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You SPIN and you WIN - Cyclone Champion FULL BUILD GUIDE (PoE 3.26 Mercenaries) | Woolie | YouTubeToText
YouTube Transcript: You SPIN and you WIN - Cyclone Champion FULL BUILD GUIDE (PoE 3.26 Mercenaries)
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Summary
Core Theme
This guide details a "Cyclone Impale Champion" build in Path of Exile, focusing on a pure, high-speed melee playstyle that leverages the Champion ascendancy's enhanced fortification and taunt mechanics, along with the powerful impale damage scaling, for both mapping and bossing.
Hello everybody and welcome to the full
build guide for my Cyclone Impale
Champion. This build is pure Cyclone.
We're literally just spinning and
winning. No shock wave, no General's
Cry, no caston crit, just good old
Cyclone and impale. While I explain the
basics, here's some footage of a T16.5
map with both offensive and defensive
mods on it. Run at level 94 with about
20 divines invested into the character.
So, we're playing the new and improved
champion who was already a solid choice
for cyclone builds due to master of
metal, but now given the changes to his
fortification and taunt nodes, he is an
absolute top tier choice right alongside
the slayer. Or the foe now only costs
two ascendency points instead of four
and grants taunt on hit to the node
itself rather than on the node leading
into it, which basically just means we
get permanent 100% hit chance forgoing
the need for accuracy entirely and 15%
more damage for just two points. Already
starting off strong. Now, the keenite of
you will have noticed that only monsters
that we taunt cannot evade our attacks,
meaning that we actually have to, you
know, hit the monster successfully
before we get that 100% hit chance.
However, even if we have a literal 15%
chance to hit something, which is like
the worst case scenario due to having
zero accuracy on gear and then some map
or rare monster mods giving them extra
evasion, uh, we're playing Cyclone.
Remember, we're hitting anywhere from 8
to 10 times per second, and all we have
to do is land just one successful hit to
then have a 100% chance to hit them from
that point going forward. Oh, it's a
non-issue. Worthy foe is an absolutely
stacked node. Furthermore, the new
fortitude and unstoppable hero, uh,
they're good. Really good. Always having
your maximum fortification means that
just from the passive tree alone, you're
taking 26% less damage from hits and
have 18% more armor and evasion plus a
nice little 18% attack speed on top of
it all. But the main draw is obviously
the damage reduction from Fortify
itself. However, once you invest a bit
in the character, which we'll talk about
momentarily, you will absolutely feel
the damage boost from that 3% attack
speed per Fortify as well. Last but not
least, Master of Metal gives us a ton of
damage. About a quarter of the overall
damage on my current character comes
from this node alone. The main draw of
the node is the impale's last one
additional hit, with the added fizz for
each impale being the icing on the cake.
Normally, impales only last for five
hits on an enemy with each stack of
impale dealing 10% of the original hit's
damage. Which means that without any
further modifications, you can simply
think of impale at maximum stacks as 50%
more damage. So, the master of metal
node takes that 50% up to 60% from five
total impales to six. Moving on from the
champion specific stuff, let's dive
deeper now into the damage side of
things. Starting with more impale, we
already have those six impales thanks to
the champion. So, we then grab a seventh
from this node. And with the addition of
this node, this mastery, and the impale
support gem, the final result is a 100%
chance to impale on every single hit
with 7.7 total impales on each enemy.
Remember that mastery? with each impale
having 54% increased effect. In other
words, 7.7 * 15.4, which equals 118%
more damage from impale alone. That's
more than doubling our damage. Pretty
sick. Past impale, we're using a sword
and scaling with crits. That's pretty
self-explanatory, I think. But something
that does need to be explained is the
overall speed and AOE of this build.
Basically, uh, how do we clear maps?
Well, Cyclone has this special line
which at 20% quality says 20% increased
area of effect per 0.1 m to melee strike
range. So, uh, we're stacking strike
range. To put the power of this special
cyclone AoE scaling in perspective, the
awakened increased area of effect
support gym gives 54% AOE. Meanwhile,
this singular passive point gives us 60%
plus 1% regen plus 10% damage plus 20
strength. In total, we are sitting at
300% increased area of effect from the
strike range modifiers on the passive
tree alone. And for speed, well, we're
using a unique belt that gives us
permanent onslaught, 20% move and attack
speed, and then grabbing this cluster of
nodes for an extra 12%, which totals 32%
movement speed before your boots and
your flasks. This means that while
mapping, we're sitting at about 70%
increased movement speed. That's after
taking into account Cyclones 20% less
penalty, and that's only with 20%
movement speed on the boots, of course.
And as with everything in Path of Exile,
all of these numbers can be increased as
you progress and more importantly invest
more in your character. But as a
baseline, uh yeah, we got plenty of
speed and AOE to make the Cyclone feel
great while mapping. And for single
target, uh all you have to do is swap
out the regular cyclone gem for the
transfigured version Cyclone of Tumults.
Now, you only need to do this really on
pinnacle bosses and especially tanky map
bosses such as with T16.5s and T7s. I
want to make it clear that you will not
be constantly swapping your gems in and
out if you play this build. Heck,
sometimes I even just straight up forget
or just don't even care to swap and I
just run regular cyclone for everything.
But the reason why you would want to
swap in the first place is that cyclone
of tumult gives you about 43% more
damage over the regular cyclone, but
also gives you about 40% less movement
speed and a little bit less AoE on top
of it. So obviously the speed and the
AoE are both far more valuable stats
when you're just clearing maps. So
outside of giga juiced content, we're
sticking to regular cyclone. Finally,
for the defenses, uh we're playing the
champion. Permanent fortify by itself is
pretty great. Patch that. We're running
armor and evasion on gear to synergize
with unstoppable hero and then
generating endurance charges paired with
a replica badge of the brotherhood for
even more damage reduction. And that's
about it for the overview. I'll hop into
the game now to go over specifics. But
if what I've said this far is enough for
you, check out the POB in the
description below. It has multiple build
variants for your different progression
points, including leveling. And of
course, check out my stream at to
wish.tv/wygaming. Other than that, let's
continue. All right, time to explain
things a little bit further about the
build. Starting with the mercenary, as
I'm sure a lot of you are wondering what
the setup is. Now, the main parts here,
I would say the Relentless Fury. This is
a, you know, one alk unique gives you
calling strike. Very powerful. It's 10%
more damage essentially. Then I also
have a hunter chest piece. This is for
the you can apply addition an additional
curse with a warlord's ring which gives
you vulnerability on hit. It's important
to note that when you get curse on hit
from a source, it applies a level one
curse. So not the maximum effect that a
player would have, but nonetheless it's
still very good. Also, you need the mod.
You can apply an additional curse
because normally if your curse limit is
one, which is the default, if I, the
player, am applying a curse and then my
mercenary is also applying a curse,
it'll just constantly be overwritten.
So, you need the mercenary to have an
additional curse such that when he hits
the enemy, he can apply his curse on top
of your existing curse, which we are
using assassin's mark, so it's very
important. Past that, the comb's binding
belt is very powerful. Nearby enemies
convert 25% of their fizz into fire
damage. that is just gives you more
physical damage, maximum hit, which is a
very valuable stat as most enemies are
dealing physical damage. Uh, ignore the
Legacy of Fury here. This is for another
build. They just basically have 30%
movement speed and I guess there's a
chance for the uh 8% of the killed
enemies life to deal damage and a little
bit of an AoE. Not a big deal, though.
Also, the Eldrich Implicits do work on
mercenaries. So, for the gloves here,
the 15% chance to extinguish. Extinguish
makes enemies cannot apply elemental
ailments. This actually does work on the
mercenaries. Then I have mim on hit as
well cuz why the heck not. uh anvil just
for some extra block chance given that
this is a shieldbased mercenary. And
then past that, you're just looking
really for a determination aura on the
mercenary. Uh the mercenary basically
never dies. I did uh all pinnacle boss
content outside of the ubers with this
build. He didn't die a single time, so
it's safe to say he's always up and
always giving you his benefits such as
determination, such as vulnerability on
hit. There are many things you can do
with a mercenary. This is just one
possible setup. The more you invest, as
with everything in Path of Exile, the
more powerful you can become. Uh,
there's a Kingmaker two-handed unique
axe. I'll put it on screen now. It gives
you 50% critical strike multiplier,
which is obviously a gargantuan damage
increase, but it's safe to say you can
do a lot of things with your mercenary.
Now, uh, I'll briefly go over my gear
here. Number one, the sword. You're
looking for physical damage only. You
don't want any elemental damage on
there. Also, you want as high attack
speed and as high critical strike chance
on the sword as possible. The exquisite
blade is the best in slot base type
because the 50% global critical strike
multiplier, as you can see right there,
is an implicit, meaning it always is on
the item. So, a free 50% crit multi.
Like, who's going to not want that?
Obviously, everybody wants that. Um, if
you can get plus one level of socketed
gems, it's nice. It's not necessary
whatsoever. It is a prefix modifier, by
the way. So, obviously, just getting the
percent uh increased fizz/ accuracy,
which is called hybrid fizz, would
probably be better than this plus one uh
socketed melee, but you know, it is what
it is. For all of your armor pieces,
you're looking for armor and evasion
rating, the hybrid stats, strength and
dexterity, because that can roll spell
suppress and then also give you, you
know, some armor on top of that. Spell
suppress is a very, very, very, very
valuable stat. Past that, you do need a
little bit of intelligence. This is for
your assassin's mark. I have 54 here on
the helmet. That is a T2 roll, so I
could, you know, squeeze out some more
intelligence here. My assassin's mark is
currently sitting at level 18. So, if I
got, you know, like five more
intelligence, I'd probably get that up
to level 20 and get a little bit more
damage, but not a big deal. Past that,
you're literally just looking for life,
resistances, and armor and evasion
rating on literally every other piece of
gear. For the gloves here, the implicits
matter quite a bit. The gain one rage on
attack, it saves you a passive point,
which you normally would have to put
down here for gain one rage on melee
hit. Now, only having one source of rage
generation is kind of bad because uh you
know, it takes 15 seconds at a minimum
to get up to maximum rage because you
can only stack rage every once, but not
a big deal. Um, also the hits have 37%
chance to ignore enemy physical damage
reduction is very nice, especially when
paired with Bastion Breaker, which gives
you an extra 50%. So you have a total of
87% chance to just straight up ignore
the enemy's physical damage reduction.
So that's pretty good. There's also some
other implicit you can get, such as
just, you know, flat physical damage to
attacks is quite nice. Going back up
here to the helmet, the 6% fizz taken as
any element, it doesn't matter. Probably
don't want to do chaos given that you
won't have capp chaos res for a while
until you invest in your character, but
taken as any element, that's very
important. Then the 20% reduced mana
cost of attacks is actually quite
important for Cyclone. We're currently
sitting at a two mana cost per second on
Cyclone, but that is only because we
have the channeling skills have minus X2
mana cost craft on both of our rings. So
that just reduces it by a flat six. Then
we have the 20% reduced here. And then
we have the node up here, Spirit of War,
for an extra 15%. So that mana cost
reduction, the 35% in total between
these two things is quite important. For
the body armor, you looking for
literally just armor and evasion rating
as high as possible. the additional
physical damage reduction. Yet again,
mitigating physical damage is very
important. And then for the implicits,
yet again, 10% fizz taken as cold
damage, fire damage, lightning damage,
doesn't matter. And then I've opted to
go for the 20% crit multi for attack
damage. You can also go plus 1% maximum
uh resistances, which is obviously very
nice as well. The boots are actually the
worst piece of gear that I have. I'll
probably upgrade these very soon. Just
has, you know, life two res including
the chaos res. Don't need the dexterity
whatsoever. And then I've crafted on uh
the 100% chance to avoid being chilled
just, you know, for quality of life
during mapping. And then for the belt
and the amulet, these are the two unique
items I'm running right now. The badge
of the brotherhood gives you your
endurance charges are equal to your
maximum frenzy charges. And we're also
specking into a bunch of frenzy charges
on the tree. We have literally all of
them on the tree. We have anointed
frenetic just so we don't have to, you
know, travel up here and grab it
ourselves. And that gives you a maximum
of six endurance charges, which gives
you a lot of damage reduction. That is
an extra 24% physical and elemental
damage reduction. Not to mention the
damage boost that you get from stacking
the frenzy charges as well. And then to
actually generate the endurance charges,
we have down here disciple of the
unyielding. 8% chance to gain an
endurance charge on kill. That is plenty
to sustain us during maps. However, and
now moving to the belt, the perseverance
belt. This is a insanely good belt. But
that one line right there that says
melee hits which stun fortify. Yeah,
that actually does remove our endurance
charges given the badge of the
brotherhood line which says 25% chance
to lose an endurance charge when you
gain fortification. So when you stun an
enemy, you get fortify even though you
already are at maximum fortification all
the time thanks to champion right here.
You have your maximum fortification,
that doesn't matter because this still
counts technically as you gaining
fortification, which then gives you a
25% chance only when you stun an enemy
to lose an endurance charge on top of
that. In practice, we still basically
have 100% uptime while mapping on the
endurance charges, but there is some
points in time where you go from like
six down to four, maybe to three, up to
five. It'll kind of wiggle back and
forth, but for the most part, it does
feel very nice. You are sitting, let's
just say, at five out of six of your
maximum endurance charges on average.
Just keep that in mind. Hopefully, this
is an interaction that gets addressed in
the future, but it is what it is. Also,
given that the Perseverance is literally
a 1C unique, you can get a corrupted
version of it for probably very cheap as
well. I think I bought this for like 20
25 chaos with the implicit 16% to all
elemental resistances. Absolutely helps
out big time. You can also get percent
max life as an implicit and some other
stuff as well. You don't have to get the
all res if you don't want to. But the
main draw of this belt is the 1%
increased attack damage per 200 of the
lowest armor and evasion rating. You can
see here in hideout, this is without my
mercenary, without any buffs whatsoever.
13k armor and 17k evasion rating. So
that means it's using the lowest armor,
13,000 armor. So per 200, we get 1%
increased attack damage. Let's do some
quick math here. 13,000 divided by 200.
That means the belt is giving us 65%
damage completely unbuffed. And I
guarantee you if we move into a zone
here real quick, and we now have our
mercenaries determination aura, and I
have my flasks up, which will be up 100%
while we're mapping, we now are sitting
at actually uh 34,000 armor. And now our
lowest is 27,000 evasants. So we're
looking at 27,000 divided by 200, a 135%
increased damage from the perseverance
belt. Quite good. Past that, it's
basically everything that I explained in
that overview section of the video.
Another thing here is the thread of hope
unique jewel. You want a very large
ring, not any other ring size, the
small, medium, massive, none of those.
You want very large specifically. Also,
if you don't know how to search for a
modifier like that, click on stat
filters, type the tilda key. That's the
key above your tab key. Go shift and
then the key above your tab key, tilda.
And you want to type in only effect
ring. It'll show up right here. Only
effects passes and ring. Click that.
Click this and go down to very large.
Now, when you click this, you will see
only threat of hopes with very large.
And you can sort by elemental
resistances. Just buy the cheapest one.
Obviously, don't pay 12 divines for a
10% roll. You can just keep going,
going, going, going. Look at that. 11%
still 13 divines. Holy crap. What if we
go down here to, you know, eight
divines? There you go. Hey, 16 divine
cell. Holy moly. I always get sales
during videos, dude. I got to record
videos more often, bro. What the heck?
So, once you do have a thread of hope
with the very large ring, you are of
course allocating both disciple of the
unyielding and disciple of the slaughter
because you will be running replica
badge of the brotherhood. I want to
clarify, you don't get this thread of
hope until you get replica badge of the
brotherhood. So, keep that in mind. And
then you also want to go up here and
grab Spirit of Ward. This gives you your
mana leech. So you can actually drop
this leech node right here on the
passive tree if you were running this
because blood rage, if you didn't know,
blood rage gives you uh your melee
damage physical leech right here. It
says uh 1.2% of attack physical damage
as life. So you got your life leech
covered by blood rage and then you get
your mana leech covered by spirit of
war. Spec into that and then allows you
actually to spec out of these two nodes
right here. Thrill of the battle and
that reduced mana cost going into it.
You don't need these anymore whatsoever.
Actually saves you a passive point to
get that as well. And then finally for a
watcher's eye here, the most important
mod by far is impales you inflict last
two additional hits while using pride. I
already talked about why impale is so
powerful with this build. So getting two
additional hits, it's really really
really good. That is the only mod that
you need. I got the intimidate on hit uh
while using pride as well just for 10%
extra damage, but you can get intimidate
from other sources such on those Eldrich
implicits on your gloves. You can give
them to your mercenary. You can also get
awakened melee physical damage. This is
obviously with higher investment which
gives you at level five at least 10%
chance to intimidate on hit as well
which opens up a bunch of modifiers for
Watchers Eye. You can also run
determination mods on the Watcher's Eye
such as additional physical damage
reduction while using determination
because your mercenary will be giving
you determination 100% of the time. And
then last but not least, the last big
ticket upgrade which I cannot afford
right now that I would go for on the
build is of course the celestial brace
gauntlets. But as you can see they are
quite expensive. Now, the reason why
these are expensive is because GGG hit
us with a all-time classic, nerfing the
drop rate without telling us. Yep, no,
it wasn't in the patch notes whatsoever.
They swapped the drop rate of the
celestial brace with the crystallized
omniscience. So, these are a 2% chance
to drop from uber Xark, not regular
exark. They only drop from the uber, the
hardest version of the fight, 2% of the
time. So, they giga nerfed the drop rate
of these, but make no mistake, they are
absurdly powerful. So, if you can't
afford these, you're going to be going
crazy mode once you do get them because
they go up to 10 maximum fortification.
Another major thing about this build is
stun immunity. Given that we are not
running unwavering stance because we're
using evasion rating and using cyclone,
uh you want to be as close to stun
immune as possible. The most important
thing here is to grab the soul of the
Brighten King. You do not need to use
any divine vessels to get the additional
mods. You just need the initial one,
which is you cannot be stunned if you've
been stunned or blocked a stunning hit
in the past 2 seconds. That plus the
flask mod which says a chance to avoid
being stunned during flask effect will
more or less give you complete stun
immunity. You'll occasionally get
stunned only by like the really tough
maps. You get hit very hard to get
stunned for like you know half a second
or something and it happens very very
rarely. But this flask mod plus the
pantheon is more than enough. It feels
fantastic. You will not be constantly
getting staggered from stuns. Don't
worry about that. And one last thing
here with the build. Uh when you are
progressing through the more difficult
content and you feel you need a little
more damage, you will swap to cyclone of
tumult. So, just literally take this
gem, put it in for the regular cyclone,
swap it out. But the most important
part, do not forget this, is go down
here to your hot bar. Look at this.
You're using a cyclone with no links.
That is this regular cyclone cuz you
still have it socketed in your gear. So,
you want to click this, find your linked
cyclone of tumult, and then swap over to
it. Now, you will be using the correct
cyclone. Do not forget that step. It is
absurdly important. And then, when you
swap back, obviously remember to do it
again. So, regular cyclone goes back
into my links. Go down here. Go to
regular cyclone. Obviously, if you
already have level 20 gems, you don't
need to worry about this. This was just
in here for gaining experience. So, you
can actually keep this gem in your
inventory like that. And then, I believe
when you swap it out, it should put it
in the right spot given that you tell it
to do that. So, now when I swap back,
boom, now it's regular cyclone. Boom.
Now, it's cyclone of tumult. So, if you
already have level 20 gems, you can just
keep it in your inventory and you can
avoid that. However, if you are still
leveling up your gems, keep in mind that
you're going to have to manually swap
down here the hot bar. All right. And
other than that, if you're looking for
gem links and whatever, it's in the POB
in the description below. There are
multiple build variants based on your
points of progression and the amount of
investment you want to do on the
character. Other than that, thank you
very much for watching. Check out my
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