0.4 [BotW] Shankgonne featuring Cull threshold stacking

PoB: https://pobb.in/T9h5kNAMHE84

Concept
Pair Shankgonne boots with Queen of the Forest body armour in order to re-gain movement speed. Notably, Shankgonne rocket jump distance is affected by movement speed.

Witch Hunter synergizes with both evasion stacking from queen of the forest (via Sorcery Ward) and grenade & cooldown reduction stacking from Shankgonne (southern part of the tree).

Being a Witch Hunter, we stack increase cull threshold to reach 100% cull chance against normal monsters. This lets us clear with any skill that hits, including item effects, thorns, etc... Interestingly, even a 0 damage hit will cull.

Clearing
As stated, any skills can be used in your second weapon set for clearing. Some ideas:
* Shankgonne explosions + Fiery death: 1 fewer button to press, but lacks coverage and melee range
* Galvanic shards + extra chain: great offscreen clear, barely aiming, but forced into a crossbow
* Lightning spear + extra chain: decent clear, frees your offhand, but some aiming required
* Chaining explosion on kill: Herald of Ice / Plague chaining (needs some damage to proliferate), Zealous Inquisition & other chances to explode (may feel inconsistent), Palm of the Dreamer (expensive)
* Iron ward & other massive AoEs
* Thorns, Cast on Block & other reflected damage

For this build, I picked a fast lightning spear with the new Svalinn with a 0% damage taken on block to boost avoidance, which works great with our Sorcery Ward. Anvil amulet becomes interesting since our movement speed is unaffected by its downside.

Single target
Explosive Grenades detonated early with Shankgonne let you one tap rares while moving. Otherwise, this is standard grenade single target. The guaranteed ignite and blind unlock additional support gems (Blindside, Immolate). Rapid shot can be used for clearing but didn't feel great.

Tips
* Socket a skill which highlights cullable targets (even if you don't use it), this help distinguishing normal mobs you can one tap with your main clearing skills vs magic packs that needs to be blown by a grenade.
* vs Blood Mage cull: Witch Hunters requires a hit to occur first for decimating strike to take effect. In exchange, any skill can be used, and offscreen culling is possible.
* Weapon swapping triggers a Sorcery Ward cooldown, if you have different evasion / armour ratings. Blocking damage doesn't.
* Stun immunity via Unwavering Stance

References
* Culling strike threshold stacking reference:

* Armour stacking Shankgonne build:
* Evasion Grenade build:

Changelog
* Adding references section. Showcases coming soon.
Last edited by Blobar3388#2048 on Jan 8, 2026, 3:34:37 PM
Last bumped on Jan 8, 2026, 4:33:29 AM

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