EndgameGeneratorGuideStormBasic AttackSeason 6

Windspike – Druid Build for Diablo 4

Claw your way to the top with this shockingly unkillable build.

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Poison CreeperPetrifyCyclone ArmorTrampleWind ShearEarthen Bulwark


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The Windspike build

This build centers around using the Basic Attack Wind ShearWind Shear to proc Earth SpikeEarth Spike by using Nature's FuryNature’s Fury. It is focused on defensiveness and being able to take any hit. It does not rely on any Spirit spenders and is based on Lucky Hit procs to make for a fun and interesting ranged caster build.

We have what is one of the most sought after Uniques in the game, the Melted Heart of SeligMelted Heart of Selig. This makes it so that when we take damage, it drains our Spirit first, at a rate of 3-6 Spirit per 1% of Life that would have been lost.

This Unique, combined with the Skill Tree, Paragon Boards and Legendary Aspects as shown below, will make you an un-killable damage machine capable of face-tanking anything the game can throw at you, taking you into the endgame all the way to Level 60 and beyond.

Strengths and Weaknesses

Strengths
  • Very tanky due to Amulet
  • Fun to play due to lucky hit procs
  • No Spirit management problems
Weaknesses
  • Amulet is one of the rarest items in the game
  • Ranged requires targeting
  • Dependant on procs

To see how this build compares to the other builds on our site, you can check out our build tier lists.

Build Requirements

Required Uniques
Required Legendary Aspects

Skill Tree Points and Skill Bar

Suggested Skill Bar
Poison Creeper Poison Creeper Petrify Petrify Cyclone Armor Cyclone Armor Trample Trample Wind Shear Wind Shear Earthen Bulwark Earthen Bulwark

This endgame build guide assumes your character is at least Level 60 and that you have access to all the aforementioned Unique items. Check the Druid Leveling Guide for a smooth path to Level 60.

Follow the points allocated in the Skill Tree above for the complete 71-point build. The additional 12 skill points are completed using the Renown system.

Spirit Boons – The Druid Specialization

Below is the order in which you should unlock your Spirit Boons. Only offer enough Druidic Spirit Offerings to unlock the first 4 listed Boons and then fully unlock the rest to activate the final Boon with Spirit Bonding.

Boon NameAnimalEffect
BolsterWolfFortify for 25% of your Maximum Life when you use a Defensive Skill
Scythe TalonsEagleGain 10% increased Critical Strike Chance.
Gift of the StagDeerGain 40 Maximum Spirit.
Obsidian SlamSnakeEvery 10th Kill will cause your next Earth Skill to Overpower
Swooping AttacksEagleGain 15% Attack Speed.

Paragon

Starting Board

Grab the Rare nodes and place the HumanHuman glyph into the glyph socket and exit north placing the Thunderstruck board

Thunderstruck

Grab the Legendary and Rare nodes and place the ExploitExploit Glyph into the glyph socket and exit North placing the Constricting Tendrils board

Constricting Tendrils

Grab the Legendary and Rare nodes placing the Earth and SkyEarth and Sky glyph into the glyph socket and exit West placing the Heightened Malice board

Heightened Malice

Grab the Legendary and rare nodes and place the TerritorialTerritorial Glyph into the Glyph socket and exit West placing the Lust for Carnage board

Lust for Carnage

Grab the Rare nodes as shown in the Image and place the HeadhunterHeadhunter Glyph into the Glyph socket, using left over points inside the glyph radius to fix your stats for Rare nodes you have taken.

Paragon Board images courtesy of d4builds.gg.

For an in-depth analysis of each board and our particular node choices, please see the detailed Paragon section here.

Gear, Gems, Elixirs, and Stats

For details on Tempering and Masterworking make sure to read our Tempering and Masterworking section below.

Legendary Aspects

Each aspect is listed with its matching gear slot. Do your best to keep each aspect in the assigned slot. Additionally, if you are trying to farm a specific item, we recommend using your Obols to target farm them!

Gear SlotGemsAspect / UniqueLegendary Aspect / Unique Power
Helm
Grand SapphireGrand SapphireUndying AspectUndying AspectWhen you cast a Skill, you heal for [0.5 – 2.0]% Life. This heals for an additional 1% life while you are below 50% Life.
ChestGrand SapphireGrand SapphireAspect of MightAspect of MightBasic Skills grant 20% Damage Reduction for [2.0 – 6.0] seconds.
GlovesN/ASeismic-shift AspectSeismic-shift AspectEarth Spike gains x [35 – 50%] bonus damage, launches spikes in a line, and has a [2 – 1] second Cooldown.
PantsGrand SapphireGrand SapphireAspect of Cyclonic ForceAspect of Cyclonic ForceCyclone Armor also provides Physical Damage Reduction. In addition, Cyclone Armor will also be applied to all Nearby Allies.
BootsN/AIf you have Melted Heart of SeligMelted Heart of Selig use
Symbiotic AspectSymbiotic Aspect
Otherwise Use
Aspect of MetamorphosisAspect of Metamorphosis

When the Nature’s Fury Key Passive triggers a free Skill, your non Ultimate Cooldowns of the opposite type are reduced by [3 – 5] seconds.

When you Evade you turn into a cloud of bats, becoming Unstoppable for 2.5 seconds. Enemies along your path take [X] Physical damage and are inflicted with Vampiric Curse. Evade’s Cooldown is increased by [10 – 5] seconds.
Amulets(50% bonus)Grand DiamondGrand DiamondMelted Heart of SeligMelted Heart of Selig
If No Heart; then use

Symbiotic AspectSymbiotic Aspect here
When the Nature’s Fury Key Passive triggers a free Skill, your non Ultimate Cooldowns of the opposite type are reduced by [3 – 5] seconds.
RingGrand DiamondGrand DiamondRapid AspectRapid AspectBasic Skills gain [15 – 30%] Attack Speed.
RingGrand DiamondGrand DiamondSingle Target
Aspect of AdaptabilityAspect of Adaptability
OR
MultiTarget
Overcharged AspectOvercharged Aspect
Skills deal up to [10 – 20%] increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource.

Lucky Hit: Up to a [15 – 25%] chance when dealing Lightning damage to overload the target for 3 seconds, causing any direct damage you deal to them to pulse [X] additional damage to surrounding enemies.
2 Handed Weapon (Axe or Staff)Grand TopazGrand TopazAspect of the MoonriseAspect of the MoonriseDamaging an enemy with a Basic Skill grants you 4% Attack Speed for 10 seconds, stacking up to 5 times. Upon reaching maximum stacks, you enter a Vampiric Bloodrage, gaining [40 -80%] Basic Skill damage and 15% Movement Speed for 10 seconds.

Gems and Runewords

See below for a more detailed explanation of the best Gems to socket into your gear for each category.

Weapon GemsArmor GemsJewelry Gems
Grand TopazGrand Topaz
For Basic Skill Damage.
Grand SapphireGrand Sapphire
For increased Willpower.
Grand DiamondGrand Diamond
Or Whatever Resist you need

Runewords are a flexible power to help strengthen a build or fill its weaknesses. Two Runes combine for the effect:

  • A conditional trigger Runeword of Ritual that supplies Offerings when the condition is met
  • An effect Runeword of Invocation that costs Offerings.

Once the Runeword of Ritual has supplied enough Offerings, the Runeword of Invocation will trigger its effect. Some Runewords of Invocation will have overflow effects, where excess Offerings will spillover to empower the triggered effect.

Runewords replace Gems in gear. Up to two sets of Runeword pairs can be placed at a time.

Runeword CombinationEffects
XolXol YomYomGain: 150 Offering Evoke power from another Class.
Requires: 500 Offering Evoke the Druid’s Petrify, Stunning enemies and increasing your Critical Strike Damage against them.
CirCir WatWatGain: 30 Offering Cast the same non-Channeled Skill 3 times in a row.
Requires: 100 Offering Evoke the Necromancer’s Horrid Decrepify, Slowing enemies, reducing their damage, and letting you Execute them.

Which Elixirs Should You Use?

Visit the Alchemist and craft an Elixir providing any Resistance you need most, or the Elixir of AdvantageElixir of Advantage to increase Attack Speed. Some Elixirs cannot be crafted and only drop from things like Helltides or Nightmare Dungeons. Additionally, make sure to keep your health potion upgraded!

Stat Priority and Tempering Affixes

Below are the affixes to prioritize on gear. Each line of affixes is listed in order of importance. Affixes on the same line are considered to be equally important, but their benefits may vary depending on how much is stacked or other character stats. Tempering Manuals and their recommended affixes are provided in the second column, and the bolded affixes are the most important targets for Masterworking upgrades. Be sure to check our Tempering and Masterworking guides for more details about these topics.

Additionally, there are several very specific affixes that are required to make the build work, they are as follows:

  • Storm Augments: [23.5 – 32.5%] Chance for Wind Shear Projectiles to Cast Twice
  • Worldly Fortune: Lucky Hit: Up to a [13.5 – 22.5%] Chance to Immobilize for 2 Seconds

Note: You only need 1 Armor Temper to hit armor cap with 1 armor affix on helm, pants, or chest.

SlotTargeted Gear AffixesTempering Affixes
Helm1. % Lucky Hit Chance
2. % Cooldown Reduction
3. Maximum Life or Armor
Worldly FortuneWorldly Fortune: Lucky Hit: Up to a [13.5 – 22.5%] Chance to Immobilize for 2 Seconds
Worldly EnduranceWorldly Endurance:[10.5-15%] Total Armor
or Natural ResistanceNatural Resistance: Any Res you need
Chest1. Ranks to Defensive Skills
OR Ranks to Earthen Bulwark

2. Maximum Life
3. % to any Resistance or Armor
Worldly FortuneWorldly Fortune: Lucky Hit: Up to a [13.5 – 22.5%] Chance to Immobilize for 2 Seconds
Worldly EnduranceWorldly Endurance:[10.5-15%] Total Armor
or Natural ResistanceNatural Resistance: Any Res you need
Gloves1. % Lucky Hit Chance
2. % Attack Speed
3. % Critical Strike Chance
Natural FinesseNatural Finesse: [72.5 – 95%] Damage to Distant Enemies
Natural SchemesNatural Schemes: [8 – 12.5%] Barrier Generation
Pants1. Ranks to Basic Skills
2. Maximum Life
3. % to any Resistance or Armor
Worldly FortuneWorldly Fortune: Lucky Hit: Up to a [13.5 – 22.5%] Chance to Immobilize for 2 Seconds
Worldly EnduranceWorldly Endurance:[10.5-15%] Total Armor
or Natural ResistanceNatural Resistance: Any Res you need
Boots1. % Movement Speed
2. Maximum Life
3. % to any Resistance
Druid MotionDruid Motion: [8 – 10%] Trample Cooldown Reduction
Natural SchemesNatural Schemes: [8 – 12.5%] Barrier Generation
Amulet1. Ranks to Nature’s Reach/Resonance/Natural Disaster
2. % Lucky Hit Chance
3. % Critical Strike Chance/% Attack Speed
Natural FinesseNatural Finesse: [72.5 – 95%] Damage to Distant Enemies
Natural MotionNatural Motion: [8-12.5] Movement Speed
Rings1. % Lucky Hit Chance
2. % Critical Strike Chance
3. % Attack Speed
Natural FinesseNatural Finesse: [72.5 – 95%] Damage to Distant Enemies
Worldly StabilityWorldly Stability: [8 – 12.5%] Resource Generation
2H-Weapons 1. % Critical Strike Damage
2. Willpower
3. Life
Storm AugmentsStorm Augments: [23.5 – 32.5%] Chance for Wind Shear Projectiles to Cast Twice
Natural FinesseNatural Finesse: [72.5 – 95%] Damage to Distant Enemies

Keep in mind that the maximum Resistance is 70% by default for each element and can be increased to 85% by various sources.

Mercenaries

Defensive

Main Mercenary – Raheir, The Shieldbearer

Reinforcement – Subo, The Drunken Archer

  • Reinforcement Ability – Wire TrapWire Trap
  • Opportunity: TBD

Offensive

Main Mercenary – Varyana, the Berserker

Reinforcement – Subo, The Drunken Archer

  • Reinforcement Ability – Wire TrapWire Trap
  • Opportunity: TBD

Rotation and Playstyle

Our damage rotation is actually a priority system and it is the same for AoE and Single Target situations:

  1. Keep Earthen BulwarkEarthen Bulwark up.
  2. Use Cyclone ArmorCyclone Armor if surrounded.
  3. Use PetrifyPetrify on elites and bosses.
  4. Use Poison CreeperPoison Creeper at the start of each pack.
  5. Use TrampleTrample if you need to escape a pack.
  6. Use Wind ShearWind Shear to proc Earth SpikeEarth Spike and kill things.

Make sure to check out the advanced Build Mechanics section for a more in-depth description of how the build works, what synergies exist, and what to look out for.

Uniques and Mythic Uniques

Below you will find information on Uniques and Mythic Uniques that are useful for this build. Moreover, if you are interested in target farming Mythic Uniques, check out our How to Farm Mythic Uniques guide.

Uniques

This build does not have a list of recommended Uniques, as none are required.

Mythic Uniques

The information below lists our recommendations for which Mythic Uniques will work best with this build and which Aspects they should replace. If a Unique or Mythic Unique is not listed here, it is NOT recommended and won’t benefit this specific build in any way.

Season 6: Vessel of Hatred

The following list details the changes in the Season 6 Update (Patch 2.0.2) that may pertain to Druid.

  • Fixed an issue where the Druid Legendary Nodes Devastation and Thunderstruck did not function.
  • Fixed an issue where Earthen Bulwark’s barrier scaled off Base Life instead of Maximum Life.
  • Uniques:
  • Tempering:
    • Storm Augments
      • +X% Chance for Wind Shear Projectiles to Cast Twice
      • +X% Chance for Tornado Projectiles to Cast Twice
      • +X% Chance for Hurricane to Deal Double Damage
  • Gem stat updates, starting with Chipp
    • Ruby (+ Strength), Emerald (+ Dexterity), Topaz (+ Intelligence), Sapphire (+ Willpower): +25/50/75/100/150.
    • Amethyst (+% Barrier Generation): +2/4/6/8/12.
    • Diamond (+ All Stats): +8/16/24/32/50.
    • Skull (+% Healing Received): +4/6/8/10/15.
  • Passives/Skills
    • Backlash
      • You deal 4%[x] increased damage for 5 seconds after casting a Defensive Skill.
    • Earthen Bulwark
      • Innate Earthen Bulwark’s damage increased from 30% to 60% Weapon Damage.
    • Trample
      • Updated to more consistently Trample to your target destination, rather than stopping immediately upon hitting terrain.
    • Petrify
      • Previous: Encase all Nearby enemies in stone, Stunning them for 3 seconds. You deal 30%[x] increased Critical Strike Damage to enemies affected by Petrify. Against Bosses the Critical Strike Damage bonus is increased to 50%[x] and its duration is increased to 6 seconds.
      • Now: Generates 100 Spirit. Encase all Nearby enemies in stone, Stunning them for 4 seconds.
    • Prime Petrify
      • Previous: Petrify grants 50 Spirit when cast and its effect durations are increased by 1 second.
      • Now: You deal 30%[x] increased Critical Strike Damage to enemies affected by Petrify. Against Bosses the Critical Strike Damage bonus is increased to 50%[x] and its duration is increased to 7 seconds.
      • Bonus Critical Strike Damage now applies to damage done by your Companions.
    • Nature’s Fury
      • Fixed an issue where the Passive incorrectly triggered from skills other than Casts.
    • Bolster Spirit Boon
      • Fortify amount increased from 25% to 50% of Maximum Life.
  • Aspects
    • Seismic-shift Aspect
      • Ranks increased from 17 to 21.
      • Earth Spike bonus damage increased from 35-59%[x] to 50-70%[x].
  • Uniques
    • Greatstaff of the Crone
      • Critical Strike Damage Affix replaced with Chance for Stormstrike to Hit Twice.
      • Bonus Stormstrike damage increased from 120-200%[x] to 170-250%[x].
  • Paragon
    • Thunderstruck
      • Concentrated
        • Elite Damage changed to Damage to Close Enemies.
      • Deluge
        • Critical Strike Damage changed to Damage to Distant Enemies.
      • Tempest
        • Critical Strike Damage changed to Critical Strike Chance.
    • Earthen Devastation
      • Earthen Power
        • Earth Critical Strike Damage changed to Earth Damage.
      • Oppress
        • Critical Strike Damage to Crowd Controlled changed to Critical Strike Damage.
    • Heightened Malice
      • Poison Conditioned changed to Denial.
      • Toxic Bane changed to All Damage.
      • Overturn changed to Recuperate.
    • Ferocity: +2.5% Companion Cooldown Reduction, +20 Armor
    • Eminence: +6.5% Damage Reduction from Elites, 4% Maximum Life
    • Fortune: +25% Companion Damage, +10 Willpower
    • Resolve: +3% Resistance to All Elements, +10 Willpower
    • Lucky Winds: +5% Lucky Hit Chance, +10% Vulnerable Damage
    • Thunderstruck Board
      • Concentrated (replacing Hubris)
        • Previous: 4% Damage Reduction from Vulnerable Enemies / +10 Willpower
        • Now: (Concentrated) +16% Damage to Elites / +10 Willpower
      • Hubris (replacing Restorative)
        • Previous: +4% Potion Healing / 4% Maximum Life
        • Now: (Hubris) 4% Damage Reduction from Vulnerable Enemies / +4% Healing Received
    • Earthen Devastation Board
      • Crushing Earth (replacing Resolve)
        • Previous: +3% Resistance to All Elements / +10 Willpower
        • Now: (Crushing Earth) +15% Damage to Crowd Controlled Enemies / +10 Willpower
      • Resolve (replacing Crushing Earth)
        • Previous: +10% Earth Damage / +15% Critical Strike Damage to Crowd Controlled Enemies
        • Now: (Resolve) +3% Resistance to All Elements / 4% Maximum Life
    • Heightened Malice Board
      • Toxic Bane (replacing Nature-born)
        • Previous: 4% Damage Reduction from Poisoned Enemies / +10 Willpower
        • Now: (Toxic Bane) +16% Damage to Elites / +10 Willpower
      • Nature-born (replacing Toxic Bane)
        • Previous: +10% Damage to Poisoned Enemies / +10% Poison Damage
        • Now: (Nature-born) 4% Damage Reduction from Poisoned Enemies / +4% Healing Received
    • Constricting Tendrils Board
      • Devastation (replacing Courage)
        • Previous: 4% Maximum Life / +10 Willpower
        • Now: (Devastation) +10% Nature Magic Damage / +10 Willpower
      • Courage (replacing Devastation)
        • Previous: +10% Nature Magic Damage / +16% Damage to Elites
        • Now: (Courage) 4% Maximum Life / +20 Armor

Advanced Information

Below, you will find every additional piece of information you need to know for a more in-depth look at this build.

Build Mechanics

This build utilizes Nature's FuryNature’s Fury along with Wind ShearWind Shear to proc Earth SpikeEarth Spike. This combination along with an incredibly high attack speed from our gear and the new tempering affixes to have a chance to cast an additional Wind ShearWind Shear will allow us to spam the spikes that Seismic-shift AspectSeismic-shift Aspect gives to Earth SpikeEarth Spike allowing us to stack a ton of damage while immobilizing and stunning everything. Due to Nature's FuryNature’s Fury making any proc’d skill count as both Storm and Earth our Earth SpikeEarth Spike will scale off of our increased Lightning damage from our paragon tree.

Defenses

The multilayered defenses of this build start with the damage reduction nodes we take on our skill tree and in our paragon board. From there we combine it with an almost permanent uptime on our Earthen BulwarkEarthen Bulwark to constantly have an extra barrier layer of defense and a near permanent fortify status due to constantly using our defensive skills Earthen BulwarkEarthen Bulwark and Cyclone ArmorCyclone Armor.

Once you obtain Melted Heart of SeligMelted Heart of Selig then your defenses will skyrocket as 75% of the damage you take will be taken from your spirit first before it comes from your life, with the main skills of our build being Wind ShearWind Shear and Earth SpikeEarth Spike we do not use any Spirit spenders and will be constantly at Max Spirit.

Fortify

Fortify is generated through Preserving Earthen BulwarkPreserving Earthen Bulwark. Once the Fortify amount is greater than or equal to your current life, you become Fortified and gain a starting default of 15% Damage Reduction.

Fortified Life Globe for Druid in Diablo 4
A Border Around the Life Globe Indicating Fortified Status

Paragon Information

The Paragon Board is a progression system unlocked at Level 60, giving player power through Common stat Nodes, Magic affix Nodes, leveled Glyphs, and Legendary board-exclusive Nodes. For general paragon board information, check the guide here.

The recommended Paragon boards with images for the Windspike Druid Endgame Build are listed above. The following section goes over some explanation and descriptions for the pathing process for the Windspike Druid Endgame Build.

Broadly speaking, decisions for pathing through the Druid Paragon Board are divided into three categories:

  • Damage – The Paragon Boards provide a significant amount of Damage Multipliers and Additives. This includes:
  • Defense – The paragon boards help reach goals on Damage Reduction, Armor, and Resistances. This includes:
    • Damage Reduction is improved from nodes like HubrisHubris and Glyphs like TerritorialTerritorial
    • Resistances are improved from Magic and Rare Resistance nodes such as DenialDenial and ResolveResolve
  • Build Functionality – The paragon boards improve our build functionality by including the following nodes:
    • The Legendary Node Constricting TendrilsConstricting Tendrils allows our nature skills to immobilize our enemies and increases our damage.

Obol Gambling

Obol gambling is a great way to potentially find item upgrades or items missing from your build. Check out the new tool from Icy Veins for gambling Obols in the link below:

Changelog

  • October 3rd, 2024: Updated for Season 6 (Patch 2.0.2)
  • August 4th, 2024: Updated for Season 5 (Patch 1.5.0)
  • June 17th, 2024: Updated for Season 4 Midseason (Patch 1.4.3)
  • May 10th, 2024: Updated for Season 4 (Patch 1.4.0)
  • March 5th, 2024: Updated for Midseason patch Season 3 (Patch 1.3.3) Changed Legendary Aspects to include two of the new vampiric aspects added in 1.3.3
  • January 22nd, 2024: Updated for Season 3 (Patch 1.3.0)
  • October 17th, 2023: Updated for Season 2 (Patch 1.2.0)
  • August 7th, 2023: Updated for patch 1.1.1.
  • July 23rd, 2023: Updated Gems section to reflect the presence of Malignant Hearts
  • July 18th, 2023: Updated for Season 1 added Malignant Hearts, updated item affixes, Changed Skill Tree and Skill Bar.
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