S-TIER | BUILD RANGER ICE SHOT DEADEYE (@KT) | SEASON 4

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⚔️ Boss Killing
4.5
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🗺️ Map Clearing
4.6
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🛡️ Survival
4.4
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💰 Divine Cost
4.5
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GLOBAL TIER S
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Article by Kami

Build Overview

This Ice ShotIce Shot Ranger build by MAKKii offers a complete progression from leveling to endgame, with two viable ascendancies: Deadeye for raw damage and Pathfinder for quality of life and clear speed. The build relies on Ice ShotIce Shot as the main skill, combined with TornadoTornado Shot, Herald of IceHerald of Ice and Freezing MarkFreezing Mark for a fast and satisfying archer gameplay.

One of the highlights of this build is its versatility. It can tackle every game mechanic: Breach, Delirium, Abyss and more. The endgame version even includes a Rarity setup to maximize loot thanks to uniques like Kadiro’s Gambit. MAKKii breaks the progression into 5 clear stages, from level 1 all the way to the final critical Pathfinder version.

The Deadeye version relies on the Mirage that automatically shoots beside you, the extra projectile and Tailwind for speed. The Pathfinder version, more expensive, replaces the mount with stun immunity and reduced movement penalty while shooting, replicating the mount effect while freeing up spirit for additional auras.

Build Strengths

  • Exceptional clear speed: likely one of the fastest builds in maps thanks to Ice ShotIce Shot, Herald of IceHerald of Ice and the multiple projectile mechanics
  • Full versatility: capable of handling every game mechanic (Breach, Delirium, Abyss, etc.) with a single setup
  • Smooth progression: the build works from level 1 with Lightning ArrowLightning Arrow and naturally transitions to Ice ShotIce Shot then the critical version
  • Integrated Rarity version: option to play in loot mode with Kadiro’s Gambit (600% rarity) and Rarity sockets on gear
  • Two viable ascendancies: Deadeye for damage or Pathfinder for comfort, allowing you to adapt the build to your budget and playstyle

Build Weaknesses

  • Limited single target: the build struggles a bit on Bosses, especially without good gear, requiring significant investment for bossing
  • Expensive endgame version: transitioning to critical Pathfinder requires solid gear to compensate for losing the mount
  • Spirit management: a minimum of 165 spirit is needed for the base auras (Wind DancerWind Dancer + mount), and 195 to also run Combat FrenzyCombat Frenzy

Gem Setup by Step

This build offers 5 progression steps from leveling to the final build. Select a step to see the corresponding gem setup.

Leveling 1 to 20

3 skills • 9 gems
Lightning ArrowFlèche de foudreLightning Arrow
Elemental Armament I Rapid Attacks I
Lightning RodFlèche paratonnerreLightning Rod
Elemental Armament I Rapid Attacks I
Wind DancerDanseur du ventWind Dancer
Knockback Blind II

Leveling 30+

7 skills • 30 gems
Bow ShotTir à l'arcBow Shot
Heft Rapid Attacks II Mana Leech
Ice ShotTir de glaceIce Shot
Elemental Armament II Rapid Attacks II Ice Bite II Freeze
Ice-Tipped ArrowsFlèches à pointe de glaceIce-Tipped Arrows
Short Fuse II Elemental Armament II Second Wind III Magnified Area II
Freezing MarkMarque glacialeFreezing Mark
Efficiency II Mark for Death II Eternal Mark
Herald of IceHéraut de la glaceHerald of Ice
Elemental Armament II Cold Penetration Cold Attunement
Wind DancerDanseur du ventWind Dancer
Knockback Maim Blind II
BarrageTir de barrageBarrage
Second Wind III Cooldown Recovery II Prolonged Duration II

Leveling 50+

9 skills • 42 gems
Bow ShotTir à l'arcBow Shot
Rapid Attacks II Heft Mana Leech
Ice ShotTir de glaceIce Shot
Elemental Armament II Rapid Attacks II Ice Bite II Cold Penetration
Tornado ShotTornade de flèchesTornado Shot
Efficiency II Overabundance II Rapid Attacks II Concentrated Area
Ice-Tipped ArrowsFlèches à pointe de glaceIce-Tipped Arrows
Short Fuse II Elemental Armament II Second Wind III Magnified Area II
Freezing MarkMarque glacialeFreezing Mark
Efficiency II Charged Mark Eternal Mark Prolonged Duration II
Herald of IceHéraut de la glaceHerald of Ice
Elemental Armament II Longshot II Cold Penetration Magnified Area II
Herald of ThunderHéraut du tonnerreHerald of Thunder
Elemental Armament II Longshot II Lightning Attunement Magnified Area II
Wind DancerDanseur du ventWind Dancer
Knockback Maim Blind II
BarrageTir de barrageBarrage
Second Wind III Cooldown Recovery II Prolonged Duration II

Early Endgame

11 skills • 56 gems
Bow ShotTir à l'arcBow Shot
Rapid Attacks II Heft Mana Leech
Ice ShotTir de glaceIce Shot
Elemental Armament II Rapid Attacks II Ice Bite II Cold Penetration Rigwald's Ferocity
Tornado ShotTornade de flèchesTornado Shot
Efficiency II Overabundance II Rapid Attacks II Projectile Acceleration III Concentrated Area
Ice-Tipped ArrowsFlèches à pointe de glaceIce-Tipped Arrows
Short Fuse II Elemental Armament II Cold Penetration Second Wind III Magnified Area II
Freezing MarkMarque glacialeFreezing Mark
Efficiency II Charged Mark Mark for Death II Eternal Mark Prolonged Duration II
Herald of IceHéraut de la glaceHerald of Ice
Elemental Armament II Longshot II Cold Penetration Cold Attunement Magnified Area II
Herald of ThunderHéraut du tonnerreHerald of Thunder
Elemental Armament II Longshot II Elemental Focus Lightning Attunement Magnified Area II
Wind DancerDanseur du ventWind Dancer
Knockback Maim Blind II Rage II
BarrageTir de barrageBarrage
Second Wind III Cooldown Recovery II Perpetual Charge Heightened Charges Prolonged Duration II
Rhoa MountMonture RhoaRhoa Mount
Meat Shield II Minion Mastery
Combat FrenzyFrénésie du combatCombat Frenzy
Charge Profusion II

Endgame Crit

11 skills • 60 gems
Bow ShotTir à l'arcBow Shot
Rapid Attacks II Heft Mana Leech
Ice ShotTir de glaceIce Shot
Elemental Armament II Rapid Attacks II Overextend Rakiata's Flow Rigwald's Ferocity
Tornado ShotTornade de flèchesTornado Shot
Efficiency II Overabundance II Rapid Attacks II Projectile Acceleration III Concentrated Area
Ice-Tipped ArrowsFlèches à pointe de glaceIce-Tipped Arrows
Short Fuse II Elemental Armament II Cold Penetration Second Wind III Magnified Area II
Freezing MarkMarque glacialeFreezing Mark
Efficiency II Charged Mark Mark for Death II Eternal Mark Prolonged Duration II
Herald of IceHéraut de la glaceHerald of Ice
Elemental Armament II Longshot II Cold Penetration Cold Attunement Magnified Area II
Herald of ThunderHéraut du tonnerreHerald of Thunder
Elemental Armament II Longshot II Elemental Focus Lightning Attunement Magnified Area II
Wind DancerDanseur du ventWind Dancer
Knockback Maim Blind II Rage II
BarrageTir de barrageBarrage
Second Wind III Cooldown Recovery II Perpetual Charge Heightened Charges Prolonged Duration II
Combat FrenzyFrénésie du combatCombat Frenzy
Charge Profusion II Clarity I
Mirage DeadeyeTireur d'élite mirageMirage Deadeye
Ice Shot Tornado Shot Cooldown Recovery II Prolonged Duration II Overabundance II

Recommended Equipment

Equipment evolves significantly between the early endgame phase and the critical endgame phase. Here are the essential pieces for each stage.

Early Endgame

  • Bow: look for physical damage, attack speed and skill level. Skill level is the stat that provides the most damage after flat physical
  • Body Armour: maximum evasion possible, it is the most important piece since a talent bonus for evasion scales on the body armour’s evasion
  • Rings: elemental resistances (25% on each ring is enough to cap) + flat damage if possible. Life/mana on hit and life/mana leech are very useful for regeneration in maps
  • Amulet: skill level, spirit (for the mount), life and evasion rating
  • Quiver: skill level, attack speed, projectile speed, damage with bows
  • Gloves/Boots: evasion, resistances, flat damage (lightning and cold on gloves to complement the physical from sockets)

Endgame (Critical Pathfinder)

  • Bow: replace attack speed with crit. Maximise physical damage
  • Kadiro’s Gambit (unique quiver): powerful random effects on each arrow (critical damage bonus, 600% rarity, split, chain, returning projectile). The cheapest item in the build, can be corrupted for even more crit
  • Unique Body Armour: doubled evasion when not hit recently, cold damage, Dexterity. Look for a version with 3 sockets to insert Rarity gems
  • Calendra’s Touch (unique ring): allows you to concentrate everything into one ring and duplicate it. Resistances + flat damage (physical, cold, lightning)
  • Helmet: maximum Energy Shield (converted to evasion via a passive), crit, rarity, life
  • Boots: Energy Shield, life, movement speed, rarity, effect of socket gems (+60% effect on sockets)

Gameplay Tips

  • Basic rotation: activate BarrageBarrage then use Ice ShotIce Shot to trigger multiple attacks. The more Frenzy Charges you have, the more repetitions on the shots
  • Herald of Thunder: only activate it if you have at least one source of Lightning damage (socket, ring, gloves). Without a Lightning source, the Herald will do nothing
  • Mount: in early endgame, the mount is a priority for movement speed. Brutus’s Brain (immortal mount) and Romira’s Reward (damage transfer) are the upgrades to aim for
  • Effect sockets: on boots and gloves with « increased effect of socket gems », prioritise movement speed and attack speed sockets for an amplified 60% bonus
  • Pathfinder transition: wait until you have solid equipment before switching. The idea is to replace the mount with Pathfinder’s stun immunity and reduced movement penalty while firing
  • Cataflow Maps: with the Cataflow gem, maps with elemental resistance bonuses become beneficial. 40-60% elemental resistance on the map = 40-60% penetration into enemy resistances

Deadeye vs Pathfinder Ascendancy

The choice between Deadeye and Pathfinder is central to this build and depends on your budget and gameplay goal. Deadeye is recommended for leveling and early endgame as it provides immediate damage bonuses without requiring expensive equipment.

In Deadeye, the priority ascendancy points are: the additional projectile, Point Blank (bonus damage in the first 3.5 metres), Tailwind (attack speed, evasion, movement speed) and Mirage. Mirage is particularly interesting as it spawns a clone beside you that automatically fires at nearby targets, adding both clear and damage on Bosses.

Pathfinder, on the other hand, requires already substantial equipment. The ascendancy offers stun and slow immunity, a reduction of the movement penalty while firing (replicating the mount’s effect), and bonuses from flasks. The transition allows you to remove the mount and redistribute spirit points towards other auras or take more offensive items.

Kadiro’s Gambit and the Rarity System

Kadiro’s Gambit is the unique quiver that defines the endgame version of the build. Each arrow fired triggers a random effect from several very powerful possibilities: Critical Damage Bonus, Rarity (up to 600%), Splinter (arrow splitting), Chain (bounce) and Reversing (returning projectile that hits twice).

Combined with Rarity sockets on the body armour (3 sockets = 15% additional rarity), a GoldGold Ring and Rarity on Kill from charms, the build can reach considerable rarity levels. It is one of the rare builds capable of efficiently farming in rarity mode without sacrificing too much clear speed.

The quiver is also the cheapest item in the build. It can be corrupted to obtain additional Critical Damage Bonus, or sought at max roll with 10% attack speed.

Critical Scaling in Endgame

The Pathfinder endgame version relies on aggressive critical scaling. Three gems are particularly important for this mechanic.

Over Extend increases the Critical Damage Bonus of Ice ShotIce Shot, directly amplifying the power of each critical hit. Garokan Resolve literally doubles your critical chance: with each critical hit, a second roll determines whether the Critical Damage Bonus is applied once or twice. With 500% CDM, a double roll can reach 1000% critical damage.

Cataflow is the third piece of the puzzle. This gem reverses elemental penetration: elemental resistance modifiers on maps become beneficial. A map with 60% elemental resistance becomes 60% penetration into enemy resistances. It is therefore recommended to prioritise Cataflow before other critical gems in early endgame, as penetration has more impact than raw crit when monsters are resistant.

Progression and Spirit Management

Spirit management is a key element of the build’s progression. You need to plan spirit thresholds to activate auras at the right time.

At the 165 spirit threshold, you can activate Wind DancerWind Dancer (evasion) and the mount, which is the minimum to be comfortable in early endgame. At the 195 threshold, you add Combat FrenzyCombat Frenzy which increases repetitions on BarrageBarrage, a significant damage gain but optional. Spirit is recovered mainly from the amulet and rings.

For the mount, two versions are available: a budget version accessible without Lineage gems, and an upgraded version with Brutus’s Brain (immortal mount) and Romira’s Reward (the mount absorbs part of incoming damage). These two uniques add a notable defensive layer to an archer build with approximately 1600-1700 HP.

Passive Tree

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