Before PoE1 3.29 arrives, Hollow Palm Slayer is giving Sunder a fresh lease of life. The build's paper figures look impressive: about 8.7 million damage per second, 90,000 effective health, 68% attack block, 65% spell block, 14,000 evasion, and 15,000 armour without flasks. Those numbers do not tell the whole story, though. The real appeal is how the build combines steady leech, avoidance, armour, and a wave attack that can clear from a safer position while still making good use of POE currency during the transition.
There is a little less defensive headroom than the first test suggested. An extra guard skill had been left active, so the corrected figures are closer to 90,000 effective health and an 8,800 maximum physical hit. Boss damage also looks more like 7.8 million once temporary mapping effects and ideal flask uptime are removed. That is still plenty for serious content, but it is not a licence to stand in every slam. You will notice the difference most when several physical hits land together.
Sunder's Practical Damage Compared
| Situation | Estimated damage | What changes |
|---|---|---|
| Mapping | 8.7 million | Kill effects and flasks help |
| Bossing | 7.8 million | Fewer targets and less uptime |
The table explains why the build can feel stronger in maps than on a character sheet. Sunder's wave travels through packs, and enemies can create extra shockwaves when struck. Hollow Palm supplies the Dexterity-based physical scaling, while Slayer keeps leech running even at full life. In a crowded map, one slam can do far more work than its single-hit number suggests. Against a lone boss, that extra density disappears.
Attack speed needs some judgement. Sunder only keeps one travelling wave active, so pressing the skill again ends the previous wave. Multistrike may raise the calculator result, yet many players find it clumsy because it can interrupt the attack rhythm and make movement feel poor. Faster attacks are useful, but only up to the point where the wave still has time to matter. You want a clean hit, a quick step, then the next opening.
This is a transition build rather than a true first-hour starter. One With Nothing, strong Dexterity gear, resistance coverage, and several defensive pieces may take until day two or three. Level with a normal weapon-based slam setup, then move into Hollow Palm when the basics are ready. Stun protection deserves priority, since losing control in a dense encounter is more dangerous than a slightly lower damage roll. The concept looks strong for mapping and credible for bosses, provided you respect attack timing and do not treat the headline number as a guarantee. If an expensive jewel is still out of reach, it is sensible to buy POE currency only when that purchase supports a complete upgrade plan.