Tornado Hurricane Druid Guide

Tornado Hurricane

Introduction

The Tornado Hurricane Druid (Wind Druid) is one of the most versatile Magic Finding builds in Diablo 2.  The build centers around maximizing the Elemental Skill tree, with Physical and Cold being the two main sources of damage. Players rarely encounter an enemy they can't deal with. This build can easily be tailored for Hardcore with max Chance to Block, or highly efficient magic finding. 

This build uses Tornado, and Hurricane, in combination with summoned support. Tornado is your main source of Physical Damage, while Hurricane provides Area of Effect (AOE) Cold Damage. Advanced playstyles require mastering the "Telestomp" technique. Once you acquire Enigma Mage Plate the build drastically increases its efficiency and DPS. With your trusty Summons and massive elemental absorption the Wind Druid is a devastating force! 

Most common Variant
Tornado
Hurricane
Teleport
Oak Sage

This build guide assumes you have a Character at Level 75 before transitioning to it. It follows the progression of our Druid Leveling Guide and our General Leveling Strategies to reach Level 75.

Very Tanky ✔
Strong Summons ✔

Versatile Gear Choices ✔
Can Farm Diverse Locations ✔
Two Sources of Damage, Cold/Physical ✔

Reliant On Enigma
Slower Clear Speed
❌ Tornado Is Difficult To Aim
Best In Slot Items Are Very Rare
Slow Faster Cast Rate Breakpoints



Skills

The Tornado Hurricane Druid has a straight-forward Skill Point allocation.

Put 1 Skill Point into each of the following Skills
1. Raven
2. Summon Spirit Wolf
3. Oak Sage
4. Summon Dire Wolf
5. Arctic Blast
6. Summon Grizzly

Max out the following Skills in this order:
1. Tornado
2. Hurricane
3. Cyclone Armor
4. Twister
5. Oak Sage

Allocate remaining Skill Points into Summon Grizzly.

Damage

Tornado* is your main damage dealing Skill. Tornados move in semi-random winding paths in the direction you cast them. While Tornados are a big source of Physical Damage, they can be very difficult to aim. Continues casting of Tornado without moving the cursor always results in the same pattern, making it trial and error to hit your foes.

Hurricane* is a Wind Druid's second source of damage.  Hurricane is a passive Cold Damage per second Skill that centers on you as you move.  The Cold Damage adds a slowing effect to monsters, which provides some extra safety via Crowd Control.

* Faster Cast Rate Skills (FCR)

Utility

Cyclone Armor* adds a shield which absorbs Lightning, Fire and Cold Damage while also being a damage synergy for Tornado and Hurricane. With enough plus Skill gear and Synergies, Cyclone Armor can make the Wind Druid virtually immune to any elemental damage in the game (excluding Poison Damage). Recasting Cyclone Armor maximizes survivability. 

Oak Sage* provides an additional 5% Life per Skill Point investment, providing a massive Life pool for your Druid, Mercenary, summons, and other party members. Oak Sage typically needs to be resummoned often, as it' dies very frequently.

Summon Grizzly*: With enough plus Skill gear the Grizzly becomes an excellent meat shield for your Druid.  The bear doesn't do much damage, but that's not it's purpose. With buffs from Call to Arms Crystal Sword, and Oak Sage, it becomes nearly impossible to kill, and distracts enemy monsters away from you.


Teleport* is granted from the Runeword Enigma Mage Plate. It lets you cover large distances, jump gaps and walls within an area, and allow you to aim the Skill Tornado more effectively by using the "Telestomp" technique.

* Faster Cast Rate Skills (FCR)


Attributes

Strength
In this build, we allocate enough Stat Points to Strength to equip all of our gear. Be mindful of how much Strength your gear needs and how much it will provide when equipped.

Vitality
After you put your points into Strength and Dexterity, make sure to check if it is recommended to put Stat Points into Energy. Meet the suggested amount of Energy and put any remaining Stat Points into Vitality.

Dexterity
In this build, we allocate enough Dexterity to equip all of our gear. Be mindful of how much Dexterity your gear needs and how much it will provide when equipped.


Energy
In this build, we don't put any Stat Points into Energy. This build gets enough Mana from gear, buffs, Charms, and Mana Potions.


Miscellaneous

Gear Options

While every Stat in the Desirable Stats column is useful for this Build, we highlighted the Priority Stats in Teal so you can review the recommended Items and more easily identify the Most Important Stats on them.

Hover over any Item in the Item Options to see a pop-out with the full Item description.

SlotItem OptionsDesirable Stats
WeaponsWizardspike
Suicide Branch
Spirit
Heart of the Oak
+x to All Skills
+x% Faster Cast Rate

+x% Faster Hit Recovery
All Resistances +x
Off-HandSpirit Monarch
Stormshield
Splendor
+x to All Skills
+x% Faster Cast Rate

+x to All Attributes
+x% Faster Hit Recovery
+x% Faster Block Rate
x% Better Chance of Getting Magic Items
Weapon-SwapCall to Arms Crystal Sword+x to All Skills
+x to battlecommand
+x to battleorders

+x to battlecry
Off-Hand-SwapSpirit Monarch+x to All Skills
Body ArmorsStealth
Rain
Skin of the Vipermagi
Enigma Mage Plate
+x to All Skills
+x to Teleport
+x% Faster Cast Rate
All Resistances +x
HelmetsJalal's Mane
Harlequin Crest
Loath Visor Diadem
Carrion Horn Hunter's Guise
+x to All Skills
+x to Elemental Skills
+x to Tornado

+x% Faster Cast Rate
+x% Faster Hit Recovery
+x to Life
All Resistances +x
GlovesChance Guards
Magefist
Bloodfist
Trang-Oul's Claws
+x% Faster Cast Rate
Regenerate Mana x%
X Resist +x%
x% Better Chance of Getting Magic Items
BeltsArachnid Mesh
Light Belt
+x to All Skills
+x% Faster Cast Rate

+x to Life
+x to Mana
Regenerate Mana x%
BootsWar Traveler
Waterwalk
Hotspur
Sandstorm Trek
Viper Spur Light Plated Boots
+x% Faster Run Walk
+x% Faster Hit Recovery
X Resist +x%
x% Better Chance of Getting Magic Items
AmuletsDread Heart Amulet
Mara's Kaleidoscope
+x to All Skills
+x Elemental Skills

+x% Faster Cast Rate
+x to Life
+x to Mana
All Resistances +x
x% Better Chance of Getting Magic Items
RingsBul-Kathos' Wedding Band
The Stone of Jordan
Rune Gyre Ring
+x to All Skills
+x% Faster Cast Rate

+x to Life
+x to Mana
All Resistances +x
X Resist +x%
x% Better Chance of Getting Magic Items
CharmsGrand Charm
Large Charm
Small Charm
+ to Skills Elemental Skills (Druid) Grand Charm
+x% Faster Run/Walk
+x% Faster Hit Recovery
+x to Life
X Resist +x%
+x to All Attribute
Unique CharmsAnnihilus
Hellfiretorch (Druid)
+x to All Attributes
All Resistances +x

Farming Spots

(Pick the area suited for your build, erase the others, then delete this text)
The areas below are well suited for this build to farm efficiently. While this build can also farm other areas, we’ve selected these specific areas to make the most use of the build’s strengths. Please take special note of the danger level, clear speed, item types, and Immunities that define these areas.

Anything that has a in the "Starter" column can be farmed with the Starter Variant.
While there are other Farming Spots in the game, some Builds struggle to efficiently farm those Areas. This may be because the Monsters in the Area are Immune to your primary Damage type, or the Build lacks mobility to quickly progress to its objectives.

Act 1:

AreaStarterDangerRewardsImmunities
MausoleumLowAll item types
Max Area Level
Leveling
Lightning
The Countess
(Forgotten Tower Level 5)
MediumRunes
Key of Terror
Fire, Cold
The PitMediumAll item types
Max Area Level
Leveling
Fire, Lightning, Cold
Andariel
(Catacombs Level 4)
LowUniques
Sets
Jewelry

Act 2:

AreaStarterDangerRewardsImmunities
Ancient TunnelsMediumAll item types
Max Area Level
Leveling
Magic, Fire, Lightning, Cold
Maggot Lair-MediumAll item types
Max Area Level
Physical, Lightning, Poison
Summoner
(Arcane Sanctuary)
-LowKey of Hate

Act 3:

AreaStarterDangerRewardsImmunities
Travincal-HighGearing
Runes
Charms / Gems / Jewels
Gold
Fire, Lightning, Cold
Mephisto
(Durance of Hate Level 3)
MediumUniques
Sets

Act 4:

AreaStarterDangerRewardsImmunities
River of Flame-HighAll item types
Max Area Level
Leveling
Fire, Lightning, Cold, Poison
Chaos Sanctuary-HighAll item types
Max Area Level
Leveling
Fire, Lightning, Cold
Diablo
(Chaos Sanctuary)
-MediumUniques
Sets
Leveling (Level 97-99)

Act 5:

AreaStarterDangerRewardsImmunities
Eldritch the Rectifier
(Frigid Highland)
LowGearing
Gold
Leveling
Cold
Shenk the Overseer
(Bloody Foothills)
MediumGearing
Gold
Leveling
Cold
Thresh Socket
(Arreat Plateau)
-LowGearing
Gold
Cold
Nihlathak
(Halls of Vaught)
-HighKey of Destruction
Leveling
(Level 97-99)
Fire, Lightning, Cold or none
(Depends on his Affixes)
Worldstone Keep / Throne of Destruction-HighAll item types
Max Area Level
Leveling
Physical, Magic, Fire, Lightning, Cold, Poison
(Depends on monster spawns)
Baal / Waves
(Worldstone Chamber /
Throne of Destruction)
-HighUniques
Sets
Max Area Level
Leveling
(Baal for Level 97-99)
Magic, Fire, Cold, Poison
(on Waves)

Mercenary

Your Mercenary is crucial to the overall success of your build. They can serve as a front line tank, bringing a pivotal Aura to your arsenal, or employing Physical Damage to kill monsters with an Immunity to your skill set.

Act 2 Desert Mercenary
The Act 2 Desert Mercenary can be hired from Greiz.
He can be equipped with a Spears or a Polearm, a Body Armor and a Helmet. 
Every Act 2 Mercenary has access to an Aura and uses Jab as his base Attack. The Aura activates once the Mercenary has engaged in combat and will remain active between traveling to and from town. The Auras available are based on what difficulty you hire the Mercenary from.

Might Reaper's Toll

Reaper’s Toll, Might
We recommend the Might Aura version, as it provides the Mercenary with a massive boost to his Physical Damage attacks.
The Reaper’s Toll has a 33% Chance to cast Decrepify on striking, which will slow your enemies down as well as increase any Physical Damage dealt to them. Decrepify can also break the Physical Immunity of some monsters.

Gear Progression

Early-GameMid-GameEnd-Game
Insight
(Any Polearm)
Insight
(Elite Polearm)
The Reaper’s Toll (Ethereal)
Smoke
(Any Body Armor)
Treachery
(Any Body Armor)
Fortitude
(Body Armor, 700++ Base Defense)
Any Helmet
with Resistance / Life
Tal Rasha's Horadric CrestAndariel’s Visage

The Mercenary is hard to keep alive until you have the minimum gear recommended in this guide. To help survive various scenarios, remember you can drag Healing Potions onto the portrait, or shift + 1/2/3/4 to directly feed them a Healing Potion from your belt. The Mercenary also gains bonus Resistances from Thawing Potions and Antidote Potions.

If your Mercenary dies in battle, you can revive them from any of the Mercenary NPCs in each Act. This does come with an increasing cost, capping at 50,000 Gold. So keep that in mind and decide if the Mercenary is currently worth the cost.

Playstyle

General
Periodically cast Hurricane when the spell duration runs out. Hurricane serves as your passive source of Cold Damage.

Cast your powerful Summons and passive buffs when they either run out or die. These Skills include Summon Grizzly, Oak Sage, and Cyclone Armor.

Be aware of Mana Burn enemy types when you Telestomp. These enemies will immediately reduce your overall Mana pool if they hit you. Use your Tornado from a distance to avoid losing your Mana.

Immunities
Your Mercenary equipped with The Reaper's Toll is your only way to deal with monsters that are Immune to Physical AND Immune to Cold. Without it, you have to skip them.


Late Game
Execute the Telestomp technique to land directly on top of monsters to more accurately aim your Tornado. Tornado is your primary source of Physical Damage. This technique refers to the action of teleporting directly on top of a monster before attacking.  This play style is used to maximize the efficiency of aiming Tornado.  The Wind Druid requires the Runeword Enigma Mage Plate to teleport.

Don't forget to add an extra Skill level to your Oak Sage and Summon Grizzly with the Call to Arms Crystal Sword trick. First buff your Druid with Battle Command to gain +1 to all Skills, then summon Oak Sage and Summon Grizzly, and then buff your summons with Battle Orders and a second Battle Command. This combination will add two additional Skill Points to your summons.

Breakpoints

For more information on the mechanics involved, check out our in-depth post on Breakpoints.

All builds rely on specific Breakpoints for effectiveness throughout the game. Meeting Breakpoints for Cast Rate, Hit Recovery, and Block Rate increases the rate of casting spells, recovering from big Damage, and block by 1 Frame per Breakpoint.

Faster Cast Rate (FCR)
Faster Cast Rate controls how fast our Character casts Spells. In this build, we aim for either 99% or 163% Faster Cast Rate, which is achieved with the suggested gear. Faster Cast Rate only controls the animation speed of the Character, and not any internal or global Cooldowns your spells have.

Cast Rate Breakpoints

Increased Attack Speed (IAS)
We do not target a specific Attack Speed Breakpoint. We do not rely on attacks to deal Damage.

Faster Hit Recovery (FHR)
Faster Hit Recovery controls how fast our Character finishes the Hit Recovery animation. In this build we aim for 63% or 99% Faster Hit Recovery, which is achieved with the suggested gear and Charms.

Hit Recovery Breakpoints

Faster Block Rate (FBR)
We do not target a specific Block Rate Breakpoint. We do not rely on Chance to Block in this build.

Faster Run Walk (FRW)
There are no Breakpoints for Faster Run / Walk. With the recommended gear, you reach 75% Faster Run / Walk. Please refer to Run / Walk Mechanics for more details.

Hardcore

For all Hardcore gameplay, your primary concern is increasing your Resistances, Damage Reduction, Chance to Block and Life pool. This can mean sacrificing overall power level for a more secure playstyle.

This build is Hardcore viable. If you are unaccustomed to this playstyle, we recommend trying this build on Softcore to gain experience on how to successfully pilot it.


Stat Point changes:

  • The only thing that changes for Attributes is the addition of Dexterity. Invest enough Stat Points into Dexterity until you have reached maximum Chance to Block (75%). This value will change based on equipment stats and the Chance to Block percent on your Shield.

Item changes:

  • The number one priority is your Shield for a max Chance to Block build. There are many budget, mid-tier, and end game choices, but all options have some form of % Increased Chance of Blocking.
    • Budget Example: Rhyme
    • Mid-Tier Example: Gerke's Sanctuary
    • End Game Example: Stormshield
  • Stacking % Damage Reduction is also important when building a Hardcore Wind Druid.
    • Examples for this Stat: Harlequin Crest, Crown of Ages

Build Variants

Starter

Setup
Like any budget Character in Diablo 2, your goal is to reach the most feasible FCR and FHR Breakpoints while building up as much Resistance as possible. The biggest draw back to the budget Wind Druid is the lack of the rune word Enigma Mage Plate.

You won't be able to execute the "Telestomp" technique, which means you struggle more when you are aiming Tornado. Some key stand out budget items for a Wind Druid include Spirit Monarch, Jalal's Mane, and Wizardspike.

Mercenary
Your Mercenary is an additional source of Physical Damage and a Meditation source. The talrasha'shoradriccrest and treachery provides great survivability and a decent increase to Mercenary DPS.

The Tornado Hurricane Druid has a straight-forward Skill Point allocation.

Put 1 Skill Point into each of the following Skills
1. Raven
2. Summon Spirit Wolf
3. Oak Sage
4. Summon Dire Wolf
5. Arctic Blast
6. Summon Grizzly

Max out the following Skills in this order:
1. Tornado
2. Hurricane
3. Cyclone Armor
4. Twister

Attributes
Invest enough Stat Points into Strength/Dexterity to equip your gear, and invest the remainder into Vitality.

Standard

Setup
Your goal is to reach the 99 FCR Breakpoint and maximize your damage with as many +x to All Skills from your gear as you can.

At this point you should have the Runeword Enigma Mage Plate which allows you to execute the "Telestomp" technique. The Skill Teleport makes aiming your Tornado much easier.

Some other key stand out items include Heart of the Oak Flail, Arachnid Mesh, and The Stone of Jordan.

Mercenary
Your Mercenary is an additional source of Physical Damage and a Decrepify source. [/d2planner-item]The Reaper's Toll[/d2planner-item], and treachery with 2 Ruby Jewel of Fervor in Guillaume's Face, and The Reaper’s Toll allows your Mercenary to reach the 75% Increased Attack Speed Breakpoint.

Skills
The Tornado Hurricane Druid has a straight-forward Skill Point allocation.

Put 1 Skill Point into each of the following Skills
1. Raven
2. Summon Spirit Wolf
3. Oak Sage
4. Summon Dire Wolf
5. Arctic Blast
6. Summon Grizzly

Max out the following Skills in this order:
1. Tornado
2. Hurricane
3. Cyclone Armor
4. Twister
5. Oak Sage

Allocate remaining Skill Points into Summon Grizzly.

Attributes
Invest enough points into Strength/Dexterity to equip your gear, and invest the remainder into Vitality.

Mobility

Setup
Your goal is to reach the 163 FCR Breakpoint and maximize your damage with as many plus Skills from your gear. Faster Cast Rate gear is mandatory for almost every gear piece. Circlets, Amulets, Rings, Weapons, Gloves and Shields need to have high FCR rolls to make this build possible. At this point you should have the Runeword Enigma Mage Plate which allows you to execute the Telestomp technique. The Skill Teleport make aiming your Tornado much easier. Wizardspike and
Suicide Branch are two excellent Weapon choices because the 50% FCR goes a long way to reaching the 163 FCR Breakpoint.

Mercenary
Your Mercenary is an additional source of Physical Damage and a Decrepify source. [/d2planner-item]The Reaper's Toll [/d2planner-item], treachery, and 2 Ruby Jewel of Fervor in Guillaume's Face Winged Helm, and The Reaper’s Toll allows your Mercenary to reach the 75% increased Attack Speed Breakpoint.

Skills
The Tornado Hurricane Druid has a straight-forward Skill Point allocation.

Put 1 Skill Point into each of the following Skills
1. Raven
2. Summon Spirit Wolf
3. Oak Sage
4. Summon Dire Wolf
5. Arctic Blast
6. Summon Grizzly

Max out the following Skills in this order:
1. Tornado
2. Hurricane
3. Cyclone Armor
4. Twister
5. Oak Sage

Allocate remaining Skill Points into Summon Grizzly.

Attributes

Invest enough points into Strength/Dexterity to equip your gear, and invest the remainder into Vitality.

Hurricane Focused

Setup
This Variant is centered around maximizing the Cold Damage of your Hurricane at the expense of your Tornado Damage.

Some of the more interesting gear choices include items like Gemmed Crystal Sword, Nightwing's Veil and the Runeword Doom.

Mercenary
Your Mercenary is an additional source of Physical Damage and a Conviction source. Infinity and fortitude provides a significant source of additional Physical Damage, while Andariel's Visage serves as the source of Life Leech. Infinity is important for this variant because Conviction reduces enemies Resistances which boosts the Cold Damage of your Hurricane.

Skills
The Tornado Hurricane Druid has a straight-forward Skill Point allocation.

Put 1 Skill Point into each of the following Skills
1. Raven
2. Summon Spirit Wolf
3. Oak Sage
4. Summon Dire Wolf
5. Arctic Blast
6. Summon Grizzly

Max out the following Skills in this order:
1. Tornado
2. Hurricane
3. Cyclone Armor
4. Twister
5. Oak Sage

Allocate remaining Skill Points into Summon Grizzly.

Attributes
Invest enough points into Strength/Dexterity to equip your gear, and invest the remainder into Vitality.

Hardcore

Setup
This build is very similar to the 99 FCR variant. The only key difference is investing enough dexterity points to achieve max block, and using a shield with increased % chance of blocking.

It's important to note that a 163% FCR build isn't possible with standard max block gear.

Some key items for this build include Stormshield, Crown of Ages, and Sandstorm Trek.

Mercenary
Your Mercenary is an additional source of Physical Damage and a Decrepify source. [/d2planner-item]The Reaper's Toll [/d2planner-item], treachery, and 2 Ruby Jewel of Fervor in Guillaume's Face Winged Helm, and The Reaper’s Toll allows your Mercenary to reach the 75% increased Attack Speed Breakpoint.

Skills
The Tornado Hurricane Druid has a straight-forward Skill Point allocation.

Put 1 Skill Point into each of the following Skills
1. Raven
2. Summon Spirit Wolf
3. Oak Sage
4. Summon Dire Wolf
5. Arctic Blast
6. Summon Grizzly

Max out the following Skills in this order:
1. Tornado
2. Hurricane
3. Cyclone Armor
4. Twister
5. Oak Sage

Allocate remaining Skill Points into Summon Grizzly.

Attributes
Invest enough points into Strength to equip your gear, invest enough Dexterity to achieve 75% Chance to Block, and then invest the remainder into Vitality.


Mechanics

Teleport

  • Teleport instantly moves you to a selected square on the visible screen in which you can stand. The game will try to place you within a small radius around your cursor, even if it would be impeded normally.
  • Teleport is not obstructed by walls or other impediments, but can fail if your cursor is not completely passed those impediments when cast. Your Mercenary and Summons will be teleported with you
  • You can “extend” the visible screen by opening UI-windows like the Inventory or the Character screen. Continuously cast Teleport and drag your mouse to the edge of your screen.
  • The Mana cost of Teleport decreases with additional Skill Levels, down to 1 Mana per cast. Plus, Skill gear will also reduce the Skill Level on Enigma Mage Plate.

Tornado

  • The speed of this Skill is based on Cast Rate.
  • Fires a single Size 3 tornado missile which deals Physical Damage on impact, and periodically in a 2 yard radius around the missile.
  • The tornado moves in a randomized route in the direction of the cursor, but if cast continuously, the missile follows the same route until the cursor's position changes.
  • Tornados travel for 3 seconds and apply their periodic damage immediately, and then every 15 frames after.
    • Collision damage has Last Collide and Next Hit Delay of 25 frames. In most scenarios, a tornado will only apply collision damage once per cast.
    • Periodic damage from multiple tornados can be applied simultaneously.
  • Can only be cast in human form.
  • Collision damage can be blocked, but periodic damage cannot be.
Skill Level1-89-1617-2223-28>28
Min Physical Damage8*slvl + 1714*slvl - 3120*slvl - 12724*slvl - 21528*slvl - 327
Max Physical Damage8*slvl + 2715*slvl - 2921*slvl - 12525*slvl - 21329slvl - 325
  • Synergies add +% Physical Damage = 9*(cyclonearmor.blvl + twister.blvl + hurricane.blvl)

Hurricane

  • The speed of this Skill is based on Cast Rate.
  • Summons a 6 yard radius storm dealing Cold Damage and Cold Length, centered on the Druid, that follows their location until it expires.
    • Damage is applied every 0.8 seconds (20 frames).
    • Cold Length lasts 2 seconds, which is drastically reduced due to difficulty penalties unless the target has low or negative Cold Resistance.
  • Has a 6 second delay between casts.
    • Recasting the Skill only resets the duration.
  • Can only be cast in human form.
Skill Level1-89-1617-2223-28>28
Min Cold Damage7*slvl + 1810*slvl - 612*slvl - 3814*slvl - 8216*slvl - 138
Max Cold Damage7*slvl + 4310*slvl + 1912*slvl - 1314*slvl - 5716*slvl - 113
  • Synergies add duration in seconds = 2*cylconearmor.blvl
  • Synergies add +% Cold Damage = 9*(twister.blvl + tornado.blvl)

Cyclone Armor

  • The speed of this Skill is based on Cast Rate.
  • Reduces incoming Fire, Lightning, and Cold Damage prior to any other sources.
  • Damage reduced accumulates regardless of type. If the shield would reduce 100 total damage, and the first source was 50 Fire Damage, then incoming 50 Lightning Damage would deplete the shield.
  • Any damage dealt in excess of the remaining total on the armor is then applied to the Character following normal damage calculations.
  • Cold Damage still applies its Cold Length even if the total damage was reduced to zero by the armor.
  • Can only be cast in human form. Remains active after Shape-shifting.
  • Total Damage reduced = 28 + (12*slvl)
  • Synergies add +% Fire/Lightning/Cold Damage reduced = 7*(twister.blvl + tornado.blvl + hurricane.blvl)


Summary

  • Farm the hell out of the game to gain access to Enigma. Master the Telestomp technique to maximize the efficiency of aiming Tornado.
  • Remember to consistently re-cast buffs, i.e. Cyclone Armor.
  • Summons play a huge role in supporting your Wind Druid. Make sure you invest Skill Points into Oak Sage and Summon Grizzly.
  • Tailor your Mercenary to your playstyle and Wind Druid build variant. Infinity Thresher, Insight Thresher and The Reaper’s Toll are all suitable Weapon choices don't be afraid to experiment.

Guide by Dbrunski125, implementation / updates by Teo1904

I hope you enjoy this build! It can be a fun and rewarding build that can be tweaked numerous ways, so you are always able to try something new.

Good luck!