Build video
Build Overview
This Warrior leveling build by Spud The King is exactly what you want from a league starter for Path of Exile 2 Season 0.5: an ultra-accessible start, broken damage from Act 1 onwards, and a smooth transition all the way into endgame. The author says it without holding back in his video: this build literally one-shots the campaign bosses, and the rotation stays simple even for players who aren’t familiar with the Warrior class.
The progression unfolds in three distinct phases. During Act 1, you alternate between
Rolling Slam and
Boneshatter to exploit the stun mechanic and blow up zombie packs. From level 16+, you swap to the real star of the build:
Shield Wall, which drops a defensive wall that you deliberately destroy with your own war cries to pulverize bosses. This rotation scales directly with your shield’s armor value, which means even a well-rolled rare shield turns into a devastating weapon.
For ascendancy choices, three options remain viable: Smith of Kitava (Spud The King’s main recommendation for survivability), Titan for pure burst, and Warbringer for those who love armor scaling. The Smith of Kitava keystone converts your fire resistance bonuses to all other elemental resistances, which massively simplifies gear management during league start. With no mandatory uniques required, this build costs essentially zero divine and stays viable all the way into endgame mapping.
Strengths / Weaknesses
✅ Strengths
- One-shots campaign bosses from Act 1 thanks to the
Rolling Slam +
Boneshatter combo on stunned bosses - Near-zero currency cost: no required uniques, the build works with basic rare gear
- 3 viable ascendancies (Smith of Kitava, Titan, Warbringer) — you can change your mind without rerolling the character
- Massive survivability via
Magma Barrier and shield armor that also scales
Shield Wall damage - Easy-to-memorize rotation: mark → wall → cry → wall → cry, low mental load even while mapping
- Smith of Kitava resistance conversion that turns a fire shield into total elemental coverage
- Smooth progression Act 1 → endgame with no dead phase, the build evolves through natural milestones
❌ Weaknesses
- Animation cancelling to master on
Rolling Slam so you don’t lose 1s per attack during Act 1 - Perfect Strike tricky to time: Spud The King even recommends skipping it in favor of the
Wing Blast / Rent combo - Act 2 swap gear-gated: you need a level 16+ shield with at least +60 armor to activate the
Shield Wall version - Depends on Smith of Kitava for resistances in endgame; without that keystone the build becomes fragile to elemental damage
Gem Setup by Step
This build offers 4 progression steps from leveling all the way to the final build. Select a step to see the matching gem setup.
Act 1
6 skills • 13 gemmesAct 2
8 skills • 21 gemmesAct 3
11 skills • 29 gemmesActe 4 + Interludes
8 skills • 24 gemmesRecommended Gear
The major advantage of this build is that no unique item is required. Spud The King finishes the campaign with basic rares purchased or picked up off the ground. Here are the pieces to prioritize by progression phase:
- Act 1 (level 1-10): start with a dual-wielded wooden club, then hunt for a refined arms (two-handed hammer) which doubles your damage. On armor pieces, prioritize fire resistance + maximum life bonus.
- Act 2 (level 16-22): critical transition to the
Shield Wall set. Aim for a level 16+ shield with at least +60 armor (ideally +80 around level 25), and keep a one-handed mace with a big armor bonus. If you find gloves with + level of all melee skills, grab them immediately. - Key currency: use Armourer’s Scraps to boost the shield’s armor (up to +20), and the Lesser Jeweller’s Orb guaranteed drop at the start of Act 3 to add a socket to
Shield Wall. - Druid off-hand (optional): a druidic talisman lets you craft
Wing Blast to generate power charges and exploit the lightning damage bonus from Rent. Advanced tech but doubles your DPS. - Rings / amulet: resistances + maximum life, nothing specific. Favor fire resistance if you’re playing Smith of Kitava (the bonus carries over to all resistances).
- Spirit gems:
Herald of Ash (Act 1, makes enemies explode) and
Magma Barrier (Act 2+, massive block chance).
Gameplay Tips
- Animation cancelling on Rolling Slam: the first attack is slow. Roll immediately after the first hit, or chain with
Boneshatter to blow up enemies primed for stun. Saves several seconds per pack. - Frost Bomb for Act 1 bosses: use it to stun the boss, then
Rolling Slam straight onto its head. The combo deals huge damage even without optimized gear. - Two weapon sets starting in Act 2: set one up for your attacks (offensive passives) and the other only for war cries (war cry/cooldown passives). The passive tree doubles, which nearly triples your damage.
- Smith of Kitava all-in on resistances: drop the 2 points on the fire resistance → all resistances conversion node. You’ll be capped on elements by the end of the campaign.
- Anti-stun support gem on Leap Slam in Act 2: prevents your main skill from stunning enemies (otherwise
Boneshatter won’t trigger its explosion on a primed-for-stun target). Critical for the transition phase. - Freezing Mark + Mark for Dash on bosses: apply the mark, then every hit breaks the boss’s armor.
Mark of Siphoning regens your mana as a bonus — you’ll never run out. - Destroying your own Shield Wall: the wall doesn’t damage anything when placed, only when it explodes. Destroy it manually with war cry,
Shield Charge or Pounce. This is the core rotation for the entire endgame build. - Optimized shop browsing: use the shopping cliff (NPC shop search filter) that Spud The King shares in his YouTube description. Auto-highlights useful items.
Act 1 — Rolling Slam and Boneshatter
The Act 1 phase relies on two skills:
Rolling Slam as the main skill and
Boneshatter as the pack finisher. The trick to understand is that
Rolling Slam primes enemies for stun. When an enemy is primed and you hit it with a
Boneshatter, it releases a shockwave that destroys everything around. You can identify primed enemies by their distinctive highlight — that’s the signal to chain in.
The gem setup matches Spud The King’s advice exactly:
Rolling Slam linked with
Rapid Attacks I and
Concentrated Area,
Boneshatter with
Magnified Area I and later
Fire Attunement.
Infernal Cry (
Infernal Cry) with
Tireless and
Raging Cry to generate rage before a big hit, and
Herald of Ash as spirit to blow up the early zombie packs in Clearfell. The boss rotation stays simple:
Frost Bomb →
Rolling Slam →
Boneshatter the moment it’s primed.
The Act 2 Switch to Shield Wall
Around level 16-22, the build changes radically. You abandon
Rolling Slam as main skill and swap to
Shield Wall, placed in front of you, that you destroy yourself with your war cries to blow up enemies. The strength of this mechanic is that
Shield Wall damage scales with your shield’s armor. The bigger the shield, the harder the wall hits — hence the importance of Armourer’s Scraps to push armor as high as possible.
The gem setup changes to:
Shield Wall +
Rapid Attacks I +
Concentrated Area +
Fire Attunement, and you add
Fortifying Cry as utility with
Raging Cry,
Mana Leech and
Cooldown Recovery I.
Magma Barrier replaces
Herald of Ash as spirit to give you free block chance. The rotation becomes: drop the wall,
Freezing Mark, war cry to detonate, drop another wall, repeat. Bosses fall in a few rotations.
Act 3 and endgame — The full Shield Wall rotation
Once you reach Act 3, you’ll receive a guaranteed Lesser Jeweller’s Orb drop from the two mini-bosses at the start. Use it immediately to add a socket to
Shield Wall and slot in
Fire Attunement — the ignition deals huge residual damage on bosses with your passive tree tuned for ignited enemies.
The endgame rotation gains depth:
Freezing Mark with Mark for Dash and
Mark of Siphoning to break boss armor and regen your mana. You can apply the mark manually OR via a Pounce that lands inside the wall zone. And if you want more buttons, add the
Wing Blast combo (on a druid talisman in your second weapon set) to generate power charges, followed by Rent as a basic attack that adds 50% of your damage as lightning. That’s the combo that turns a solid build into a broken one.
Ascendancies — Why Smith of Kitava is the best league-starter pick
Three ascendancies work with this build, but Smith of Kitava is clearly Spud The King’s recommendation for league starting. The reason is simple: its keystone converts your fire resistance bonus percentage to apply to cold and lightning as well. In plain terms, a rare shield with +25% fire resistance also grants you +25% cold and +25% lightning, which solves 80% of your resistance-capping problem throughout the campaign.
Titan remains excellent if you want to maximize
Shield Wall burst (more raw physical damage). Warbringer bets on armor scaling and
Durability, but demands heavier gear investment. For a league start where you just want to finish the campaign comfortably, Smith of Kitava is unbeatable. You can always respec to another ascendancy in endgame once the base is in place — the in-season ascendancy respec mechanic is now available.
Skill Tree
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1 Commentaire
J’ai commencé ma saison par ce deck. Pas préciser ici (ou pas vraiment explicite), mais par contre j’ai placé les WarCries sur le set Weapon 2 et le reste sur le Weapon 1, pour optimiser ensuite mon Skill Tree ! Merci pour le guide 😉