S-TIER | BUILD GUERRIER STORM GOD TITAN 2.0 – 102K ARMOUR ENDGAME MONSTER (@Coduletz) | SAISON 5

Build Video

📊 Build
⚔️ Boss Killing
4.8
S
🗺️ Map Clearing
4.0
S
🛡️ Survival
5.0
S
💰 Divine Cost
4.5
S
GLOBAL TIER -
4 votes
4/10 votes — 6 more to unlock the tier
🗳️ VOTE
Boss Killing
Map Clearing
Survival
Divine Cost

Article de Kami

Build author: @Coduletz · ▶ Watch the source video

Build Overview

This Warrior Storm God Titan build is the 2.0 version of Coduletz’s Titan slam, completely reworked around MobilityMobility. The big change compared to the old version: the complete abandonment of the Cast on CriticalCast on Critical setup. The character now uses Reapers InvocationReapers Invocation (level 21), which recharges 30% energy on every monster killed, to manually trigger Lightning WarpLightning Warp and Ball LightningBall Lightning. In practice, you hold right-click to teleport into the middle of monsters and release it to stay still — total control that avoids accidental teleports into the wrong spot, one of the main causes of death in the old version during Expeditions.

On the defensive side, the character shows 102,000 armour once buffed, with around 160% on fire and 179% on other elements thanks to the « Armour Applied to Elemental Damage » conversion. The result is a Titan able to face daily Delirium 200 maps and overloaded Expeditions without any particular defensive setup, all while keeping good clear speed. On the damage side, EarthshatterEarthshatter remains the core skill for both mapping and bossing, backed up by Hammer of the GodsHammer of the Gods for burst damage and War BannerWar Banner for additional offensive and defensive power — both of which can be cast in the middle of a teleport without interrupting movement.

Strengths / Weaknesses

✅ Strengths

  • Extremely tanky: 102K armour when buffed, with conversion to elemental damage — handles Delirium 200 and overloaded Expeditions with no trouble
  • Total movement control: the teleport is triggered manually (Reapers InvocationReapers Invocation), no more accidental deaths from a random crit
  • Fast clear speed: daily Delirium 200 completed without difficulty
  • No reliance on critical hits: consistent damage, no RNG to manage
  • Good sustain: high life leech and regeneration thanks to MagebloodMageblood and charms
  • Mapping/boss versatility: two dedicated weapon sets, one for fast clearing, the other for single-target

❌ Weaknesses

  • Very expensive core items: MagebloodMageblood, spirit sceptre and some high-end gloves represent a large budget
  • Only one active charm slot, which limits simultaneous optimisation of Jade/Granite/Silver/Sulfur
  • Manual timing required for the teleport — less « automatic » than a classic Cast on CriticalCast on Critical setup
  • Several slots still improvable (rings, boots) according to the author himself, due to budget constraints at the time of the video

Skill Gem Setup by Step

This build offers 2 progression variants (Variant 1, Variant 2). Choose a variant, then a step to see the corresponding skill gem setup.

Set 1

13 skills • 68 gemmes
Mace StrikeFrappe à la masseMace Strike
Innervate Ancestral Call II Elemental Armament II Rapid Attacks II Rage III
Harbinger of MadnessHarbinger of MadnessHarbinger of Madness
Magnified Area II Armour Break III Heft Uruk's Smelting
Purity of FirePureté du feuPurity of Fire
Herbalism II Vitality II Precision II Cannibalism II Strong Hearted
Wind DancerDanseur du ventWind Dancer
Culling Strike II Blind II Magnified Area II Heft Life Leech III
Reaper's InvocationÉvocation de RavageurReaper's Invocation
Lightning Warp Ball Lightning Energy Retention Boundless Energy II Fluke
Infernal CryCri infernalInfernal Cry
Tireless Second Wind III Efficiency II Raging Cry Battershout
Hammer of the GodsMarteau des DieuxHammer of the Gods
Zerphi's Infamy Elemental Armament II Fist of War III Aftershock II Deliberation
Herald of ThunderHéraut du tonnerreHerald of Thunder
Rakiata's Flow Elemental Armament II Lightning Mastery Elemental Focus Deadly Herald
Scavenged PlatingArmure de récupérationScavenged Plating
Herbalism I Prolonged Duration II Physical Mastery
War BannerÉtendard de guerreWar Banner
Daresso's Passion Refraction II Magnified Area II Prolonged Duration II Deliberation
BerserkBerserkBerserk
Uhtred's Augury Cannibalism I Vitality I
Charge RegulationRégulation des chargesCharge Regulation
EarthshatterPieux telluriquesEarthshatter
Aftershock II Branching Fissures II Rapid Attacks II Fist of War III Elemental Armament II

Recommended Equipment

  • Weapon: Sadists MercySadists Mercy (unique mace) — unchanged since the previous version, the damage is sufficient
  • Helmet: Constricting CommandConstricting Command (Viper Cap base) — life, all attributes, regeneration and reduced encirclement threshold; according to the author, a rune anoint on this helmet also grants the notable notable Jack of all Tradesnotable Jack of all Trades (the build needs a lot of Dexterity and Intelligence in addition to Strength)
  • Chest: Morior InvictusMorior Invictus (Grand Regalia base) — 393% increased Armour/Evasion/Energy Shield, with elemental resistance runes, Spirit and armour per Spirit point
  • Belt: MagebloodMageblood (1 charm slot), with the Jade (evasion), Silver (skill speed) and Granite (armour) charms — this is the build’s main stat-check
  • Secondary Weapon: Sacred FlameSacred Flame (sceptre) — grants Purity of Fire, ~35% extra Spirit (enchantment + rune) and a portion of damage converted to fire
  • Rings: a rare ring with an extra skill slot (to fit in Hammer of the Gods), a second with life leech for sustain against monster packs
  • Amulet: AstramentisAstramentis — +122 to all Attributes, the piece that covers Strength/Dexterity/Intelligence simultaneously
  • Gloves: rare gloves (Cultist Gauntlets) with +2 levels to melee skills and attack speed, socketed via a jewel socket-creation rune — a slot the author says still has room for improvement
  • Boots: rare boots with 40% Armour applied to fire/cold/lightning damage — this is one of the build’s two sources of armour-to-elemental conversion, alongside the passive tree nodes
  • Jewels: The Fall of the AxeThe Fall of the Axe (Onslaught while slowed), jewel unique Prism of Belief (+2 levels to Earthshatter), Heart of the WellHeart of the Well (rage on melee hit, attack speed, damage converted to lightning), a jewel base Time-Lost Diamond jewel for minor passives in radius (armour, attack speed, damage vs rare/unique), and a defensively-oriented jewel unique Megalomaniac
  • Equipped Charms: Rite of PassageRite of Passage (golden charm: automatically used when you kill a rare/unique, grants the bear spirit effect for a few seconds) rounds out the pair with Fall of the Axe for survival against dangerous rares

Gameplay Tips

  • Hold right-click to trigger Reapers InvocationReapers InvocationLightning WarpLightning Warp/Ball LightningBall Lightning continuously, and release it to stay stationary in a dangerous situation (Expedition tablet, overloaded pack)
  • Earthshatter as a filler between teleports to keep steady damage going along the way
  • War Banner and Hammer of the Gods can be cast mid-teleport without interrupting your movement — no need to stop
  • 3 charges available to disengage if the content gets too juiced (Expedition in particular) — keep them in reserve if the situation turns risky
  • Don’t equip a shield: the sceptre is essential for Spirit, a shield would lose access to several active skills
  • Reroll your Mageblood into two Granite charms rather than one Granite + one Jade if your budget allows it, for more raw armour

Controlled Teleportation: the Heart of the Storm God Titan Warrior Build

The major difference in this 2.0 version lies in dropping Cast on CriticalCast on Critical. Previously, teleporting via Lightning WarpLightning Warp would trigger randomly on a critical hit, which could throw the character right into the middle of a dangerous pack or a field of ground circles during an Expedition — one of the main causes of death in the old version. By simply holding right-click on Reapers InvocationReapers Invocation, the player chooses exactly when to teleport and when to stay put. The skill recharges 30% energy on every monster killed, which, combined with the build’s kill speed, lets you keep Lightning WarpLightning Warp and Ball LightningBall Lightning up almost permanently while still being able to stop dead the moment things get risky.

Scaling Armour Applied to Elemental Damage

The build’s tankiness relies on a two-step conversion. First, keystone Iron Reflexeskeystone Iron Reflexes combined with the notable Leather Bound Gauntletsnotable Leather Bound Gauntlets node converts all the evasion granted by gloves into pure armour. Then, several nodes and a dedicated cluster apply a percentage of that armour directly to incoming elemental damage (around 30% for the main cluster). The result: with 102K base armour, the character ends up with close to 160% fire damage reduction and up to 179% for the other elements, which explains its ability to ignore most incoming damage without a shield or an exotic defensive setup.

Setting Up the Two Weapon Sets: Mapping vs Bossing

The passive tree is organized around two distinct weapon sets. The first one (shown in red on the tree) is dedicated to mapping: it prioritizes movement speed and area damage to clear maps quickly. The second is geared toward single-target, with a point dedicated to extra damage with maces for bossing. The neutral nodes (outside either weapon set) benefit both setups, notably the armour and attack from the Buffed Ancestors, which scale up to 30% extra damage across several tiers of the central cluster.

Charms, Mageblood and Budget Optimization

MagebloodMageblood remains the item that most locks down the optimization of this Warrior Storm God Titan build: with only one active charm slot, you have to choose between Jade (converted evasion), Silver (skill speed), Granite (raw armour) and Sulfur (resistances). The author favors Jade + Silver + Granite since resistances are already covered elsewhere on the gear, but recommends aiming for two Granite charms if the budget allows a second reroll — a gain in pure armour at the cost of a bit of evasion. For players just starting the build, it’s possible to delay buying MagebloodMageblood and temporarily play with classic charms while saving up the necessary funds (the builder’s MagebloodMageblood cost around 65 divines at purchase, before climbing as the league progressed).

Surviving Juiced Expeditions

The Rite of PassageRite of Passage charm adds an automatic layer of survivability during rare fights: as soon as a rare or unique enemy is killed, it instantly triggers a flask and grants the bear spirit effect for a few seconds. Combined with The Fall of the AxeThe Fall of the Axe (Onslaught while slowed) and life that regularly climbs past 3,700 during combat thanks to the build’s leech and regeneration, this setup allows surviving a fully juiced Expedition without a dedicated defensive setup — the author confirms surviving consistently, no matter how much juice is applied to the tablets.

Skill Tree

📖 Retrouvez tous les builds et guides Path of Exile 2 : Voir tous les builds PoE2 →