poe2-build-planner
This server is an MCP build-planning assistant for Path of Exile 2: it gathers goals, uses local game data and Path of Building calculations, and helps plan, check, optimize, compare, document, price, and export builds.
Ask intake questions (purpose, push level, buttons, budget, Hardcore) and feed answers into later tools.
Inspect game data: data status, classes/ascendancies, skills, gem details, compatible supports, passives, leveling phases, uniques, and gear/jewel stat priorities.
Plan passive trees with priority/cheapest routes, ascendancy gating, small-passive preferences, and target levels.
Check builds by character level for skill availability, attributes, Spirit, weapon requirements, passive budget, and support rules.
Evaluate builds with Path of Building numbers and verdicts; optimize support/passive/Spirit/anoint choices; compare 2–4 variants.
Suggest extras: Spirit skills, jewels, flasks/charms, anoints, helmet instills, runes, soul cores, idols, and free amulet skills.
Get official Currency Exchange prices for stackable items and generate pre-filled trade-site links for rares/uniques; it does not contact the trade site.
Create local Maxroll-style build guides; export builds to PoE2 Build Planner; list and safely move old tool-created files/guides.
Limitations: PoB calculations are Windows-only for now, results are estimates, and game data is downloaded locally on first run.
Plans Path of Exile 2 character builds: pulls the game's public data (GGG passive tree export, RePoE), checks skill/attribute/Spirit requirements, evaluates damage and survivability estimates via Path of Building's engine, prices stackables through the official Currency Exchange, and writes finished builds (passives with levels, skills and supports, gear priorities) directly into the game's Build Planner folder.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@poe2-build-planner Plan a lightning arrow Deadeye for mapping on a budget."
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
PoE2 Build Planner — Claude Tool
A free Claude Desktop Extension that helps Path of Exile 2 players turn a play fantasy into a playable build. Tell your Claude what you want to play, and it uses this tool to work out the class, ascendancy, skills and supports, leveling path, passive tree, stat and jewel priorities, and whether the build can handle T15/T16 juiced maps. It then writes the plan into the game's Build Planner.
Built for casual players on a budget, not meta-chasers.
Website: poe2-buildguide-tool.com
Status: early development. See docs/research-brief.md for the design and build order.
How it works
Runs locally on your PC as an MCP server inside the Claude desktop app.
Downloads public game data on first run: GGG's passive tree export, RePoE and Path of Building data. Nothing from the game data is shipped with this tool.
Uses Path of Building's calculation engine for damage and defence numbers (bundled; Windows only for now).
Viability verdicts are estimates, not guarantees.
Related MCP server: poe2-mcp-server
Install (players)
Download
poe2-build-planner-<version>.mcpbfrom the Releases page.Double-click it (or drag it into Claude Desktop → Settings → Extensions) and confirm the install.
Start a new chat and describe the build you want to play.
Works in the Claude desktop app on Windows and macOS. The first start downloads about 30 MB of public game data.
Try it locally (developers)
Needs Node 20+.
npm install
npm run build
npm run smoke # starts the server and calls every tool
npm run package # builds release/poe2-build-planner-<version>.mcpbThen add it to Claude Desktop's config (%APPDATA%\Claude\claude_desktop_config.json on Windows) and restart Claude Desktop:
{
"mcpServers": {
"poe2-build-planner": {
"command": "node",
"args": ["C:/path/to/PoE2-Build-Planner-Claude-Tool/dist/server.js"]
}
}
}The first start downloads about 30 MB of game data to %APPDATA%\poe2-build-finder\data.
Tools so far
Tool | What it does |
| The questions Claude asks first: what the build is for (campaign, mapping, bossing), how far to push (up to pinnacle bosses), one button or several, budget, Hardcore |
| A live dashboard in your browser showing what Claude is testing and thinking; answer its questions, keep or drop variants and send messages |
| Your real character from a Path of Building code: numbers, verdicts and a defence audit ("why am I dying") |
| The best mods for each gear slot, calculated on your character, with trade searches |
| Classes and released ascendancies |
| Skills by tags/types/weapon, with where each comes from |
| Everything about one gem: tags, skill types, description, level 1/20 text, Spirit cost, recommended supports |
| Supports that work with a skill, ranked with reasons |
| Notables/keystones/ascendancy notables that scale the build, with drawback flags |
| Path to the chosen passives in priority order, with the level to take each point; prefers small passives matching the build on equal routes, and knows ascendancy-gated passives (e.g. Oracle-only) and when their trial comes |
| League-start phases (acts, interludes, maps) with levels, checkpoints and quest rewards |
| Checks a plan at a character level: skill availability, attribute and Spirit needs, passive budget |
| Path of Building numbers (and a Path of Building code to open or share the build) (damage, kill times, hits survived, resists) and a viability verdict at a level, checked honestly against the player's goal (on track / rough / not realistic yet, with options), with setup gaps (unused Spirit, no boss skill), budget/mid/high gear, anoints, instills, runes, free-Spirit amulet skills, flasks and weapon swap (Windows) |
| Tries support swaps, notables, Spirit skills and anoints in Path of Building and keeps what adds damage without losing survivability |
| Two to four variants calculated the same way, side by side, with which is best for clearing, bossing and survival |
| Spirit skills that fit and cost (and which a Lament/Portent/Absent Amulet grants free), jewels, flasks and charms (unique ones too), amulet anoints and helmet instills (Raven-Touched Shard), runes, soul cores and idols per slot, with costs |
| Live prices from the official Currency Exchange for currency, runes, soul cores, Liquid Emotions, omens and other stackables |
| Pre-filled trade site searches for rares (slot + mods + level) and uniques, opened in the player's own browser |
| Offensive mods to look for per gear slot and on jewels, plus a defence baseline |
| Uniques that fit the build, with current mods, level and where they drop (no prices — see below) |
| Writes a Maxroll-style guide page (phases, checks, quest rewards, highlighted passive tree, a Build Planner file per phase) and opens it |
| List Build Planner files and guides, and move superseded ones out of the way (never deleted) |
| Writes the build into the game's Build Planner (passives with levels, skills and supports, gear hints) |
| Cached game data info |
Path of Building calculations run inside the extension on Windows (see docs/engine.md); they use assumed gear (budget, mid or high, matched to the player's budget in the end game, with resistances capped as players do in maps) and heuristic verdict bands, so treat them as estimates.
Prices: stackable items (currency, runes, soul cores, Liquid Emotions, omens…) come from GGG's public Currency Exchange data. Uniques and rares aren't priced; trade_links gives trade site searches the player opens themselves (the tool never calls the trade site). For unique and rare prices, the player checks the link — or, if their Claude chat has a browser connection such as Claude in Chrome, Claude offers to look up a few prices in their own browser (only when they say yes). The tool itself has no price backend.
Not calculated yet: timeless jewels (Path of Building for PoE2 has no seed data for them) and Headhunter's stolen monster mods.
examples/Example - Fireball Infernalist.build is a sample export. Copy it into Documents/My Games/Path of Exile 2/BuildPlanner to check that the game loads it.
Credits
Grinding Gear Games — PoE2 passive tree export
RePoE — game data exports
Path of Building Community (PoE2) — calculation engine and data (MIT)
License
Bundled third-party software: see THIRD_PARTY_NOTICES.md.
MIT — see LICENSE. Game data is downloaded at runtime and belongs to Grinding Gear Games.
Donations
This tool is and will stay free. Donations support development and keeping it up to date with patches. Everyone gets the same tool.
This product isn't affiliated with or endorsed by Grinding Gear Games in any way.
Available Tools
28 toolsbuild_intakeQuestions to ask before planning a buildARead-only
The questions to ask the player before planning anything, in one short message: their fantasy, league start or existing character, what the build is for (campaign, fast mapping, bossing, balanced), how far they realistically want to push (campaign … pinnacle bosses), how many buttons they want to press, budget, softcore/hardcore, and dislikes. Skip anything they already said. Pass the answers as goals to evaluate_build, compare_builds and optimize_build.
Inputs: no named parameters.
character_upgradesBest upgrades for an imported characterARead-only
For an imported character (characterId from import_character): what each gear slot's mods are worth now (compared with a plain item of the same base), and which mods would help most on each slot — every mod is calculated on this character in Path of Building (a good roll at its level), counting damage, effective HP and the weakest max hit. Missing resistances (and chaos resistance when chaos is the weak spot) are always tested. Returns topUpgrades across slots and a trade search per slot with the best mods. Terms, defence and objective default from the character's main skill and gear, or from goals. Takes 5-20 seconds.
Inputs: characterId (required), avoid, goals, slots, +5 more.
check_buildCheck a build at a character levelARead-only
Rule-based checks for a planned build at a given character level: which skills are usable yet (and from what level), gem attribute requirements vs Strength/Dexterity/Intelligence from the class, passives and gear (and how to spend "+5 to any Attribute" passives), weapon attribute requirements (give weapons; Giant's Blood tripling is applied), Spirit for persistent skills vs Spirit from quests, passives and gear, the passive point budget, and skill/support rules (the same rules export_build enforces). Missing connecting passives are filled in and counted. Run it for each leveling phase (e.g. levels 12, 28, 45, 65, 90). For damage and survival numbers use evaluate_build.
Inputs: class (required), skills (required), passives (required), characterLevel (required), +5 more.
compare_buildsCompare build options side by sideARead-only
Calculate 2–4 variants of a build the same way and compare them: e.g. two-handed vs one-handed + shield Titan, two ascendancies for the same theme, or a build with and without a key unique. Each variant is a full build (same fields as evaluate_build) with a label; usually they share most fields and differ in weapons, items, passives, skills or ascendancy. Returns damage, kill times, survival, life/ES, resistances, attribute shortfalls and verdicts per variant, the change against the first variant, and which is best for clearing, bossing and survival. Windows only for now.
Inputs: variants (required).
compatible_supportsCompatible supportsARead-only
Support gems that can support a skill, ranked: the game's own recommendations first, then tag matches. Each result explains why. Lineage supports are rare drops (expensive for a budget build).
Inputs: gemId (required), limit, prefer, includeLineage.
create_build_guideCreate a build guide pageA
Write a full build guide as a local web page and open it in the player's browser (like a Maxroll or Mobalytics guide): overview, strengths and weaknesses, a tab per phase (skills and supports, key passives with levels, ascendancy, gear to look for, quest rewards, a checklist before moving on, when to switch setups), automatic checks per phase, a zoomable passive tree highlighting each phase, and a downloadable Build Planner file per phase. When the Path of Building engine is available, each phase also gets real numbers and a verdict band at its last level. Use after planning; ask the player first. passivePlan is the plan_passive_tree output (id + takeAtLevel); phases split it by level. Give a phase its own passives only when it respecs. Gear slots use stat_priorities names (Ring, Wand, Focus…).
Inputs: name (required), class (required), phases (required), summary (required), +15 more.
dashboard_feedbackRead the player's dashboard inputARead-only
What the player did on the dashboard since you last checked: answers to your questions, tests or plans they marked keep or drop, comments, and messages. Act on them: follow their answers, drop what they rejected, and acknowledge their messages in the chat. Returns an empty list when there's nothing new.
Inputs: no named parameters.
dashboard_postPost to the dashboardA
Show the player what you're thinking on the live dashboard: a thought (what you noticed and why it matters), a plan (what you'll test next), a question (with answer options as buttons — use it for real choices, e.g. which of two directions to explore), a decision (what you settled on and why), or a status update. Keep each post short and plain. Test results appear on their own; don't repeat their numbers, interpret them.
Inputs: kind (required), title (required), text, options.
data_statusGame data statusBRead-only
Where the game data is cached, when each file was last checked, and whether it loaded.
Inputs: no named parameters.
evaluate_buildCalculate a build with Path of BuildingARead-only
Real numbers from Path of Building's calculation engine for a planned build at a character level: damage against normal monsters and against a boss, seconds to kill a normal/rare monster and a boss, hits you survive from monsters and bosses, life, energy shield, resistances (with the campaign's resistance penalty and only the quest rewards earned by that level), Spirit and attributes, plus a verdict band (Comfortable / Workable / Borderline / Not yet) with the weak point and what to fix first. Level 65+ is judged for early maps, T15 and juiced T16 (and pinnacle bosses when that's the goal). With goals (from build_intake) the targets follow the player's purpose and Hardcore, end-game gear follows their budget, and goalCheck says honestly whether the build is on track, rough or not realistic yet for what they want, with options to offer. setupGaps lists what the setup is missing (unused Spirit, no boss skill, no curse/mark/warcry/banner). At level 65+ the assumed rares get resistance mods added to cap resistances, as players do in maps. Damage is broken down into hits, ignite, poison, bleed and minions. By default it assumes budget rare gear for that level (a few mid-roll mods per slot, based on terms and defence), including a budget jewel in each allocated jewel socket; pass items to use specific uniques (by name) or pasted item text in their slots (jewels too), or gear: "none" for no gear. Missing connecting passives are filled in (and listed), and "+5 to any Attribute" passives are spent where the gems and weapon need them. gearTier sets how good the assumed rares are (budget, mid or high). Extras: an amulet anoint and a helmet instill (helmetInstill, via a Raven-Touched Shard), runes, soul cores and idols (socketables), a skill from a Lament/Portent/Absent Amulet with no Spirit cost (amuletSkill), unique flasks and charms (flasks, with flasksActive), and a weaponSwap set with its own weapons, passives and skills. Timeless jewels (Heroic Tragedy, Undying Hate) aren't calculated by Path of Building for PoE2 yet. To compare options side by side, use compare_builds. Numbers are estimates: assumed gear and heuristic bands, not guarantees. Windows only for now.
Inputs: class (required), level (required), skills (required), passives (required), +20 more.
export_buildExport to the in-game Build PlannerA
Write the finished build as a .build file into Path of Exile 2's BuildPlanner folder, where the game picks it up (passives with the level to take them, skills and supports with level ranges, and gear stat priorities per slot). Ask the player before writing. If the game folder isn't found, the file contents are returned to save manually. Gear slots: Main Hand, Off Hand, Weapon Swap Main Hand, Weapon Swap Off Hand, Helmet, Body Armour, Gloves, Boots, Amulet, Left Ring, Right Ring, Belt.
Inputs: name (required), class (required), skills (required), passives (required), +7 more.
find_passivesFind scaling passivesARead-only
Notables, keystones and ascendancy notables whose text matches what the build scales. Give the class (and ascendancy) to get distances from the class start and that ascendancy's nodes. Terms are words from passive text, e.g. fire, spell, cast speed, critical, ignite, minion, projectile, area of effect, energy shield, life. Set listAscendancy to get every node of the ascendancy (no terms needed), to see all 8-point options. Small passives too: kinds ["small"] with near (a node) and within (points) lists the small passives around a node, with keys to use as plan_passive_tree targets (terms optional then). Passives that need an ascendancy node first (e.g. Oracle-only ones need The Unseen Path) show it in requires.
Inputs: near, class, kinds, limit, +5 more.
find_uniquesFind unique itemsARead-only
Unique items whose mods match what the build scales, with their full current mods, level requirement and where they drop. No prices here: treat boss-only drops (bossDrop: true) as likely expensive and prefer common uniques for budget builds. For a price, use trade_links (and, if this chat has a browser tool, offer to check a few prices with the player's OK). Slots: Helmet, Body Armour, Gloves, Boots, Amulet, Ring, Belt, Shield, Focus, Quiver, Wand, Staff, Sceptre, Bow, Crossbow, One Hand Mace, Two Hand Mace, Spear, Quarterstaff, Talisman, Jewel, Flask, Charm.
Inputs: terms (required), avoid, limit, slots, +1 more.
gem_detailsGem detailsARead-only
Everything about one skill, spirit or support gem: tags, skill types (what supports and passives key off), description, what it does at gem levels 1 and 20, Spirit cost, attribute weighting, weapon requirements, earliest character level, support family, and the supports the game recommends for it. Pass the exact name or gemId.
Inputs: gem (required).
import_characterImport a character from a Path of Building codeARead-only
Load the player's real character from a Path of Building (PoE2) code: in Path of Building, Import/Export Build → Generate, then copy the code (or import their character into PoB first, then generate). Returns what the character is (class, level, skills, key passives, every item with its mods), its numbers on the same basis as evaluate_build (damage, kill times, effective HP, biggest hit of each damage type, resistances, verdicts and, with goals, an honest goalCheck), and a defenceAudit of where it's fragile (uncapped or negative resistances, the damage type most likely to kill it, one-shot risk, unused Spirit). It's saved under a characterId for character_upgrades. Use it for "why am I dying", "what should I upgrade" or to plan from their real gear. Windows only for now.
Inputs: pobCode (required), goals, label.
item_pricesPrices of currency and stackable itemsARead-only
Current prices from the official Currency Exchange (the last full hour) for stackable items: currency orbs, runes, soul cores, idols, Liquid Emotions, omens, catalysts, essences, the Raven-Touched Shard and so on. Prices are in Exalted Orbs (and Divine Orbs for expensive items), estimated from what actually traded. Uniques and rares aren't on the exchange: use trade_links.
Inputs: names (required), league.
leveling_phasesLeveling phasesARead-only
Campaign and end-game phases for a league-start character (Act 1 … Interludes, early maps, end-game), with approximate level ranges, a checkpoint level to run check_build at, passive points and quest Spirit by then, the highest gem level usable, and the quest rewards in each phase (resistances, Spirit, life, and choices). Level ranges come from quest area levels.
Inputs: no named parameters.
list_buildsList Build Planner files and guidesARead-only
The .build files in Path of Exile 2's BuildPlanner folder (newest first, and whether this tool made each one) and the guide folders this tool created. Use before remove_builds, or to find the file names of earlier exports.
Inputs: no named parameters.
list_charactersList imported charactersARead-only
Characters imported earlier (characterId, label, when), newest first.
Inputs: no named parameters.
list_classesList classesBRead-only
Playable classes with their released ascendancies and starting attributes.
Inputs: no named parameters.
open_dashboardOpen the live build dashboardA
Open a live dashboard in the player's browser (served from their own PC) that shows what you're testing and thinking as it happens: every evaluate_build, compare_builds, optimize_build, import and upgrade check appears automatically with its numbers and a "best so far" board, and your dashboard_post notes (thoughts, plans, questions) appear beside them. The player can answer questions with buttons, mark tests keep/drop, comment and send messages; you see those via dashboard_feedback (every tool result says when something is waiting). Open it at the start of a build or character session, and tell the player it's there. Calling it again reopens the same dashboard.
Inputs: open, title.
optimize_buildFind more damage without losing survivabilityARead-only
Tries likely changes to a build in Path of Building, one at a time, and keeps what measurably helps: support swaps on the main skill (or adding one to a free socket), notables that scale the build or its defences, Spirit skills, and an amulet anoint. damage lists changes that raise the objective (boss DPS, clear DPS or both) without giving up survivability (effective HP and max hit within 2%, resistances still capped); survival lists cheap survivability gains; spiritSkills shows what each Spirit skill measured; combined is the best compatible picks calculated together. Passive changes show their point cost and whether they fit the free points. Takes 10-40 seconds. A best-effort search, not a guaranteed best build; numbers are estimates. Use it after the first evaluate_build, and again after applying changes. Windows only for now.
Inputs: class (required), level (required), skills (required), passives (required), +22 more.
plan_passive_treePlan passive treeARead-only
Connect the class start to the chosen passives and say the character level each point can be taken at. By default targets are reached in the order given (priority order); order: "cheapest" takes the nearest first instead. Among equally short routes it prefers small passives matching terms and avoids avoid (e.g. terms ["spell", "fire"] picks Spell Damage smalls over Life Regeneration ones); to force a route, list small passives as targets too (find_passives with kinds ["small"] and near gives their keys). Notables passed on the way to another target are flagged (onTheWay). Passives gated behind an ascendancy node (e.g. Oracle-only passives need The Unseen Path) are only used when that node is in ascendancyPassives, and are flagged with the trial that unlocks them. Also paths the ascendancy nodes (8 points, 2 per trial). Pass passives by key, id or exact name.
Inputs: class (required), passives (required), avoid, order, +4 more.
remove_buildsRemove old Build Planner files and guidesADestructive
Move superseded .build files (only ones this tool made) and guide folders out of the way, into Documents/PoE2 Build Planner/removed/. Nothing is deleted, so the player can move them back. Ask the player first and name exactly what will be moved. File and folder names come from list_builds.
Inputs: builds, guides.
search_skillsSearch skillsARead-only
Find active and spirit skill gems by gem tags, skill types, name words or description text. require terms must all match tags/types/name; text words must all appear in the skill's description (e.g. ["poison"], ["slam"]); prefer terms rank results. Useful terms: fire, cold, lightning, chaos, physical, spell, attack, projectile, area, melee, slam, strike, minion, bow, crossbow, mace, spear, quarterstaff, totem, curse, aura, herald, channelling, duration, persistent, buff. Each result has the gemId, tags, skill types, description, weapon requirements, earliest level and where it comes from (uncut-gem or item). Use gem_details for one gem's full details and compatible_supports for its supports.
Inputs: text, limit, prefer, weapon, +3 more.
stat_prioritiesGear and jewel stat prioritiesARead-only
For each gear slot (and jewels), the random modifiers that match what the build scales, best first, plus a defence baseline for the build's defence style. Terms are words from mod text (e.g. fire, spell, cast speed, critical, minion, projectile, area of effect, attack speed). Use avoid to rule out mods, e.g. ["attack"] for a caster. Give itemLevel for leveling advice: each mod then shows the best tier that can roll at that level, plus the end-game tier. Slots: Helmet, Body Armour, Gloves, Boots, Amulet, Ring, Belt, Shield, Focus, Quiver, Wand, Staff, Sceptre, Bow, Crossbow, One Hand Mace, Two Hand Mace, Spear, Quarterstaff, Talisman, Jewel, Flask, Charm.
Inputs: terms (required), avoid, slots, defence, +2 more.
suggest_extrasSuggest Spirit skills, jewels, flasks, anoints, runes and moreARead-only
Suggestions beyond the main skill at a character level: persistent skills (auras, heralds, buffs) that fit the build and what they cost against the Spirit available by then (quests plus any gear Spirit you give), with a pick that fits — and which ones a Lament, Portent or Absent Amulet grants with no Spirit cost (freeWithAmulet, and the amuletSkills section); the best jewel type and its mods, plus fitting unique jewels; the best life and mana flask for the level, useful flask mods, charms, and fitting unique flasks and charms; amulet anoints (notables and their Liquid Emotions recipe, with cost) and the helmet instill (a Raven-Touched Shard in the helmet allows a second notable); and runes, soul cores and idols per gear slot. Costs are in Exalted Orbs from the official Currency Exchange (last full hour) when it can be reached. Try any of these in evaluate_build (anoint, helmetInstill, socketables, amuletSkill, flasks).
Inputs: level (required), terms (required), only, avoid, +7 more.
trade_linksTrade site search linksARead-only
Links to pre-filled searches on the official trade site that the player opens in their own browser (this tool never contacts the trade site). Rare items: give the slot or item class and the mods to look for (e.g. the assumed gear from evaluate_build or stat_priorities picks); each mod is searched at 80% of its value or better (strictness), cheapest first. Uniques: give names (e.g. Mageblood, Headhunter). Mods the trade site's stat list doesn't recognise are listed in leftOut. Share the links with the player; prices change constantly.
Inputs: rares, league, uniques.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
TDQS
Scored across 28 tools
Most tools have clearly distinct roles, and the descriptions explicitly cross-reference each other to guide selection. There are still some overlapping advice paths: optimize_build and suggest_extras both cover Spirit skills and anoints, while suggest_extras, stat_priorities, find_uniques, and trade_links all touch gear selection from different angles.
All names use readable snake_case, but the naming pattern is mixed: verb_noun tools like evaluate_build and list_builds coexist with noun_noun tools like item_prices, gem_details, and character_upgrades, plus dashboard_post as noun_verb. The convention is understandable but not predictable.
At 28 tools, the server is above the heavy 25-tool threshold. The domain is broad and most tools are specialized, but the surface is large enough to burden tool selection and some data/utility lookups could be consolidated.
The toolset covers the full lifecycle: intake, cached data and prices, class/gem/passive discovery, build evaluation/optimization/comparison, character import and upgrades, dashboard interaction, trade links, export/removal, and guide creation. There are no obvious dead ends for the stated build-planning purpose.
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