S-TIER | BUILD MOINE MARTIAL ARTIST FALLING THUNDER (@FGKorbyn21) | SAISON 5

Build Video

📊 Build
⚔️ Boss Killing
4.6
S
🗺️ Map Clearing
4.6
S
🛡️ Survival
4.5
S
💰 Divine Cost
4.6
S
GLOBAL TIER S
50 votes
🗳️ VOTE
Boss Killing
Map Clearing
Survival
Divine Cost

Article de Kami

Build Overview

This league starter build leverages the brand-new Martial Artist ascendancy for the Monk, introduced with Path of Exile 2 patch 0.5. The principle is simple to grasp yet devastatingly effective: stack power charges to turn Falling ThunderFalling Thunder into a rain of projectiles, while keeping defenses maxed out through a combo system pushed to the extreme.

The core of the build revolves around two key ascendancy nodes: Marshall Adept doubles combo accumulation and reduces the Energy Shield recharge delay by 2 seconds per combo consumed, while Marshall Master allows all attacks — including heralds and projectiles — to generate combo. The result: you run at nearly permanent maximum combo, granting +40% constant damage, an Energy Shield that recharges on demand, and a pool of power charges that never runs dry.

For clearing, you alternate Falling ThunderFalling Thunder (with Nova Projectiles INova Projectiles I for 360° clearing) and notable Whirling Assaultnotable Whirling Assault, triggering Herald of IceHerald of Ice and Herald of ThunderHerald of Thunder for chain explosions. For bossing, the new Tempest BellTempest Bell (whose cap goes from 1 to 3 bells) combined with notable Whirling Assaultnotable Whirling Assault deals massive damage, with Flicker StrikeFlicker Strike as a safety net. On the defensive side, the build targets around 80% evasion, deflection at cap (95%), and switches to Chaos Inoculation to become immune to chaos damage and bleeding — a true juggernaut that’s hard to take down.

Strengths / Weaknesses

✅ Strengths

  • Excellent league starter: levels quickly and remains viable from Act 1 through endgame without major investment.
  • Very tanky: ~80% evasion, deflection at cap (95%) and Chaos Inoculation for immunity to chaos damage and bleeding.
  • 360° clear thanks to Falling ThunderFalling Thunder + Nova Projectiles INova Projectiles I and the heralds (Herald of IceHerald of Ice / Herald of ThunderHerald of Thunder) that explode packs.
  • Self-recharging Energy Shield: the combo system (Marshall Adept + Culmination ICulmination I) restarts the recharge on demand, with almost no downtime.
  • Unlimited power charges via Way of the Stonefist gloves and Ailiths ChimesAiliths Chimes — no tedious management.
  • Versatile on bosses: tripled Tempest Bell, notable Whirling Assaultnotable Whirling Assault and Flicker StrikeFlicker Strike offer multiple plans for Ubers.

❌ Weaknesses

  • Many leveling transitions: you swap skills several times (Act 1 → 2 → 4), which requires following the guide carefully.
  • High mental load in endgame: juggling combo, power charges, bells and heralds takes a bit of practice.
  • Power peak depends on a few key items (Way of the Stonefist gloves, Breath of Alder rune) that must be acquired progressively.
  • Possible mana issues around the interlude maps before having Mana RemnantsMana Remnants or the right nodes.

Skill Gem Setup by Step

This build offers 9 progression steps from leveling through to the final build. Select a step to see the corresponding gem setup.

Falling Thunder + Bell Bonk

10 skills • 60 gemmes
Falling ThunderGrondement de tonnerreFalling Thunder
Nova Projectiles I Ricochet III Culmination I Perpetual Charge Freeze
Whirling AssaultAssaut tourbillonnantWhirling Assault
Magnified Area I Rage I Ancestral Call I Blindside Culmination I
Charged StaffBâton chargéCharged Staff
Prolonged Duration I Culling Strike I Cold Snap Blind I Innervate
Tempest BellCloche tempétueuseTempest Bell
Ancestral Call I Close Combat I Blindside Elemental Armament I Cooldown Recovery I
Flicker StrikeFrappe fulguranteFlicker Strike
Blindside Close Combat I Perpetual Charge Hit and Run Concentrated Area
Mantra of DestructionMantra de destructionMantra of Destruction
Delayed Gratification Ailiths Chimes Charge Profusion I Prolonged Duration I Chaos Mastery
Hand of ChayulaMain de ChayulaHand of Chayula
Elemental Weakness Freezing Mark Heightened Curse Efficiency I Prolonged Duration I
Herald of IceHéraut de la glaceHerald of Ice
Magnified Area I Elemental Armament I Elemental Focus Blind I Longshot I
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area I Elemental Armament I Dialla's Desire Blind I Longshot I
Wind DancerDanseur du ventWind Dancer
Magnified Area I Maim Blind I Close Combat I Elemental Armament I

Falling Thunder + Bell Bonk (Budget)

11 skills • 62 gemmes
Falling ThunderGrondement de tonnerreFalling Thunder
Nova Projectiles I Ricochet III Culmination I Perpetual Charge Freeze
Whirling AssaultAssaut tourbillonnantWhirling Assault
Magnified Area I Rage I Ancestral Call I Blindside Culmination I
Charged StaffBâton chargéCharged Staff
Prolonged Duration I Culling Strike I Cold Snap Blind I Innervate
Tempest BellCloche tempétueuseTempest Bell
Ancestral Call I Close Combat I Blindside Elemental Armament I Cooldown Recovery I
Flicker StrikeFrappe fulguranteFlicker Strike
Blindside Close Combat I Perpetual Charge Hit and Run Concentrated Area
Mantra of DestructionMantra de destructionMantra of Destruction
Delayed Gratification Ailiths Chimes Charge Profusion I Prolonged Duration I Chaos Mastery
Hand of ChayulaMain de ChayulaHand of Chayula
Elemental Weakness Freezing Mark Heightened Curse Efficiency I Prolonged Duration I
Herald of IceHéraut de la glaceHerald of Ice
Magnified Area I Elemental Armament I Elemental Focus Blind I Longshot I
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area I Elemental Armament I Lightning Mastery Blind I Longshot I
Wind DancerDanseur du ventWind Dancer
Magnified Area I Maim Blind I Close Combat I Elemental Armament I
Charge RegulationRégulation des chargesCharge Regulation
Prolonged Duration I

Act 1

9 skills • 16 gemmes
Wind BlastRafale de ventWind Blast
Rage I Brink I
Wing BlastCoup d'aileWing Blast
Impact Shockwave Magnified Area I
Falling ThunderGrondement de tonnerreFalling Thunder
Elemental Armament I Perpetual Charge
Killing PalmPaume meurtrièreKilling Palm
PounceBondissement
RendDéchirure
Perpetual Charge
Frost BombBombe de givreFrost Bomb
EntangleEnchevêtrementEntangle
Herald of ThunderHéraut du tonnerreHerald of Thunder

Act 2

8 skills • 22 gemmes
Storm WaveVague orageuseStorm Wave
Rage I Shock
Falling ThunderGrondement de tonnerreFalling Thunder
Elemental Armament I Perpetual Charge Lightning Attunement
Siphoning StrikeFrappe siphonnanteSiphoning Strike
Charge Profusion I Rapid Attacks I
PounceBondissement
Mark of Siphoning
RendDéchirure
Perpetual Charge Prolonged Duration I
Killing PalmPaume meurtrièreKilling Palm
Charge Profusion I Thrill of the Kill
Tempest BellCloche tempétueuseTempest Bell
Magnified Area I
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area I

Act 3

9 skills • 30 gemmes
Storm WaveVague orageuseStorm Wave
Rage I Shock Branching Fissures I
Falling ThunderGrondement de tonnerreFalling Thunder
Elemental Armament I Perpetual Charge Lightning Attunement
Siphoning StrikeFrappe siphonnanteSiphoning Strike
Charge Profusion I Rapid Attacks I Rage I
PounceBondissement
Cooldown Recovery I Mark of Siphoning
Killing PalmPaume meurtrièreKilling Palm
Charge Profusion I Thrill of the Kill
Hand of ChayulaMain de ChayulaHand of Chayula
Elemental Weakness Heightened Curse
Tempest BellCloche tempétueuseTempest Bell
Cooldown Recovery I Magnified Area I
Wind DancerDanseur du ventWind Dancer
Magnified Area I Maim
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area I Elemental Armament I

Acte 4 – Whirling Assault Transition

9 skills • 35 gemmes
Whirling AssaultAssaut tourbillonnantWhirling Assault
Rage I Magnified Area I Pursuit I Heavy Swing
Tempest BellCloche tempétueuseTempest Bell
Ancestral Call I Cooldown Recovery I Pursuit I
Tempest BellCloche tempétueuseTempest Bell
Cooldown Recovery I Magnified Area I Heavy Swing
Killing PalmPaume meurtrièreKilling Palm
Charge Profusion I Thrill of the Kill Blazing Critical
Charged StaffBâton chargéCharged Staff
Prolonged Duration I Culling Strike I Innervate
Staggering PalmPaume stupéfianteStaggering Palm
Retreat I Multishot I Longshot I
Hand of ChayulaMain de ChayulaHand of Chayula
Elemental Weakness Heightened Curse
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area I Elemental Armament I
Wind DancerDanseur du ventWind Dancer
Magnified Area I Maim Blind I

Interludes

10 skills • 39 gemmes
Whirling AssaultAssaut tourbillonnantWhirling Assault
Rage I Magnified Area I Pursuit I Heavy Swing
Tempest BellCloche tempétueuseTempest Bell
Ancestral Call I Cooldown Recovery I Pursuit I
Tempest BellCloche tempétueuseTempest Bell
Cooldown Recovery I Magnified Area I Heavy Swing
Killing PalmPaume meurtrièreKilling Palm
Charge Profusion I Thrill of the Kill Blazing Critical
Charged StaffBâton chargéCharged Staff
Prolonged Duration I Culling Strike I Innervate
Hand of ChayulaMain de ChayulaHand of Chayula
Elemental Weakness Heightened Curse Efficiency I
Staggering PalmPaume stupéfianteStaggering Palm
Retreat I Multishot I Longshot I
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area I Elemental Armament I
Wind DancerDanseur du ventWind Dancer
Magnified Area I Maim Blind I
Mana RemnantsReliquats de ManaMana Remnants
Harmonic Remnants I Remnant Potency I

Early Endgame

10 skills • 48 gemmes
Whirling AssaultAssaut tourbillonnantWhirling Assault
Rage I Magnified Area I Pursuit I Heavy Swing Efficiency I
Tempest BellCloche tempétueuseTempest Bell
Ancestral Call I Cooldown Recovery I Pursuit I Close Combat I
Tempest BellCloche tempétueuseTempest Bell
Cooldown Recovery I Magnified Area I Heavy Swing Cold Snap
Killing PalmPaume meurtrièreKilling Palm
Charge Profusion I Thrill of the Kill Blazing Critical Ancestral Call I
Charged StaffBâton chargéCharged Staff
Prolonged Duration I Culling Strike I Innervate Blind I
Hand of ChayulaMain de ChayulaHand of Chayula
Elemental Weakness Heightened Curse Efficiency I
Staggering PalmPaume stupéfianteStaggering Palm
Retreat I Multishot I Longshot I Ricochet III
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area I Elemental Armament I Longshot I
Wind DancerDanseur du ventWind Dancer
Magnified Area I Maim Blind I
Reaper's InvocationÉvocation de RavageurReaper's Invocation
Profane Ritual Overabundance I Compressed Duration I Charge Profusion I

Chaos Inoculation + 3rd/4th Trial

9 skills • 48 gemmes
Falling ThunderGrondement de tonnerreFalling Thunder
Nova Projectiles I Ricochet III Culmination I Perpetual Charge
Whirling AssaultAssaut tourbillonnantWhirling Assault
Magnified Area I Rage I Efficiency I Blindside Culmination I
Charged StaffBâton chargéCharged Staff
Prolonged Duration I Culling Strike I Cold Snap Blind I Innervate
Tempest BellCloche tempétueuseTempest Bell
Ancestral Call I Close Combat I Cooldown Recovery I Elemental Armament I Blindside
Mantra of DestructionMantra de destructionMantra of Destruction
Delayed Gratification Ailiths Chimes Charge Profusion I Prolonged Duration I
Hand of ChayulaMain de ChayulaHand of Chayula
Elemental Weakness Freezing Mark Heightened Curse Efficiency I
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area I Elemental Armament I Lightning Mastery Blind I
Wind DancerDanseur du ventWind Dancer
Magnified Area I Maim Blind I Close Combat I
Reaper's InvocationÉvocation de RavageurReaper's Invocation
Profane Ritual Overabundance I Compressed Duration I Charge Profusion I

Recommended Equipment

The equipment philosophy is that of a league starter: we prioritize hybrid Evasion / Energy Shield (ES/EV) gear on all slots, then progressively optimize toward a cold-oriented setup at the end of the progression.

  • Gloves — Way of the Stonefist: the cornerstone piece. Thanks to the ascendancy, these gloves are worth a body armour in terms of defence, unlock 5 additional rune sockets, and provide power charge on critical hit which fuels the entire rotation.
  • Weapon — Staff (Quarterstaff): aim for a staff with cold damage and critical strike. On a budget, an Essence of Abrasion or a staff with increased physical damage from the vendor works perfectly until mid-interlude maps.
  • Rune — Breath of Alder: medium-term goal. It converts all your flat fire, cold and lightning damage to cold damage, making freeze trivial and permanently triggering Herald of IceHerald of Ice.
  • Belt — Chiyou’s Satchel: combined with an instant-recovery life flask, it heals your Energy Shield on demand — a huge comfort before and after switching to Chaos Inoculation.
  • Charm — Ailiths Chimes: consumes combo to generate power charges, essential for maintaining the charge cap effortlessly.
  • Body Armour / Helmet / Boots: maximize Evasion + Energy Shield and resistances. The new 0.5 passive tree makes the deflection cap easier to reach, so focus offensive stats (elemental damage, critical) on the weapon and jewellery.

Gameplay Tips

  • Keep the combo active at all times: regularly use your skills linked to Culmination ICulmination I to restart your Energy Shield recharge. This is your primary survival mechanic.
  • While clearing: drop Falling ThunderFalling Thunder into the pack to take advantage of the 360° Nova projectiles, then follow up with notable Whirling Assaultnotable Whirling Assault on tougher packs. The heralds will handle the rest.
  • Against bosses: place your Tempest BellTempest Bell bells (up to 3), then strike them with notable Whirling Assaultnotable Whirling Assault to trigger them all simultaneously. Flicker StrikeFlicker Strike or Falling ThunderFalling Thunder finish off Uber bosses with ease.
  • Generate your power charges through critical strikes from your gloves and Ailiths ChimesAiliths Chimes. While leveling, Killing PalmKilling Palm on ghost spells and Siphoning StrikeSiphoning Strike (consumes shock) get the job done.
  • The right timing for Chaos Inoculation: wait until you have around 4,000 to 4,500 Energy Shield and a minimum of evasion before switching. You will then be immune to chaos damage.
  • Manage your mana around downtime windows: take Mana RemnantsMana Remnants or invest in mana efficiency on notable Whirling Assaultnotable Whirling Assault if you are running low on mana.

The Build Engine: Combo and Power Charges

The entire build revolves around two resources that feed into each other. On one side, combo is amplified by the ascendancy: Marshall Adept doubles its accumulation, and Marshall Master allows all your attacks — heralds, Charged StaffCharged Staff, projectiles from Falling ThunderFalling Thunder — to generate it. At maximum combo, you continuously benefit from +40% damage.

On the other side, the Culmination ICulmination I support (brought to 10 combo in 0.5) reduces your Energy Shield recharge delay by 2 seconds each time a socketed skill is used. Since most of your skills map to Culmination ICulmination I, your Energy Shield recharges literally on demand, just by playing normally. Power charges close the loop: sustained by the critical from the Way of the Stonefist gloves and by Ailiths ChimesAiliths Chimes, they increase the number of projectiles from Falling ThunderFalling Thunder from six to eight stacked charges.

Act-by-Act Leveling Guide

The Martial Artist levels with a rotation that evolves each act. Here are the key milestones:

  • Act 1: Quarterstaff StrikeQuarterstaff Strike then Wind BlastWind Blast (stun stacking + Impact ShockwaveImpact Shockwave to clear packs). Falling ThunderFalling Thunder for bosses after a heavy stun. Extras: Pounce (MobilityMobility), Killing PalmKilling Palm (charges), Herald of ThunderHerald of Thunder as spirit.
  • Act 2 (level 22): transition to Storm WaveStorm Wave + Siphoning StrikeSiphoning Strike (consumes shock for power charges). We switch to Hollow Palm to bypass the weapon slot, and integrate Tempest BellTempest Bell.
  • Act 3: Storm WaveStorm Wave + Branching Fissures, adding Hand of ChayulaHand of Chayula to apply Elemental WeaknessElemental Weakness on bosses and tough rares. Wind DancerWind Dancer as a second spirit.
  • Act 4: the big swap to notable Whirling Assault + Tempest Bell, which comfortably carries you through T15 maps. We add Charged StaffCharged Staff, notable Staggering Palmnotable Staggering Palm and switch back to a real staff as soon as a decent one is found.

Switching to Chaos Inoculation

Energy Shield has a long-standing weakness: it takes double chaos damage. Chaos Inoculation (CI) fixes this by making you completely immune to chaos damage and bleed. The right time to make the switch is around 4,000 to 4,500 Energy Shield, with at least some deflection already in place.

Before the swap, sustain your Energy Shield with the Chiyou’s Satchel belt and an instant-recovery life flask. After the swap, that same combo continues to work for occasional manual top-ups, alongside the automatic recharge provided by Marshall Adept. This is what makes the build a near-unkillable tank once the transition is complete.

Endgame Optimization: The Cold-Oriented Budget Bonk

The build’s power peak arrives when you get your hands on the Breath of Alder rune. Socketed into a cold-oriented staff, it converts all your flat fire, cold, and lightning damage into pure cold damage. You then freeze enemies effortlessly, which triggers Herald of IceHerald of Ice in a cascade for spectacular clear speed.

At this stage, you also bring in Mantra of DestructionMantra of Destruction (8 base combo, raised to 20 with Delayed GratificationDelayed Gratification) which, paired with Ailiths ChimesAiliths Chimes, keeps power charges at maximum most of the time. Flicker StrikeFlicker Strike becomes an optional luxury for fun, and Charge RegulationCharge Regulation can be slotted to gain skill speed, crit, and defense. The new 0.5 passive tree (deflection, ES recharge, double resistance) further strengthens the whole setup.

Skill Tree

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