Build Overview
The Freddy Fazbear is a Bear Tank Shaman Druid build designed by Carnarius. Its name comes from the famous Five Nights at Freddy’s character because, just like the animatronic bear, this build is nearly impossible to kill. We’re talking about a tank with 2,000 life that absorbs hits as if it had 20,000.
The principle is simple: we stack armor to insane levels thanks to the Cloak of Flame + Goregirdle combo. We convert 81% of physical damage taken to elemental via the Shaman ascendancy (Avatar of the Hunt) and the Molten Being passive. Then, Goregirdle doubles our armor’s effectiveness. The result? Tier 16 Bosses hitting for 200 damage per hit. Draw your own conclusions.
On the damage side, we scale through rage. 86 rage points maintained permanently thanks to Maul and the passives. Fury Slam with Tectonic Slams support for clearing, Rampage for Bosses. Walking Calamity is mainly used as a buff for Bhatair’s Vengeance. The build revolves around this defense/offense synergy where the tankier you are, the more aggressive you can afford to be.
Build Strengths
- Insane tankiness: With 270k armor applying to elemental AND chaos damage, Bosses deal only 200 damage per hit. Carnarius claims he has never come close to dying on this build.
- Accessible budget: The weapon can be crafted for around 3 divines via the recombination method. The rest of the gear doesn’t need to be perfect to function.
- Solid damage output: Bosses die in seconds thanks to Rampage and rage scaling. The build kills everything the game has to offer.
- Zero mana issues: The Atalui’s Bloodletting + Lifetap combo converts costs to life. Mana is only used for Walking Calamity and Rampage (used rarely).
- Stun immunity: Between the massive stun threshold and dedicated passives, you will never get stunned. Never.
- Flexible: You can trade defense for more speed or damage depending on your preferences. The build has plenty of room to adjust.
Build Weaknesses
- Average movement speed: Carnarius doesn’t even have movement speed on his boots. You can improve this but it’s not a speedclear build.
- Enchant dependency: The « Armor applies to Chaos » enchant on the helmet is nearly mandatory to be truly immortal against chaos damage.
- Fury Slam somewhat slow: Tectonic Slams support adds « less Attack Speed ». That’s the price to pay for the aftershocks.
Setup des Gemmes par Étape
Ce build propose 1 étapes de progression depuis le leveling jusqu’au build final. Sélectionnez une étape pour voir le setup de gemmes correspondant.
Default
10 skills • 44 gemmesRecommended Equipment
- Weapon (Talisman): A solid Talisman with T1 flat physical damage and increased physical damage. Craft via recombination for around 3 divines. Add « damage as extra physical » and « chance to gain onslaught on kill ».
- Body Armor (Cloak of Flame): The centerpiece of the build. 61% of physical damage taken converted to fire. A perfect corrupted version is ideal but not required.
- Belt (Goregirdle): Mandatory. « Defend with 200% of armor doubles your armor’s effectiveness. » This is what makes the build immortal.
- Helmet: Top priority is the « Armor applies to Chaos damage » enchant. Then maximize armor and « Armor applies to elemental damage ». Chaos damage becomes trivial with this enchant.
- Gloves: Maximum armor possible. The Iron Reflexes + Leather Bound Complaint cluster converts evasion based on glove armor. 800 armor translates to roughly 25-30% more armor total.
- Boots: Armor and movement speed. Carnarius made the mistake of taking life instead of MS. Don’t make the same mistake.
- Rings: Evasion (for Iron Reflexes), life, resistances. High mana if possible for the « damage taken from mana » buffer.
- Amulet: Minimum 40 Spirit, +2 melee skills, all attributes. Life for the rest. Carnarius’s amulet is a GG item but not required.
- Talismans: Valako’s Roar for frenzy charges, poison immunity, and a « unaffected by slows » charm.
Gameplay Tips
- Single target rotation: Walking Calamity -> Ferocious Roar (Infernal Cry) -> Rampage. This sequence maximizes damage against Bosses.
- Weapon Sets: Use set 1 for clearing (Fury Slam + Herald of Ash) and set 2 for bossing (Rampage + Berserk). Berserk degen is not an issue because you constantly leech (Life or Mana) on Bosses.
- Maul for rage: Use Maul between Fury Slams to generate rage and prepare your next slam. The timing becomes natural once you get used to it.
- Scavenge Plating: Always keep the buff active. Armor Break III on Fury Slam guarantees permanent stacks on Bosses.
- Self-ignite: The passive cluster causes you to self-ignite. Make sure you have 100% reduced ignite magnitude or you will kill yourself. 90% is not enough.
- Frenzy charges: With Valako’s Roar + Avatar of the Hunt (5% physical as lightning), you proc frenzy charges permanently. Free 24% Attack Speed via Charge Regulation.
- Iron Reflexes tech: Even with 300 armor on gloves, the cluster is better than the alternatives. With 800 armor, it’s absurd.
- Mana management: Clarity support + quest regeneration + no mana cost on Fury Slam/Ferocious Roar = zero mana concerns.
- Don’t die: Literally, Carnarius says he can’t remember the last time he died. Take advantage of it and push maps with all mods active.
The Ultimate Defensive Combo: Cloak of Flame + Goregirdle
This combo is the heart of the build. Cloak of Flame converts 61% of physical damage taken to fire damage. Add 15% from Avatar of the Hunt (physical to lightning) and 5% from Molten Being (physical to fire). Total: 81% of physical damage converted to elemental.
Why is this broken? Because Goregirdle says « Defend with 200% of your armor » but with a downside: physical damage reduction is capped at 50%. Except that if you barely take physical damage anymore (only 19% remaining), that downside becomes completely irrelevant. You effectively have double your armor against ALL damage types: physical, elemental, AND chaos with the helmet enchant.
The final result with 270k armor fully buffed: breach projectiles deal 0 damage, Boss slaps hit for 200, and citadel bosses become punching bags. Carnarius notes you could easily push to 500k armor with better gear.
The Passive Tree: Essential Clusters
Several clusters are absolutely essential to the build’s functionality:
Molten Claw: This cluster provides armor, « Armor applies to elemental damage », damage, AND +1 max fire resistance. Carnarius states his pathing would look completely different without this cluster – that’s how strong it is.
The self-ignite cluster: It constantly self-ignites you, granting a massive armor and fire resistance bonus. Warning: you MUST have 100% reduced ignite magnitude to avoid killing yourself. 90% is not enough.
Iron Reflexes + Leather Bound Complaint: Your glove armor generates bonus evasion, which is then converted to armor by Iron Reflexes. Even with mediocre 300-armor gloves, this cluster beats the alternatives. With 800 armor on gloves, it’s a free 25-30% more armor.
Bestial Rage: Since we primarily deal physical damage with Fury Slam and Rampage, this cluster offers massive scaling.
Jewels: Megalomaniac and Controlled Metamorphosis
For jewels, Carnarius recommends several options:
Controlled Metamorphosis Diamond with medium/small radius is nearly best-in-slot. It activates several powerful notables in weapon set 2 (bossing). Aim for a -5 roll if possible, but -6 works very well too.
Megalomaniac Diamond: If you find a Megalomaniac Diamond with 2 good notables, it will outperform a rare jewel. The issue is that good ones are expensive (40-50 divines). Carnarius lists around thirty viable notables for this build.
Timeless Ruby: Provides bonus armor and amplifies the small passives within the radius, including « Armor applies to elemental damage ».
Heart of the Well Diamond: Take « gain damage as extra fire damage » since you already have fire penetration on the tree and gear. +1 max elemental resistances for even more survivability.
Rage Scaling and Bhatair’s Vengeance
The build’s damage comes primarily from rage scaling. We maintain 86 rage permanently thanks to Maul and the passives. But the real tech is Bhatair’s Vengeance support.
This support grants 1% cold damage per rage for 20 seconds when you freeze an enemy. With Embitter + Freeze support + Cold Attunement, you freeze easily while mapping. Walking Calamity adds 40% fire damage which becomes cold damage thanks to Embitter. This is a massive and permanent damage gain.
For bossing, Zerphi’s Infamy on Rampage is incredible. The skill costs glory instead of mana, and you gain glory by spending life on your other skills (thanks to Lifetap). The buff grants 50% increased area and 50% more damage. Since Rampage is used rarely (only on Bosses), you always have enough glory stored up.
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