes and i predict they wont see anywhere near the depths they pushed during legion league. Additionally, i often swapped to flesh and stone for the reduction in damage outside of my blind radius if it wasnt a particularly hard physical node but I know that isn't possible next league given the nerfs(at least in the way i was using it).

tldr: with most of the gear shown above and having very little knowledge of how to actually play, i can guarantee 1000-1100 depth as its fairly trivial for the build. Further takes some knowledge about nodes/ generally good play and some swaps for certain nodes.
Last edited by mothraelite on Sep 5, 2019, 8:34:23 PM

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