Edit Guide

Melee Detonating Arrow Marksman (Jelkhor's) Build Guide

Posted By TriKster on March 10, 2023
Last updated on March 10, 2023



Introduced with Patch 0.9, Jelkhor's Blast Knife is a new unique dagger that allows you to play Detonating Arrow without a bow.

Detonating Arrow is an exclusive Marksman skill, so you are not able to play this build as a Bladedancer or (Falconer).

This is a Lightning version taking advantage from Arcing Blast 4/4 because Lightning Tendrils can't proc with any other Detonating Arrow conversion. It's the best version to go full DPS since Tendrils can hit single target enemies aswell, while also providing great clear speed. We also benefit from Shock.

Dual wielding Jelkhor's allows you to reach full damage potential since most of the offensive Marksman passives and mastery bonus can't be used without a bow (Arrow Storm/Barrage of Pain/Elemental Arrows).

You can also reach 0 mana cost on Detonating Arrow (8 by default) making it extremely comfortable to play without worrying about your mana pool.

This version utilizes Barrage, stacking its Cone with all the AoE modifiers in the skilltree, passives and gear to reach great clear speed and instant burst damage on single targets. It's mechanically far more beginner friendly and looks amazing to play.

Legendary Potential on Jelkhor's is a huge DPS upgrade! Added Melee Damage applies at 200% effectiveness for the explosion.

This Build Guide also includes the DPS Version (Build Variant section) as showcased in the video utilizing Suckerpunch Arrow+Rapid Detonation instead of Barrage.

Pros & Cons


Unique Marksman playstyle

Very strong and fast leveling (Story+Normal Monolith)

High endgame damage potential

Good clear speed with huge AoE cone+tendrils

No mana issues

Satisfying visuals


Small weapon range (awkward to position yourself)

Close combat

Dual Wielding (->9% increased dmg taken)

Squishy during leveling (until reaching decent gear)

Requires good positioning to benefit from DA's cone

Gameplay / Mechanics


The gameplay is pretty much straight forward. Use Shift to dash into high hp enemies while spamming Detonating Arrow to proc the cone+tendrils killing all the trash mobs around you. Shift also procs Shurikens and Shadow Cascade for you making the build a comfortable 3 button playstyle (4 with Decoy).

Stacking AoE will make it easier to reach monsters far away from you with the cone. You need to position yourself correctly to fully benefit from the cone. Make sure to always attack in line into trash mobs.

Don't try to stand still while holding down Detonating Arrow. This build requires stutter stepping mechanics.


Dual wielding Jelkhor's Blast Knife allows you to reach +6 skill points for Detonating Arrow making it possible to create alot of build variants within the skilltree.

The huge amount of Flat Dmg you can get from both daggers (+legendary potential) will balance out all the missing Marksman dmg bonuses and passives while not wielding a Bow. With Patch 0.9 the explosions dmg effectiveness was buffed to 200%.

I highly recommend to use 2 Jelkhor's bringing down your 8 mana cost (default) to 0. You can then benefit from life on hit nodes like Sapping Strikes. The Mana on hit will balance your mana drain from Infused Discharge.

Playing the cone with Barrage makes you do the hit+explosion at the same time while also proccing lightning tendrils (Arcing Blast) which is very helpful in close combat to kill enemies quicker.

With Barrage we will utilize the full aoe potential from the cone, while the DPS Version will more go into single target boss dmg without stacking the explosions aoe. The lightning tendrils will help out killing monsters behind you not facing your cone going into the other direction.


Dual wielding is always a risky playstyle, especially in endgame content. You won't be able to fully facetank every monster in the game. Knowing boss or monster abilities while also being able to kite alot will greatly improve your survivability.

Mechanically we trust our high HP pool (up to 3k+), capped Resistances, 100% Crit Avoidance, Leech, Movement Speed & 100% Glancing Blow uptime from Apostacy.

You get alot of Dusk Shroud stacks from Veil of Night 5/5+Shroud of Dusk 8/8. HP sustain we get through Leech, Sapping Strikes 4/4 and Thiefguard 8/8.

Don't underestimate Stun as an ailment! Shock provided additional Stun chance while we stack Stun from Death from Afar 5/5 and on LP Jelkhor's. With high attack speed we can stunlock alot of enemies making them unable to attack us.



Stat Priorities


Unique Items and Legendaries:

2x Jelkhor's Blast Knife (required)

Stats you want with legendary potential:

  1. Melee Lightning Damage
  2. Melee Attack Speed
  3. Chill Chance
  4. Armour Shred/Shock Chance (offensive setup) or Stun Chance/Slow Chance (defensive setup)

Shattered Chains (only recommended for the DPS Version)

Oceareon (only recommended for the DPS Version)

Siphon of Anguish (only recommended for the DPS Version)

Suloron's Step (only recommended for the DPS Version)


Crit Chance per Dagger




Body Armour

Level of DA




Armour Shred


Melee Leech

Attack Speed





Ailment Cleanse

Lightning Dmg


Crit Avoidance


Movement Speed





Crit Multiplier

Lightning Dmg






Melee Lightning Dmg

Attack Speed

Crit Multiplier



Melee Lightning Dmg

Attack Speed

Crit Multiplier


Ring 1

Silver Ring

Oceareon (DPS Version)

Crit Chance

Lightning Dmg



Ring 2

Crit Chance

Lightning Dmg




Lightning Penetration

Crit Multiplier





This build doesn't require any specific idols to perform well.

I would recommend to start with HP & Resistance idols only to make gearing easier while leveling.

For more DPS use 4x Grand Majasan Idol with PrefixIdol Rogue Critical Strike Multiplier while dual wielding & SuffixIdol Rogue Increased damage while wielding a dagger.


The Age of Winter
Fall of the Outcasts


The Stolen Lance


Blood, Frost, and Death


Fall of the Empire


The Last Ruin


Build Variants


Jelkhor's Blast Knife has a level 36 requirement. I would recommend to level with Bleed Puncture (Bow) until you reach your Marksman mastery.

Then you can already start building up your Detonating Arrow skilltree as mentioned in the guide playing with a bow once you unlock it.

I would highly recommend to level this build when you already found at least one dagger.

Otherwise you have to play a Lightning Bow Detonating Arrow version that requires different skilltree and passive point setups.

Follow the Skill/Passive tree progression as demonstrated in the guide.


Loot Filter


What's different in 0.9 compared to your video during the Multiplayer Event?

Damage Taken While Dual Wielding (12% -> 9%) This is a buff

Jelkhor's Flat Damage got changed to 48-65 Melee Dmg roll. This is a small nerf. (Remember i didn't have LP daggers in the video)

Bow or Melee Version?

The melee version is mechanically easier to play, but also far more squishy compared to the ranged bow version.

During the MP Event i reached 1 Mio explosion crits on the dummy making the melee version better on DPS.

I personally prefer the bow version, since i enjoy ranged playstyles more. But it's a strong and cool alternative to all the excisting bow wielding Marksman Builds.

Why Melee Attack Speed over Crit Multiplier on Jelkhor's with legendary potential?

You can reach 0 mana cost for Detonating Arrow while dual wielding Jelkhor's. Therefore stacking attack speed is our best DPS/Survivability upgrade for single target and high mob density situations. The overall crit numbers are good enough.

Why do you lose mana in your video guide?

Infused Discharge is responsible for the mana drain. But don't worry. You will never run out of mana.

What's your DPS?

I showcased both versions in the video. Here is a dps showcase of the DPS Version during the MP Event:


How far did you play into Endgame?

During the MP Weekend Events i played this build into Corruption 300+.

I didn't try Tier 4 Bosses or Arena yet, but because of the small weapon range i can already tell you, that it's gonna be hard to play. I will take more time into this build once 0.9 releases.

How did the Crit Vuln nerf impact the build?

I only needed to adjust my gearing abit more towards %increased crit chance on gear+passives. We still achieve an effective crit chance of 80%+ in endgame even with the Crit Vuln nerf.

Luckily we get +8% base crit chance ontop of the basic 5% of Detonating Arrow from dual wielding Jelkhor's which makes critting alot easier in endgame.



  • Updated new Passive Tree Progression for all 3 Build Variants
  • Build guide was published


Continue on Forum