Build Introduction
Hurricane is a wide, persistent spell surrounding the player for its duration, periodically ticking damage to enemies. Set up a giant storm of damage with:
- Guaranteed Overpower from
Provocation.
- High Critical Strike Chance from
Clarity.
Aspect of the Tempest stacks ramps Hurricane to incredible damage.
- Utility tempers for Hurricane Size and Duration, and a Weapon temper for Hurricane to deal double damage.
Just starting on your druid adventure? Check our Druid Leveling Guide and swap to this one once you meet the Build Requirements.
Strengths and Weaknesses
- Large Area of Effect clearing
- Chill Gameplay
- Requires buff watching
- Has some minor setup and snapshots
Build Requirements
The following Legendary Aspects are required for build functionality to get started on the Hurricane Druid:

You will also need access to the Nature Magic Innovation Utility Manual for Tempering
Hurricane Duration.
Many Unique Items are beneficial for the build, but not required for function. Read up on which ones are useful in the Unique Items section.
Quick Navigation
This guide covers everything necessary to get started on the Hurricane Druid, including Skill Tree points, Paragon, Gearing, and Seasonal updates. Jump to the sections you’re looking for here:
Skill Bar and Skill Tree Points
If you are missing skill points, complete Renown events in each zone. See how these Skills play in the Rotation and Playstyle section.
Druid Class Mechanic – Spirit Boons
Druids unlock powerful Spirit Boon passives, giving offerings to the animal spirits to receive their Blessing. Once fully unlocked, activate the final Boon by Spirit Bonding with one of the four animal spirits to take two passives from that row.
Boon Name | Animal | Effect |
---|---|---|
Wariness | Deer | Take 15% reduced damage from Elites. |
Iron Feather | Eagle | Gain 30% Maximum Life. |
Avian Wrath | Eagle | Gain 40% Critical Strike Damage. |
Calamity | Wolf | Extend the duration of Ultimate Skills by 35%. |
Overload | Snake | Dealing Storm damage also applies an additional 20% Poisoning damage over 5 seconds. Lucky Hit: Dealing Poison damage has up to a 35% chance to summon a Lightning Bolt on the target dealing 120% damage. |
In early gearing before Hurricane has high duration, Pack Leader can be used over Calamity to make sure Companion Active Skills are available to empower each Hurricane with Clarity.
This build heavily relies on cooldown management for Companions and Hurricane. Check out how to balance your casts in the Build Mechanics section.
Gear, Stats, Gems, and Runes
Check these sections for all important Hurricane gearing considerations to improve the power of your character in the endgame.
Legendary Aspects
Gear Slots with multiple options are listed in recommended priority. Any slot with an Optional Mythic Unique or Unique Item will include a valid alternative legendary power to use while still leveling and gearing. Combine these with the right stat priorities.
Slot | Gem | Aspect | Unique/Legendary Aspect Power |
---|---|---|---|
2 Handed Mace | ![]() ![]() | ![]() | Hurricane damage is increased by 15-25% each second while active. |
Helm | ![]() ![]() | (Recommended Unique) ![]() ![]() | Lucky Hit: Storm Skills have up to a 10-35% chance to grant 4 Spirit. Your base Storm Skills are now also Werewolf Skills |
Chest | ![]() | (Recommended Unique) ![]() (Recommended Mythic) ![]() ![]() | Werebear form is now your true form, and you gain +2-5 Ranks to all Werebear Skills. |
Gloves | N/A | ![]() ![]() | Skills deal up to 5-20% increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource. |
Pants | ![]() | ![]() | Basic Skills grant 20.0% Damage Reduction for 2-10 seconds. |
Boots | N/A | (Offensive) ![]() (Unstoppable) ![]() | Lucky Hit: Damaging an enemy has up to a 20% chance to Daze them for 2 seconds. You deal 5-25% increased damage to Dazed enemies. |
Amulet | ![]() | ![]() | You deal 25-65% increased damage while hitting a Poisoned enemy as a Werebear or a Crowd Controlled enemy as a Werewolf. |
Ring 1 | ![]() | ![]() ![]() | After killing an enemy with Shred, you gain 20 Spirit. Your Werewolf Skills deal 20-40% increased damage when cast above 50 Spirit. Note: with ![]() ![]() |
Ring 2 | ![]() | (Recommended) ![]() ![]() | While Cataclysm is active, you gain unlimited Spirit and deal 40-100% increased damage. |
Use a 2-Handed Mace for Overpower Damage.
For information on Legendary Aspects and the updated Codex of Power, see here.
To see how this build compares to the other builds on our site, you can check out our build tier lists.
Stat Priority and Tempering Affixes
Each line of affixes is listed in order of importance. The bolded affixes are the most important targets for Masterworking upgrades. Unique Items cannot be Tempered, but can be Masterworked. Check the Tempering guide and Masterworking guide for more details about these topics.
Any slot with an Optional Mythic Unique or Unique Item will include a valid alternative legendary power to use while still leveling and gearing.
Slot | Gearing Affixes | Tempering Affixes |
---|---|---|
Two-Handed Mace | Maximum Life Willpower Overpower Damage Critical Strike Damage | ![]() ![]() ![]() |
Helm – (Recommended Unique)![]() | Willpower% Lightning Resistance Maximum Spirit Ranks to ![]() | |
Helm – Legendary Aspect | Willpower Cooldown Reduction Max Life Resistance to all Elements | ![]() ![]() |
Chest – (Recommended Mythic)![]() | All Stats Maximum Life Damage on Next Attack After Entering Stealth Resource Generation | |
Chest – (Recommended Unique) ![]() | Maximum Life Werebear Overpower Damage Ursine Strength Bonuses Ranks to ![]() | |
Chest – Legendary Aspect | Max Life Willpower Armor All Resistances | ![]() ![]() |
Gloves | Max Life Willpower Overpower Damage | ![]() ![]() |
Pants | Armor Willpower Max Life Dodge Chance | ![]() ![]() |
Boots | Implicit: Attacks reduce Evade Cooldown Ranks to ![]() Movement Speed Willpower Dodge Chance | ![]() ![]() |
Amulet | Willpower% Ranks to ![]() Ranks to ![]() Movement Speed Ranks to ![]() | ![]() ![]() |
Ring – (Recommended Unique) ![]() | Willpower Critical Strike Chance Movement Speed While Cataclysm is Active Ranks to ![]() | |
Rings – Legendary Aspect | Maximum Life Lucky Hit Chance Willpower Critical Strike Damage Overpower Damage | ![]() ![]() |
- Hurricane Duration means higher stacks of
Aspect of the Tempest. Mastercraft quality increases will push this build much further. Hurricane Duration can be placed on Helm, Chest, Gloves, Pants, Boots and Amulet.
- Hurricane Size Temper is capped at 100%. Since the Utility slot competes with Hurricane Duration, use only one at most.
- The Temper for Damage to Close Enemies is taken for
Thunderstruck, up to its cap of 60%.
- Armor cap is 1000 for up to 85% Physical Damage Reduction. This is generally reached with either one Armor Gear Affix and one Total Armor% Temper, or using a Juggernaut’s Aspect.
- Attack Speed does not improve
Hurricane tick rate.
- Ranks to
Clarity means no other source for Critical Strike Chance will be necessary.
For the dedicated page for Gear Systems and Itemization Overview, check here.
After gearing, look at progression systems like Paragon next.
Uniques and Mythic Uniques
The following Unique Items are required, recommended, or optional for the Hurricane Druid.
- (Recommended Unique)
Tempest Roar makes
Hurricane a Werewolf Skill, which allows it to benefit from multipliers like
Lust for Carnage and contribute to other Shapeshifting benefits like
Quickshift and
Heightened Senses. The multiplier from Lust for Carnage will help offset losing a potential Legendary Aspect item with Hurricane Duration temper on it.
- (Recommended, Convenience)
Insatiable Fury is a quality-of-life improvement for the build, helping to keep you in Werebear form to keep
Provocation ticking. This is not only a convenient Unique, but gives strong defensive benefit with the ranks to
Iron Fur and boost to
Ursine Strength. However, this is another slot that will compete with Hurricane Duration temper on a Legendary Chest, so can be a damage loss. With the boost to
Ursine Strength however, it is not as much of a loss to use.
- (Recommended)
Mjölnic Ryng is a moderate damage multiplier while
Cataclysm is active. The ranks in
Endless Tempest are also welcome for a Hurricane-centric build.
Mythic Unique Items
Shroud of False Death is a strong Mythic Item, giving +1 to all passives, which includes several offensive multipliers, defensive increases, and quality of life additions. Note this will chance your
Provocation duration so adjust accordingly.
Check our Unique Item Target-farming guide for information on where to find everything you need.
Gems and Runewords
The following are the recommended Gem and Runeword setups for the Hurricane Druid:
Gems
Weapon Gems | Armor Gems | Jewelry Gems |
---|---|---|
![]() | ![]() | 1 ![]() 1 ![]() 1 ![]() |
Paragon will give Poison and Lightning Resistance.
Horadric Jewels
Seasonal Players can use these Horadric Jewels, placed in jewelry gear slots. Check out the Horadric Spell section for all available options.
Jewel | Description |
---|---|
Willbreaker | Physical damage you deal shatters enemies’ spirits, causing them to take 40%[x] more Physical damage for 6 seconds. This effect applies when first damaging a Boss or Elite, or when they are affected by Crowd Control. |
![]() | You gain 6% primary stat, 6% maximum life and you are always Unhindered. However, you will be hunted in Sanctuary’s darkest places by Jewel Guardians who were entombed to protect this relic. |
![]() | Your Catalytic Skill deals 33% damage of your Infusion’s element over 3 seconds. Lucky Hit: Dealing damage of your Infusion’s element has up to a 33% chance to trigger its secondary effect. |
Runewords
Use these Runeword combinations for the Hurricane Druid, placed in 2-Handed Weapon and Armor slots:
Runeword Combination | Runeword Effects |
---|---|
Nagu Xal | ![]() ![]() |
Igni Kry | ![]() ![]() |
Runewords use a conditional Rune of Ritual to generate Offering. The Offering is consumed by the Rune of Invocation to trigger its effect. Runes replace Gems in gear with two sockets. Up to two sets of Runeword Pairs can be placed at a time.
With the Companion Setup, Nagu will keep the
Xal Max Life active persistently, which is a strong addition to defense. Periodic casts of
Vortex will keep enemies grouped and in range of the Hurricane.
Other options can situationally replace Xal or
Kry, such as
- (Offensive)
Ohm for a small damage multiplier, or
Qax for a larger multiplier less often.
- (Defensive)
Que for periodic casts of
Enhanced Earthen Bulwark.
Some triggers may be more efficient than Igni, such as Bac for Movement.
Paragon Board
The following are the preferred Glyphs, Boards, and pathing recommended for making the most of the Hurricane Druid.
The road to max Paragon is long. The above Paragon tabs show the following:
- The BASE SETUP tab spends 50 fewer points than the max 328 points, taking stricter pathing to take all most all Legendary, Rare and Magic Nodes, and activates all Glyph Nodes with their secondary effects.
- The FULL SETUP tab completes the paragon board in its final form, filling in the rest of the board to get the rest of the Magic and Rare Nodes, as well as give additional additive bonuses especially within the Glyph areas.
Glyphs have two significant breakpoint increases. At level 15, the glyph grows in radius and gains a special effect. At level 46, the glyph grows to its max radius and gains a strong conditional damage multiplier.
Glyphs are placed as if they are at least level 15+ in radius. Total Boards placed are now limited to a max of 5; the Starter Board and four Class Boards. Rotate boards as necessary.
For a more defensive glyph setup:
Horadric Spell (Season 9)
Season 9: Sins of the Horadrim offers seasonal Powers accessed from a Powers tab on the character Sheet and Horadric Jewels placed into Jewelry slots to augment these Powers.
The Horadric Catalyst is equipped to a Skill on the Skill Bar, triggered on the Skill’s use. One Infusion adds effects and modifies the damage type of the Catalyst, and three Arcana enhance the Catalyst or provide extra effects on Catalyst trigger.
Pushing
Type | Power | Description |
---|---|---|
Catalyst, Attached to ![]() | ![]() | Shape an Ethereal Column that Taunts for 3.0 seconds. Piercing waves flow from it and deal damage, until you create another one or move too far away. |
Infusion | ![]() | Your Spell Catalyst now deals Poison and or Poisoning damage. Bonus: Enemies damaged by it take 150% Poisoning damage over 4 seconds. This effect can only happen on each enemy every 3 seconds. While equipped, your Poison Damage Bonus is equal to that of your highest Damage Type Bonus. Rank 5: Deactivates monster Vampiric effects for 5 seconds. |
Arcana | ![]() | Denial – Your Catalyst deactivates monster Damage Resistance Aura effects for 2.5 seconds, but you take 10% more stacking damage for the same time (+0.5 each rank). |
Arcana | ![]() | Denial – Your Catalyst destroys enemy Barriers and Knocks them Down for 1.0 seconds after the removal (+0.8 each rank). |
Arcana | ![]() | Denial – Your Catalyst gains a specialized Execute effect for non-Boss enemies with 10% or less Life. (+2% each rank). Astral Pillar: Will launch additional waves towards Executable non-Boss enemies to Execute them. |
Most Catalysts are functional and can be played by preference. Other setups can work outside push content, such as:
- (Speedfarm)
Propulsion with
Floaty Bobble,
Gleaming Conduit and
Bloody Charm blinks to enemies, and grants movement speed on execute.
Horadric Jewels
Use these Jewels, placed in jewelry gear slots, to enhance the Horadric Spell:
Jewel | Description |
---|---|
Willbreaker | Physical damage you deal shatters enemies’ spirits, causing them to take 40%[x] more Physical damage for 6 seconds. This effect applies when first damaging a Boss or Elite, or when they are affected by Crowd Control. |
![]() | You gain 6% primary stat, 6% maximum life and you are always Unhindered. However, you will be hunted in Sanctuary’s darkest places by Jewel Guardians who were entombed to protect this relic. |
![]() | Your Catalytic Skill deals 33% damage of your Infusion’s element over 3 seconds. Lucky Hit: Dealing damage of your Infusion’s element has up to a 33% chance to trigger its secondary effect. |
There are some situationally useful Jewels to consider:
- (Qol) While
Idol From Below is powerful, If the Jeweled Guardians are bothersome, replace it with another.
Mercenaries
Once unlocked, Mercenaries are followers that aid the Player in combat. A main mercenary is chosen to fight alongside you, granting strong buffs or perks, and a secondary Mercenary is chosen to periodically Reinforce you under a chosen Opportunity condition.
The following Mercenary options are recommended for the Hurricane Druid:
Main Mercenary – Subo, the Drunken Archer
- Skills:
Wire Trap,
Ready At Hand,
Cover Fire,
Opening Fire
Reinforcement – Raheir, the Shieldbearer
Subo’s Opening Fire Critical Strike Damage debuff is a strong damage gain. The minimap target tracking is high quality of life on top. Other Mercenaries are usable, such as if you need additional defenses like Armor or All Resistance from Raheir.
Build Mechanics
Rotation and Playstyle
The Hurricane Druid has some setup to Critically Overpower your Hurricane, but then is low effort after each setup.
- Prep your
Hurricane:
- Before max
Provocation stacks, cast
Wolves and
Ravens for
Clarity stacks. Wolves and Ravens can consume your Overpower so they need to be cast before
Provocation is primed.
- Cast
Poison Creeper for the final
Clarity stack.
- Before max
- Cast
Hurricane with
Provocation and max
Clarity stacks.
- Maintain
Cataclysm while engaged with enemies.
Maul as filler and for Fortify. Be careful not to consume
Provocation with Maul. Staying in Werebear Form will give the
Survival Instincts multipliers.
Skills, Support and Synergies
The Hurricane Druid is an effective and tanky build with high damage that speeds through content. Our primary Skill is Hurricane, which benefits from several interactions from Skill Passives, Legendary Powers, Gearing, and supporting Skills. There is some important set-up to making this damage work.
Storm skills, including Hurricane, will benefit heavily from multipliers like
Thunderstruck. This is why Damage to Close is tempered onto gear.
There are no native sources of Unstoppable for this build. Use Aspect of Metamorphosis and Boot Impicit Affix for Attacks to reduce Evade Cooldown if desired.
Poison for Envenom is applied with:
- Casts and Passive Attacks from
Poison Creeper.
- Overload Spirit Boon
Despite being a Storm spell, Hurricane deals Physical Damage.
Companions
The active skill use of Companions stack up Clarity for more Critical Strike Chance and Damage multiplier to the entire
Hurricane cast. This benefits
Hurricane for its entire duration.
(Important) The active skill use of Ravens and Wolves can Overpower their attacks. Poison Creeper cannot. This means Ravens and Wolves may need to be cast for Clarity stacks before
Provocation reaches max stacks.
After enough ranks in Clarity on Amulet, you can guarantee full Critical Strike Chance on the
Hurricane with just two Companions. At a damage loss,
Ravens can be replaced with a defensive benefit like
Innate Debilitating Roar or
Preserving Earthen Bulwark.
Ultimate and Key Passives
Cataclysm is our Ultimate ability. With the
Mjölnic Ryng, it will provide up to a 100% damage multiplier while active. We use ranks in
Endless Tempest and Calamity Spirit Boon to extend the duration. Ranks in
Cataclysm lower the cooldown of Cataclysm, including sources like
Stormshifter’s Aspect.
Ursine Strength is a steady Damage, Life and Overpower multiplier. The bonuses persist for up to 5 seconds from leaving Werebear form. We are generally in Werebear form to benefit from several other Werebear multipliers and buffs including
Survival Instincts and
Provocation so this Key Passive is constantly active.
Provocation
Provocation is how we guarantee
Hurricane to Overpower. This Overpower works for the entire duration of the cast Hurricane.
Maul and if used,
Insatiable Fury help keep us in Werebear form to keep
Provocation stacks ticking.
Provocation will guarantee an Overpower after 10 seconds in Werebear form.
Aspect of the Tempest meanwhile builds damage every second, so we want to refresh our
Hurricane as late as possible.
This means lining our Hurricane cast to about a multiple of 10 seconds. If our Hurricane lasts 30 seconds thanks to tempers and
Endless Tempest, we would spend our Provocation on Hurricane every third Provocation. Consume them with Maul in the meantime.
Elixirs, Incense and Health Potions
The Alchemist offers helpful consumables at the cost of foraged materials found throughout Sanctuary.
- Craft the highest available
Elixir of Fortitude for Maximum Life%.
- One of each Incense Category can be used, for a total of three active Incenses at a time. In priority:
- Defensive –
Reddamine Buzz for Max Life, or
Song of the Mountain if you need the Armor, up to 1000 armor cap.
- Core Stat –
Blessed Guide for Willpower.
- Resistance –
Soothing Spices for All Resist, All Resist Maximum, and Armor.
- Defensive –
- Upgrade your Potion as you level, increasing the instant healing of the potion!
Season 9 Updates
With the nerfs to both Mjölnic Ryng and Overpower bonus scaling, the Hurricane Druid will suffer a bit this season. However, gameplay should still be similar.
The change to Provocation becoming 10 seconds may end up being problematic; as consuming Provocation while another duration skill is overpowered by Provocation can sometimes de-overpower the other skills. If that is the case, best bet will be to equip
Insatiable Fury to stay in werebear form and then just hands off keyboard to let Hurricane and
Aspect of the Tempest do its work after Provocation is fully stacked, until you’re ready to recast Hurricane.
The following list details the important changes in the Season 9 Patch Updates that are specific to the Hurricane Druid. For general Season 9 information, check out our Season 9 Hub.
Itemization:
Mjölnic Ryng – Damage bonus reduced from 40-100% to 20-40%.
- Overpower bonus scaling is removed.
- Overpower additive on gear affixes and tempers is reduced.
Skills and Stats:
Maul – Damage increased from 26% to 80%.
Vigilance – Damage Reduction reduced from 7/14/21% to 5/10/15%.
Provocation
- Previous: When you remain in Werebear form for at least 20/16/12 seconds, your next non-Defensive Skill will Overpower.
- Now: After 10 seconds of Werebear form, your next non-Defensive Skill will Overpower and deal 5/10/15% increased damage.
Ursine Strength
- Previously: Gain 30% additional Maximum Life while in Werebear form and for 3 seconds after leaving Werebear form. While Healthy, deal 15% increased damage, and 70% increased Overpower damage.
- Now: Gain 30% Maximum Life, 20% more damage, and a 100% Overpower bonus while in Werebear form and for 8 seconds after leaving it.
Changelog
- 27 June, 2025: Updated for Patch 2.3 and Season 9.
- 24 April, 2025: Updated to new unified format and for Season 8 Patch 2.2 changes.
- 19 January, 2025: Updated for Season 7 and Patch 2.1 updates. Two tab paragon board introduced.
- 17 November, 2024: Minor Updates for patch 2.0.5.
- 15 October, 2024: Updated guide for new onsite Paragon tool.
- 28 September, 2024: Updated for Season 6. Changes to Paragon, Tempers, Skill Tree, and recommended Uniques.
- 7 August, 2024: Updated for post-launch of season 5. No Changes to Skills, Gearing or Paragon.
- 2 August 2024: Updated for patch 1.5.0 and Season of the Infernal Hordes.
- 17 June, 2024: Updated for mid-season patch 1.4.3.
- May 15, 2024: Small changes in gear affixes to adjust for season launch changes from PTR.
- 10 May, 2024: Guide Created.