S-TIER | BUILD GUERRIER POISON BLEED SHIELD TITAN (@piggman) | SAISON 5

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📊 Build
⚔️ Boss Killing
4.6
S
🗺️ Map Clearing
4.6
S
🛡️ Survival
4.4
S
💰 Divine Cost
4.6
S
GLOBAL TIER S
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Boss Killing
Map Clearing
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Article de Kami

Build Overview

The Poison Bleed Shield Titan is a Warrior build designed as a league starter for Season 0.5 (Rise of the Ancients). Its core gameplay revolves around Shield WallShield Wall, whose damage is scaled not by raw strength but by ailments — poison and bleed. This is a deliberate choice: despite the Fortifying CryFortifying Cry nerf in 0.5, this build does not depend on it past the campaign, as it relies entirely on ailments to fuel Shield WallShield Wall.

The centerpiece is NebulochNebuloch, which guarantees a critical hit in our setups. This guaranteed crit unlocks two key things: bypassing the nerf to the martial weapon level reduction in the main hand, and most importantly unlocking the full PotentialPotential of the Garukhans ResolveGarukhans Resolve support gem, which forks the critical chance and applies critical damage twice. With NebulochNebuloch, this double application is permanent.

It is also an excellent league start choice: a high-armor shield is significantly easier and cheaper to craft than a martial weapon — an advantage further reinforced by the 0.5 crafting changes, which make starter weapons even harder to build.

Strengths / Weaknesses

✅ Strengths

  • Excellent league starter for 0.5: sidesteps the Fortifying Cry nerf by scaling via ailments (poison + bleed)
  • Easy and low-cost start: a high-armor shield is far simpler to craft than a martial weapon
  • Guaranteed crit via Nebuloch → perfect synergy with Garukhan’s Resolve (permanent double critical damage)
  • Very tanky: combination of Titan + shield + high armor
  • Battle-tested build: if you’ve played it before, you can jump right back in (minor changes in 0.5)
  • Smooth leveling: heavy stun combo Rolling SlamBone Shatter from Act 1

❌ Weaknesses

  • Campaign and early maps penalized by the Fortifying Cry nerf (clear speed suffers before transitioning to ailments)
  • Dependent on Nebuloch for the guaranteed crit (core item of the build)
  • Expensive endgame weapon craft (fracture +4, essence, desecrate, mana on kill)
  • Gem transition to manage: bleed is not worthwhile too early, so you use Lightning Attunement in the meantime

Skill Gem Setup by Step

This build features 10 progression steps from leveling to the final endgame setup. Select a step to view the corresponding gem setup.

Leveling – Act I

5 skills • 8 gemmes
Rolling SlamFracas déferlantRolling Slam
Brink I Rapid Attacks I
BoneshatterBrise-osBoneshatter
Impact Shockwave
Frost BombBombe de givreFrost Bomb
Infernal CryCri infernalInfernal Cry
Herald of AshHéraut de la cendreHerald of Ash

Leveling – Act II

7 skills • 16 gemmes
Resonating ShieldBouclier résonnantResonating Shield
Rapid Attacks I Rage I
BoneshatterBrise-osBoneshatter
Impact Shockwave
Infernal CryCri infernalInfernal Cry
Shield WallMur de boucliersShield Wall
Rapid Attacks I Bleed I Mana Leech
Shield ChargeCharge au bouclierShield Charge
Rapid Attacks I Stomping Ground
Herald of AshHéraut de la cendreHerald of Ash
Herald of BloodHéraut du sangHerald of Blood
Poison I

Leveling – Act II lvl 22

6 skills • 14 gemmes
Resonating ShieldBouclier résonnantResonating Shield
Rapid Attacks I Rage I
Infernal CryCri infernalInfernal Cry
Shield WallMur de boucliersShield Wall
Rapid Attacks I Lightning Attunement Bleed I
Shield ChargeCharge au bouclierShield Charge
Rapid Attacks I Rage I
Herald of AshHéraut de la cendreHerald of Ash
Herald of BloodHéraut du sangHerald of Blood
Poison I

Leveling – Act III

6 skills • 18 gemmes
Shield WallMur de boucliersShield Wall
Rapid Attacks I Bleed I Poison I
Shield ChargeCharge au bouclierShield Charge
Rapid Attacks I Rage I
Herald of BloodHéraut du sangHerald of Blood
Poison I Bleed I Bursting Plague
Resonating ShieldBouclier résonnantResonating Shield
Steadfast I Bleed I Poison I
Infernal CryCri infernalInfernal Cry
Shockwave TotemTotem sismiqueShockwave Totem
Urgent Totems I

Leveling – Act IV

7 skills • 19 gemmes
Shield WallMur de boucliersShield Wall
Rapid Attacks I Bleed I Poison I
Resonating ShieldBouclier résonnantResonating Shield
Steadfast I Bleed I Poison I
Herald of BloodHéraut du sangHerald of Blood
Poison I Bleed I Bursting Plague
Herald of PlagueHéraut de la pesteHerald of Plague
Shield ChargeCharge au bouclierShield Charge
Rapid Attacks I Rage I
Infernal CryCri infernalInfernal Cry
Shockwave TotemTotem sismiqueShockwave Totem
Urgent Totems I

Interludes/Cartes Début

8 skills • 30 gemmes
Shield WallMur de boucliersShield Wall
Rapid Attacks I Bleed I Poison I Close Combat I
Resonating ShieldBouclier résonnantResonating Shield
Steadfast I Bleed I Poison I Close Combat I
Herald of BloodHéraut du sangHerald of Blood
Poison I Bleed I Bursting Plague Escalating Poison
Herald of PlagueHéraut de la pesteHerald of Plague
Shield ChargeCharge au bouclierShield Charge
Rapid Attacks I Rage I Close Combat I
Infernal CryCri infernalInfernal Cry
Raging Cry Lifetap
Shockwave TotemTotem sismiqueShockwave Totem
Urgent Totems I Lifetap
Leap SlamBond percutantLeap Slam
Lifetap Stun I Enduring Impact I

Lvl 90 League Start

9 skills • 42 gemmes
Resonating ShieldBouclier résonnantResonating Shield
Bleed I Poison I Steadfast I Close Combat I Heft
Shield WallMur de boucliersShield Wall
Bleed I Poison I Close Combat I Heft Concentrated Area
Herald of BloodHéraut du sangHerald of Blood
Poison I Bursting Plague Bleed I Escalating Poison Magnified Area I
Herald of PlagueHéraut de la pesteHerald of Plague
Chaos Mastery
Magma BarrierBarrière magmatiqueMagma Barrier
Charge Profusion I Enduring Impact I Magnified Area I Fire Attunement
Shield ChargeCharge au bouclierShield Charge
Rapid Attacks I Cadence Close Combat I Heft
Infernal CryCri infernalInfernal Cry
Raging Cry Lifetap Tireless Enraged Warcry I
Leap SlamBond percutantLeap Slam
Lifetap Enduring Impact I Stun I Rapid Attacks I
Shockwave TotemTotem sismiqueShockwave Totem
Urgent Totems I

Const. Comm. Early

7 skills • 32 gemmes
Resonating ShieldBouclier résonnantResonating Shield
Steadfast I Bleed I Close Combat I Poison I
Shield WallMur de boucliersShield Wall
Poison I Heft Enduring Impact I Bleed I
Herald of BloodHéraut du sangHerald of Blood
Bleed I Bursting Plague Poison I Escalating Poison
Herald of PlagueHéraut de la pesteHerald of Plague
Chaos Mastery
Magma BarrierBarrière magmatiqueMagma Barrier
Charge Profusion I Enduring Impact I Magnified Area I Fire Attunement
Infernal CryCri infernalInfernal Cry
Raging Cry Lifetap Tireless Enraged Warcry I
Leap SlamBond percutantLeap Slam
Lifetap Enduring Impact I Stun I Rapid Attacks I

Rarity

7 skills • 36 gemmes
Resonating ShieldBouclier résonnantResonating Shield
Steadfast I Heft Bleed I Close Combat I Poison I
Shield WallMur de boucliersShield Wall
Poison I Heft Ataluis Bloodletting Close Combat I Bleed I
Herald of BloodHéraut du sangHerald of Blood
Bleed I Bursting Plague Poison I Escalating Poison Magnified Area I
Herald of PlagueHéraut de la pesteHerald of Plague
Chaos Mastery
Magma BarrierBarrière magmatiqueMagma Barrier
Charge Profusion I Enduring Impact I Magnified Area I Fire Attunement
Infernal CryCri infernalInfernal Cry
Raging Cry Lifetap Tireless Enraged Warcry I
Leap SlamBond percutantLeap Slam
Lifetap Enduring Impact I Stun I Rapid Attacks I Holy Descent

High Budget

8 skills • 39 gemmes
Resonating ShieldBouclier résonnantResonating Shield
Steadfast I Heft Bleed I Close Combat I Poison I
Shield WallMur de boucliersShield Wall
Poison I Heft Garukhan's Resolve Close Combat I Bleed I
Herald of BloodHéraut du sangHerald of Blood
Bleed I Bursting Plague Poison I Escalating Poison Magnified Area I
Herald of PlagueHéraut de la pesteHerald of Plague
Chaos Mastery
Magma BarrierBarrière magmatiqueMagma Barrier
Charge Profusion I Enduring Impact I Magnified Area I Fire Attunement
Scavenged PlatingArmure de récupérationScavenged Plating
Physical Mastery Prolonged Duration I
Infernal CryCri infernalInfernal Cry
Raging Cry Lifetap Tireless Enraged Warcry I
Leap SlamBond percutantLeap Slam
Lifetap Enduring Impact I Stun I Rapid Attacks I Holy Descent

Recommended Equipment

  • Weapon (leveling): two one-handed maces OR a two-handed mace — simply pick the highest damage one you find. Valid from Act 1 through early Act 2.
  • Weapon (endgame): Nebuloch, the centerpiece. The guaranteed crit it provides unlocks the full synergy with Garukhan’s Resolve.
  • Shield: aim for a high armor value. This is the priority craft and the key advantage of the build at league start (far simpler than a martial weapon).
  • Entry-level craft: Essence of Spite (+ levels to attack skills) or Essence of Abrasion (additional physical damage / increased damage against armor broken targets). Start with a decent base, apply an essence — that’s enough to get going.
  • Endgame craft: fracture +4 levels to melee skills, then Essence of Abrasion, desecrate on the armor break mod, and ideally mana on kill. A demanding and expensive craft.

The full gear grid, step by step, is available in the interactive viewer below.

Gameplay Tips

  • Act 1: chain Rolling Slam to trigger the heavy stun indicator, then Bone Shatter to detonate it.
  • Brink Once is now a Level 1 support gem: socket it from Act 1 to make heavy stun much easier to proc.
  • Act 2 (~Level 19-22): re-optimize the tree — deallocate 4 points (~300 gold) to reconnect the tree, recovering attack speed nodes and some armor. Shield Wall unlocks at Level 22.
  • Don’t socket bleed right away (too weak early on): use Lightning Attunement to apply shocks on bosses in the meantime.
  • Garukhan’s Resolve is a must-have: with Nebuloch, the double critical damage is guaranteed.
  • Manage your weapon swap: the setup differs before and after obtaining Shield WallShield Wall in Act 2.

Why the Shield Warrior Stays Strong in 0.5

The nerf to Fortifying CryFortifying Cry has generated a lot of discussion, mainly because it was the go-to tool for speedrunners during the campaign. And it’s true: the campaign and early map clear do suffer from this change. But once that phase is behind you, this build wasn’t using Fortifying CryFortifying Cry anyway — it switches to ailments to fuel Shield WallShield Wall.

The other structural advantage is crafting. In 0.5, crafting a solid starter melee weapon has become harder, while a high-armor shield remains simple and cheap to craft. Shield builds therefore retain their historical edge as a league starter: you can quickly secure a solid defense without relying on an expensive weapon craft.

Nebuloch and Garukhan’s Resolve: the Guaranteed Crit Combo

Nebuloch guarantees a critical strike in our setups. This effect has two major consequences. First, it lets us sidestep the nerf to level reduction on main-hand melee weapons — since our damage doesn’t rely on that lever. Second, and more importantly, it turns a support gem into a powerhouse: Garukhan’s Resolve.

Garukhan’s Resolve bifurcates the critical strike chance: if an attack lands a critical strike, it applies twice the critical damage. That’s already an excellent support gem on its own, but since Nebuloch guarantees the crit, this double application triggers permanently. It’s one of the core damage pillars of the build, and a gem you absolutely cannot forget to socket.

Act 1 Leveling: the Rolling Slam → Bone Shatter Combo

In Act 1, the plan is straightforward and effective: use Rolling SlamRolling Slam to generate the heavy stun (a small indicator appears above the enemy), then follow up with Bone Shatter to exploit that stun. One 0.5 change makes this combo even more accessible: Brink Once is now available as a level 1 support gem, which makes applying the heavy stun much easier right from the start.

As for your weapon, you have a choice: two one-handed maces or one large two-handed mace. Simply pick whichever deals the most damage from what you find. This setup carries you well into Act 2.

Tree and Gem Transition in Act 2

Act 2 calls for a passive tree re-optimization, around levels 19 to 22. In practice: by the end of Act 1, keep allocating toward damage areas and attack range; then around level 21–22, unallocate four points (costing roughly 300 gold) to reconnect the tree differently, picking up attack speed nodes and a bit of extra armor. The result: slightly more damage and immediate defense.

It’s also at level 22 that Shield WallShield Wall becomes available. For gems, don’t introduce bleed just yet: it’s still too weak at this stage to be worth a socket. Instead, use Lightning AttunementLightning Attunement to apply shocks on bosses, which makes fights noticeably easier while the build ramps up.

0.5 Crafting: Entry and Endgame Weapons

0.5 changes the crafting rules: all crafted modifiers are now guaranteed, but an item can only carry one crafted mod at a time, and desecrated mods no longer count as crafted mods (with only one allowed there as well).

For an entry weapon, start from a base and apply either Essence of Spite (levels of attack skills) or Essence of Abrasion (added physical damage and increased damage against armor-broken targets). That’s enough to get started. For the endgame weapon, the goal is more ambitious: fracture +4 levels of melee skills, Essence of Abrasion, a desecrate on armor break, and mana on kill. A demanding craft that requires serious currency — aim for it once you’re well established.

Skill Tree

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