Storm Lord 4.0 Druid Build for Diablo IV S2 [ULT Spam Synergy]

Storm Lord 4.0 Druid BUILD for Diablo IV [BIG Spam Synergy]

(Call forth the power of Storms as you rapidly Claw away at your foes)

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Diablo IV Season 2 (Season of the Blood) started on October 17th, 2023 for Players on PC (Battle.Net & Steam), XBOX, & PlayStation). After extensive testing, I bring you a Claw & Petrify Druid with a ULT Spam Synergy for the Archetype. The build’s relatively easy to gear up & get things going but requires 1 non-codex aspect. 4 out of the 5 Uniques are also Duriel Drops. As usual, I’ll evolve & keep my builds updated. This is one such build for the Druid Class called Storm Lord 4.0.

I’ve also made spreadsheets for my builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added a link to a new build calculator/planner (MOBALYTICS) that I’ll be using from now on as well which seems amazing.

This build will be updated when needed.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my Latest & older Builds spreadsheet on this link. This build (Storm Lord 4.0) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0)

  • (active) Claw – Shapeshift into a Werewolf and shred an enemy, dealing 20% (X-?) damage.
    Lucky Hit Chance: 50%
    Type: Shapeshifting ; Damage: Physical
    Generates: 9 Spirit
    • (1st upgrade) Enhanced Claw Claw’s Attack Speed is increased by +10%.
    • (2nd upgrade – my pick of the 2) Wild Claw Claw has a 10% chance to attack twice.
  • (active – auto-cast by Greatstaff of the Crone) Storm Strike Electricity gathers around your weapon, dealing 20% (X-?) damage to your target and chaining to up to 3 surrounding enemies, dealing 20% less damage each time it chains.
    You gain 25% Damage Reduction for 3 seconds after dealing damage with Storm Strike.
    Lucky Hit Chance: 25%
    Type: Storm Magic ; Damage: Lightning
    Generates: 15 Spirit
    • (1st upgrade) Enhanced Storm Strike Storm Strike has a 15% chance to Immobilize all enemies hit for 2.5 seconds.
    • (2nd upgrade – my pick of the 2) Fierce Storm Strike Storm Strike has a 50% chance to make enemies Vulnerable for 3 seconds.

Spirit / Core Skill(s) (Resource Spender) (Required Points: 2 ) we’re not using an Active Core Skill

  • (active)
  • (1st upgrade)
  • (2nd upgrade – my pick of the 2)
  • (passive) Predatory Instinct Critical Strike Chance against nearby enemies is increased by +3%/+6%/+9%.
    • (upgrade – did NOT take) Iron Fur
    • (upgrade – did NOT take) Digitigrate Gait
  • (passive) did not pick other Spirit/Core passives to save points

Defensive Skills (Required Points: 6 ) I took both of the Defensive skills listed below

  • (active – ONLY put 1 point here) Earthen Bulwark – Rocks surround you for 3 seconds, granting a Barrier that absorbs 45% of your Base Life in damage.
    Lucky Hit Chance: 50%
    Cooldown: 16 seconds | Type: Earth Magic ; Damage: Physical
  • (1st upgrade) Enhanced Earthen Bulwark Earthen Bulwark makes you Unstoppable while active.
  • (2nd upgrade – my pick of the 2) Preserving Earthen Bulwark – Casting Earthen Bulwark grants 18% Maximum Life as Fortify.
  • (active – ONLY put 1 point here) Debilitating Roar Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies’ damage dealt by 70% for 4 seconds.
    Cooldown: 22 seconds | Type: Shapeshifting
  • (1st upgrade) Enhanced Debilitating Roar Debilitating Roar also Fortifies you for 22% Maximum Life.
  • (2nd upgrade – my pick of the 2) Preserving Debilitating Roar – Debilitating Roar also heals you for 4% of your maximum Life each second for its duration.
  • (passive) Ancestral Fortitude Increase your Non-Physical Resistances by 5%/10%/15%.
    • (upgrade) Vigilance You gain 5%/10%/15% Damage Reduction for 6 seconds after using a Defensive Skill.

Companion Skills (Required Points: 11 )

  • (active – ONLY put 1 point here) Vine Creeper
    Passive: A vine creeper periodically emerges from the ground every 7 seconds and applies 36% (X) Poisoning damage over 6 seconds to an enemy in the area.
    Active: Vines strangle all surrounding enemies, Immobilizing them for 2 seconds and Poisoning them for 30% damage over 2 seconds.
    Lucky Hit Chance: 40% | Cooldown: 20 seconds
    Type: Companion ; Damage: Poison
  • (1st upgrade) Enhanced Vine Creeper Vine Creeper’s Immobilize duration is increased by 1 second.
  • (2nd upgrade – my pick of the 2) Brutal Vine Creeper Your chance to Critically Strike Chance is increased by +20% against enemies strangled by Vine Creeper.
  • (passive) did not pick any Companion passives to save points

Wrath Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Hurricane Form a hurricane around you that deals 97% (X-?) damage to surrounding enemies over 8 seconds.
    Lucky Hit Chance: 33% | Cooldown: 20 seconds
    Type: Storm Magic ; Damage: Physical
  • (1st upgrade)Enhanced Hurricane Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds.
  • (2nd upgrade – my pick of the 2) Savage Hurricane Enemies affected by Hurricane deal 20% less damage.
  • (passive – ONLY put 1 point here) Elemental Exposure – Lucky Hit: Your Storm Skills have up to 20% chance to make enemies Vulnerable for 1/2/3 second(s).
    • (upgrade) Endless Tempest – Increase the duration of Hurricane and Cataclysm by 5%/10%/15% (multiplicative). This node is ONLY required to unlock Bad Omen
    • (upgrade) Bad Omen – Lucky Hit: Up to a 10%/20%/30% chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Strike also hits dealing 55% (X-?) damage.
    • (upgrade – ONLY put 1 point here) Charged Atmosphere – Charged Atmosphere Every 18/15/12 seconds, a Lightning Strike hits a nearby enemy dealing 45% (X-?) damage. This node is required to unlock BOTH Bad Omen & Electric Shock
    • (upgrade – did NOT take) Electric Shock
  • (passive – ONLY put 1 point here) Neurotoxin – Poisoned enemies are slowed by 8%/16%/24%.
    • (upgrade) Envenom – Poisoned enemies take 10%/20%/30% (multiplicative) additional Critical Strike Damage.
    • (upgrade – ONLY put 1 point here) Toxic Claws – Critical Strikes with Werewolf skills deal 8%/15%/23% of their base damage as Poison damage over 4 seconds.
  • (passive) did not pick any other Wrath passives to save points but there are some worth considering

Ultimate Skills (Required Points: 23)

  • (active) Petrify Petrify all Nearby enemies in stone, Stunning them for 3.75 seconds. You deal 25% (multiplicative) increased Critical Strike Damage to enemies affected by Petrify. Against Bosses,the Critical Strike Damage bonus is increased to 50% (multiplicative) and its duration is increased to 7.5 seconds.
    Type: Earth Magic ; Damage: Physical
    Cooldown: 60 seconds
  • (1st upgrade) Prime Petrify Petrify’s duration is increased by 1 seconds.
  • (2nd upgrade – did NOT pick as it’s not needed) Supreme Petrify Killing an enemy affected by Petrify grants 25 Spirit.
  • (passive) Defiance Nature Magic skills deal 4%/8%/12% (multiplicative) increased damage to Elites.
    • (upgrade – did NOT pick to save points) Natural Disaster
    • (upgrade – did NOT pick to save points) Circle of Life
    • (upgrade – did NOT pick to save points) Resonance
  • (passive – ONLY put 1 point here) Quickshift After Shapeshifting into a different form, your next skill deals 5%/10%/15% (multiplicative) increased damage.
    • (upgrade) Heightened Senses Upon shapeshifting into a Werewolf or Werebear, gain 4%/8%/12% damage reduction against Elites for 5 seconds.
    • (upgrade – did NOT take) Natural Fortitude
  • (passive) did not pick other Ultimate passives to save points

Key Passive / Capstone (Required Points: 33 )

  • (passive) Nature’s Fury Casting an Earth Skill has a 30% chance to trigger a free Storm Skill of the same category. In addition, casting a Storm Skill has a 30% chance to trigger a free Earth Skill of the same category.

Seasonal Mechanic (Vampiric Powers):

In Season 2 (Season of Blood), the seasonal Mechanics involves slotting in up to 5 (out of 22) Vampiric Powers at once. Each power requires a certain number of pacts to be applied to your armor. There are 3 types of Pacts: Ferocity, Divinity, Eternity. Pacts can be applied to Armor as follows: Helmet & Boots up can have to 3, Pants up to 4, while Chest Armor and Gloves can have up to 5 pacts applied to them. That Makes a Total of 20 and is enough for any possible combination of 5 powers. Below you can find Information of the total pacts this build needs + the 5 powers we’ve used.

VAMPIRIC POWERS:
Vampiric Powers Total Pacts Required: ferocity 4, divinity 3, eternity 6

Powers Used:

  • Metamorphosis = ferocity 2, divinity 2, eternity 2
    Evading making us unstoppable is great! This helps triggering Tibault’s Will‘s unique special/effect. Also causes Vampiric Curse (read below why it’s needed)
  • Prey on the Weak = ferocity 2
    it’s good bit of extra dps but also good synergy with Flickerstep builds so we don’t require Accursed Touch as evading through enemies will keep the curse on them (due to Metamorphosis).
  • Moonrise = eternity 1
    TOP synergy for this build. Why? Well each basic attack is actually two, BUT it can also end up being 3 due to our Key Passive so the bonus DMG to basic attacks really adds up.
  • Anticipation = divinity 1
    -20% cooldown time for our Petrify is great!
  • Sanguine Brace = divinity 1 + eternity 1
    a very good fit for classes that can keep the fortify up (like a Druid) for that extra +8% crit chance is great here.
  • Alternative: Hemomancy = eternity 3
    this one helps with trash mobs clear and also heals us a bit every 4 seconds. Very good on Overworld content like Helltide or Blood Harvest.

Class Mechanic (Spirit Boons):

The Spirit Boons system lets you pick 1 spirit Boon per bond out of 4 categories. Eventually you unlock the option to specialize into a certain bond which will let you get 2 Boons from that category. I advise using the following 2 + 1 +1 +1 for now.

  • Eagle Category: take those two
    • Scythe Talons: +5% Critical Strike Chance.
    • Avian Wrath: +30% Critical Strike Damage.
  • Deer Category: take this one
    • Wariness: Take 10% reduced damage from Elites
  • Snake Category: take this one
    Calm Before the Storm: Lucky Hit: Nature Magic Skills (Earth & Storm) have up to a 15% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds.
    • Alternative Option 1) Masochistic: Critical Strikes with Shapeshifting Skills heal you for 3% of your maximum Life.
    • Alternative Option 2) Overload: Lucky Hit: Lightning Damage has up to a 20% chance to cause the target to emit a static discharge, dealing 63.53% damage to surrounding enemies.
  • Wolf Category: There are also two decent picks here. I personally think Energize is the best fit since Calamity‘s duration increase only counts Petrify/Cataclysm‘s base duration when counting those 25%. Pick based on whether you need more Poison Creeper Active Skill spamming or longer Ultimates.
    • option 1) Packleader: Lucky Hit: Critical Strikes have up to a 20% chance to reset the Cooldown of your Companion Skills.
    • option 2) Calamity: Extend the duration of Ultimate Skills by 25%.

Unique Items

In Diablo IV we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Uniques inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top picks will be the following:

Top Pick Uniques for the Build

Flickerstep (Boots) [bread and butter of this build]

Attacks Reduce Evade’s Cooldown by 0.8 Seconds

Each enemy you Evade through reduces your active Ultimate Cooldown by 2-4 seconds, up to 10 seconds.

+[10.5 – 17.5]% Movement Speed
+[10 – 18] All Stats
+ [7 – 14]% Damage Reduction from Close Enemies
+[31.5 – 52.5]% Ultimate Skill Damage


“Considered a failure by their creator, it wasn’t until the assassination of an “untouchable” Caldeum noble that these boots’ true power was understood.” – Barrett’s Book of Implements

Greatstaff of the Crone (Staff)

+[17.5%] Damage to Crowd Controlled Enemies

Claw is now a Storm Skill and also casts Storm Strike at [120 – 150]% normal damage.

+[16.5 – 23.5]% Damage to Close Enemies
+[9.5 – 16.5]% Damage to Crowd Controlled Enemies
+[7 – 14]% Non-Physical Damage
+[X – 9] Ranks of Claw

“She has existed in Scosglen since before Fiacla-Géar walked the land. Her purpose is a mystery to us all. However, approach her with deference; she may grant you her counsel.” – Airidah, to Donan

Godslayer Crown (Helm)

When you Stun, Freeze, or Immobilize an Elite enemy, or damage a Boss, it pulls in nearby enemies. You deal x[30-60]% increased damage to them for 3 seconds. This effect can only occur once every 12 seconds.

+[4.2 – 7]% Cooldown Reduction
+[X – Y] Maximum Life
+[10.5 – 17.5]% Damage
+[5 – 12]% Crowd Control Duration


“The Sahptev faithful believe in a thousand and one gods. If it takes me as many lifetimes, I will find and kill them all.” – Gaspar Stilbian, Veradani Outcast

Alternative Helm Choice 1: Right now this seems like a very good option for any build and if you’re lucky enough to get I Strongly advise trying it. I personally felt that my DPS fell too much while wearing it so I went back to a Godslayer Crown.
Harlequin Crest (Helm)

Gain [20%] Damage Reduction. In addition, gain +[4] Ranks to All Skills.

+[N] Maximum Life
+X% Cooldown Reduction
+12% Resource Generation
+[28] All Stats


“This headdress was once worn by an assassin disguised as a court mage. Her treachery was unveiled, but not before she used its magic to curse the king’s entire lineage.” – The Fall of House Aston

Alternative Helm Choice 2: This seems like a very good poison + X’Fal’s Corroded Signet Syenrgy for this build and if you’re lucky enough to get I advise trying it and deciding if you like it or not. The lifesteal also seems like an amazing basic attack build syenrgy too.
Andariel’s Visage (Helm)

Lucky Hit: Up to a [15 – 20]% chance to trigger a poison nova that applies X Poisoning damage over 5 seconds to enemies in the area.

+18 All Stats
+10% Attack Speed
+2% Life Steal (fully upgraded goes to +3%)
+60% Poison Resistance (fully upgraded goes to +90%)

The horrific whispers of the Maiden of Anguish flicker through your mind, pushing you ever closer to madness…

X’Fal’s Corroded Signet (Ring)

+X% Resistance to All Elements
+Y% Fire Resistance

Lucky Hit: Your damage over time effects have up to a 50% chance to erupt, dealing [X-Y] damage of the same type to Nearby enemies.

+[20 – 28] All Stats
+[14 – 28]% Damage Over Time
+[3.2 – 6]% Lucky Hit Chance
+[4.2 – 7]% Cooldown Reduction


Skulking in the shadows of the Realm of Destruction, the Scarred Baron plots the downfall of the mortal who banished him there.

Tibault’s Will (Pants) (this one’s very good to use if you don’t feel like your survivability sucks or for overworld and other easier content as well as to swap to for boss fights)

While Injured, Your Potion Also Restores 20% Resource You deal x[20-40]% increased damage while Unstoppable and for 4 seconds after. When you become Unstoppable, gain 50 of your Primary Resource.

+[2 – 3] Potion Capacity
+[7 – 14]% Damage Reduction from Close Enemies
+[10.5 – 17.5]% Damage
+[5 – 13] Maximum Resource


“The younger apprentices think wearing heavy plate in the swamps is foolish. They fail to understand that our armor is our legacy, and without it we are nothing.” – Crusader Pembroke

Sockets & Gems

There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:

Weps: Emerald. (if you don’t have any use Topaz for a bit)
Armor: Ruby or Saphire/Topaz (dmg reduction can help you If needed in higher tier NM dungeons).
Jewelry: Skull (ideally) OR Diamond if not capped on resists. Unless you need specific resistance more.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+15%/+5%/+5% for Royal (the 5th grade at lvl 60)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+12%/+250/30% for Royal (the 5th grade at lvl 60)

XYZ Skull (Requires Level XY)

• Weapon: +N
Health on Kill
• Armor: +N% Healing Received
• Jewelry: +N Armor

+24/+5%/+250 for Royal (the 5th grade at lvl 60)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+24%/+4.0%/30% for Royal (the 5th grade at lvl 60)

XYZ Topaz (Requires Level XY)

• Weapon: +N% Basic Skill Damage
• Armor: N% Damage Reduction While Control Impaired
• Jewelry: N% Lightning Resistance

+20%/10%/30% for Royal (the 5th grade at lvl 60)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+12%/3%/30% for Royal (the 5th grade at lvl 60)

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my Latest & Older Builds spreadsheet on this link. This build (Storm Lord 4.0) is one of the builds on that spreadsheet.

  • Helm: Aspect of The Protector OR Exploiter’s Aspect / Godslayer Crown OR an Alternative Helm Pick (see notes in the Unique Items section)
  • Amulet: Rapid Aspect
  • Chest: Aspect of Disobedience
  • Pants: Aspect of Might or Vigorous Aspect / Tibault’s Will (see notes in the Unique Items section)
  • Gloves: Symbiotic Aspect
  • Boots: Ghostwalker Aspect / Flickerstep
  • Ring 1: Runeworker’s Conduit Aspect
  • Ring 2: Overcharged Aspect / X’Fal’s Corroded Signet
  • Main Hand Weapon: Aspect of Control
  • Off-hand Weapon: Aspect of Three Curses
  • 2-H Weapon: Conceited Aspect or Edgemaster’s Aspect
    (I actually Don’t recommend playing this build before getting at least the unique staff in the first place. However, if you insist on using this build before the staff drops then I recommend ideally using a 1h + Off-hand combo before you get Greatstaff of the Crone. Why? Because it means a LOT of potential Cooldown reduction lost (up to 2x 10.3% at max item power) and this build is heavily dependent on CDR even with Flickerstep equipped. However, if you want to use a Legendary Staff or Hammer for a bit, then make sure you use a very high rolled Conceited Aspect or Edgemaster’s Aspect on the the 2h weapon)

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. I’ve made two version: 1 for before the Abattoire of Lord Zir (December 5th) Patch and 1 for after the Abattoire patch. On the link you’ll see what the boards will look like at lvl 100 with ALL paragon points spent and fully min-maxed to get the most out of every board BUT it’s base on my gear’s attributes bonuses (INT, DEX, WIL) so you may need to reorder some of the floating nodes to make sure you get the double bonus requirements of all rare nodes. Leveling in Season 2 is fast so I no longer will provide a version with less points spent.

  • MAX LEVEL & MAX Paragon points spent Before Abattoire Patch : Click THIS LINK
  • MAX LEVEL & MAX Paragon points spent After Abattoire Patch: Click THIS LINK

Suggested Gear Rolls to look out for (in order of priority):

I’ve shortlisted various different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority. NOTE: I’ve added a new “Top Priority per Slot” list but left the old unsorted list below it.

This is the Sorted by Slot list of Top Priority Affixes/Rolls:

    • Helm:
      • Priority 1: Cooldown Reduction, Total Armor
      • Priority 2: Maximum Life, Basic Skill Attack Speed
      • Priority 3: Core Stats (Wil, Dex, Int, All Stats)
      • Priority 4: +N% X Resistance(es)
    • Chest:
      • Priority 1: Total Armor, Damage Reduction while Fortified,
      • Priority 2: Maximum Life, Damage Reduction from Close/Distant Enemies
      • Priority 3: Core Stats (Wil, Dex, Int, All Stats), + X% Damage, Damage Reduction
      • Priority 4: +x Ranks to Earthen Bulwark, Damage while Shapeshifted, Werewolf Skill Damage, Storm Skill Damage, Nature Damage, Physical Damage, +N% X Resistance(es)
    • Gloves:
      • Priority 1: Critical Strike Chance, Lucky Hit Chance
      • Priority 2: Attack Speed, Damage to Injured Enemies, Core Stats (Wil, Dex, Int, All Stats)
      • Priority 3: Storm Skill Cooldown Reduction, Lightning Critical Strike Damage, Critical Strike Damage with Werewolf Skills
      • Priority 4: Critical Strike Chance Against Injured Enemies. +N% X Resistance(es)
    • Pants:
      • Priority 1: Total Armor, Damage Reduction from Close/Distant Enemies, Damage Reduction while Fortified
      • Priority 2: Maximum Life, Damage Reduction while Injured
      • Priority 3: Core Stats (Wil, Dex, Int, All Stats)
      • Priority 4: +N% X Resistance(es), Damage Reduction
    • Boots:
      • Priority 1: Movement Speed, Damage Reduction while Injured
      • Priority 2: Core Stats (Wil, Dex, Int, All Stats)
      • Priority 3: Total Armor while in Werewolf Form
      • Priority 4: +N% X Resistance(es), Fortify Generation
    • Amulet:
      • Priority 1: Total Armor, Cooldown Reduction, Movement Speed
      • Priority 2: Storm Skill Cooldown Reduction
      • Priority 3: +X Ranks of a Passive you like, Damage Reduction from Close or Distant Enemies/While Injured/While Fortified
      • Priority 4: Damage while Shapeshifted, Werewolf /Earth Skill Damage, +X% Damage,
    • Rings:
      • Priority 1: Critical Strike Damage, Critical Strike Chance, Damage to Close Enemies
      • Priority 2: Lucky Hit Chance, Maximum Life
      • Priority 3: Damage to Distant/Injured Enemies, Vulnerable Damage, Damage to Poisoned
      • Priority 4: Fortify Generation
    • Main Hand Weapon:
      • Priority 1: Critical Strike Damage, Damage to Close Enemies
      • Priority 2: (All Stats or Willpower), Damage to Distant Enemies
      • Priority 3: Basic Skill Damage, Vulnerable Damage, Damage to Injured Enemies, Critical Strike Damage with Werewolf Skills, Lightning Critical Strike Damage, Damage to Poisoned Enemies, Damage to CCed
      • Priority 4: Other Core Stats (Dex, Int)
    • Off-hand Focus:
      • Priority 1: Cooldown Reduction, Critical Strike Chance, Lucky Hit Chance
      • Priority 2: Basic Skill Attack Speed, Basic Skill Damage
      • Priority 3: Core Stats (Wil, Dex, Int, All Stats), Damage Reduction while Fortified
      • Priority 4: Damage Reduction from Enemies That Are Poisoned, Critical Chance Against Injured
    • 2-H Weapon (1H+off-hand setup is preferred until the unique Staff Drops): Same priorities as 1H Main Hand Weapon (scroll up a bit and read)

This is the UNsorted by list of useful Affixes/Rolls:

Higher Priority
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV Latest Season 2 & Older (Post-Launch, RDY-4-Launch) Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Storm Lord 4.0 Druid Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net, Steam)

XBOX

PlayStation

Official Website

Storm Lord 3.0 Druid Build for Diablo IV [S- Tier Potential]

Storm Lord 3.0 Druid BUILD for Diablo IV [S- Tier Potential]

(call upon the forces of Nature, embrace your Inner Wolf, & Claw your foes to Smite them with wrathful Storm Strikes)

♦ ◊ ♦ ◊ ♦

Diablo IV launched on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation) and I’ve had my fair share of playing and testing done. I’m already making full Builds/Theorycrafts that work for both ‘fresh-into-endgame’ characters as well as late endgame. I’ll evolve & keep them updated when we get major rebalance updates. This is one such build for the Druid Class called Storm Lord 3.0.

I’ve also made spreadsheets for my builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added build calculator links (mostly needed for the paragons)

This build will be updated when needed.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Storm Lord 3.0) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0)

  • (active) Claw Shapeshift into a Werewolf and shred an enemy, dealing 20% (X-?) damage.
    Lucky Hit Chance: 50%
    Type: Shapeshifting ; Damage: Physical Generates: 9 Spirit
    • (1st upgrade) Enhanced Claw Claw’s Attack Speed is increased by +10%.
    • (2nd upgrade – my pick of the 2) Fierce Claw – Claw applies 10% (X) poisoning damage over 3 seconds.

Spirit / Core Skill(s) (Resource Spender) (Required Points: 2)

  • (active) Tornado Conjure a swirling tornado that deals 35% (X-?) damage.
    Lucky Hit Chance: 33%
    Type: Storm Magic ; Damage: Physical | Spirit Cost: 40
    • (1st upgrade) Enhanced Tornado Each time you cast Tornado, you have a 20% chance to spawn an additional Tornado.
    • (2nd upgrade – my pick of the 2) Raging Tornado Enemies hit with Tornado have a 10% chance to become Vulnerable for 3 seconds.
  • (passive – ONLY put 1 point here) Heart of the Wild Maximum Spirit is increased by 3/6/9.
    • (upgrade – did NOT take to save points) Wild Impulses
    • (upgrade) Abundance Basic Skills generate 6%/12%/18% (multiplicative) more Spirit.
  • (passive) Predatory Instinct Critical Strike Chance against nearby enemies is increased by +3%/+6%/+9%.
    • (upgrade – did NOT take as its’ Werebear synergy) Iron Fur
    • (upgrade – did NOT take to save points) Digitigrate Gait / Lycanthropic Speed
  • (passive) did not pick other Spirit/Core passives to save points

Defensive Skills (Required Points: 6 ) I took both of the Defensive skills listed below

  • (active – ONLY put 1 point here) Earthen Bulwark – Rocks surround you for 3 seconds, granting a Barrier that absorbs 45% of your Base Life in damage.
    Lucky Hit Chance: 50%
    Cooldown: 16 seconds | Type: Earth Magic ; Damage: Physical
  • (1st upgrade) Enhanced Earthen Bulwark Earthen Bulwark makes you Unstoppable while active.
  • (2nd upgrade – my pick of the 2) Preserving Earthen Bulwark – Casting Earthen Bulwark grants 18% Base Life as Fortify.
  • (active – ONLY put 1 point here) Debilitating Roar Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies’ damage dealt by 50% for 4 seconds.
    Cooldown: 22 seconds | Type: Shapeshifting
  • (1st upgrade) Enhanced Debilitating Roar Debilitating Roar also Fortifies you for 22% Base Life.
  • (2nd upgrade – my pick of the 2) Preserving Debilitating Roar – Debilitating Roar also heals you for 4% of your maximum Life each second for its duration.
  • (passive) did not pick any Defensive passives to save points

Companion Skills (Required Points: 11 ) I did NOT take a companion

  • (active) DID NOT TAKE a Companion active due to using already full skillbar
  • (1st upgrade)
  • (2nd upgrade – my pick of the 2)
  • (passive) did not pick any Companion passives to save points

Wrath Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Hurricane Form a hurricane around you that deals 97% (X-?) damage to surrounding enemies over 8 seconds.
    Lucky Hit Chance: 33%
    Cooldown: 20 seconds | Type: Storm Magic ; Damage: Physical
  • (1st upgrade) Enhanced Hurricane Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds.
  • (2nd upgrade – my pick of the 2)Savage Hurricane Enemies affected by Hurricane deal 20% less damage.
  • (passive – ONLY put 1 point here) Elemental Exposure Lucky Hit: Your Storm Skills have up to 20% chance to make enemies Vulnerable for 1/2/3 second(s).
    • (upgrade) Endless Tempest Increase the duration of Hurricane and Cataclysm by 5%/10%/15% (multiplicative). This node is ONLY required to unlock Bad Omen BUT you’ll also need a point in Atmosphere for Bad Omen
    • (upgrade – did NOT take to save points) Charged Atmosphere
    • (upgrade – did NOT take to save points) Bad Omen
    • (upgrade – did NOT take to save points) Electric Shock
  • (passive) did not pick any other Wrath passives to save points but there are some worth considering

Ultimate Skills (Required Points: 23)

  • (active) Cataclysm A massive storm follows you for 8 seconds. Tornadoes Knock Back enemies, and lightning strikes wildly dealing 52% (X-?) damage.
    Lucky Hit Chance: 82%
    Cooldown: 80 seconds | Type: Storm Magic ; Damage: Lightning
  • (1st upgrade) Prime Cataclysm Cataclysm’s duration is increased by 2 seconds.
  • (2nd upgrade) Supreme Cataclysm Lightning strikes from Cataclysm make enemies Vulnerable for 2 seconds.
  • (passive) Defiance Nature Magic skills deal 4% (multiplicative) increased damage to Elites.
    • (upgrade – did NOT pick to save points) Natural Disaster
    • (upgrade – did NOT pick to save points) Circle of Life
    • (upgrade – did NOT pick to save points) Resonance
  • (passive) Defensive Posture Increases the amount of Fortify you gain from all sources by +5%/+10%/+15%.
    • (upgrade – did NOT pick to save points) Thick Hide
    • (upgrade) Nature’s Resolve 5%/10%/15% chance when struck to Fortify you for 4% Base Life.
    • (upgrade – did NOT pick to save points) Unrestrained
  • (passive – ONLY put 1 point here) Quickshift After Shapeshifting into a different form, your next skill deals 5%/10%/15% (multiplicative) increased damage.
    • (upgrade) Heightened Senses Upon shapeshifting into a Werewolf or Werebear, gain 4%/8%/12% damage reduction against Elites for 5 seconds.
    • (upgrade) Natural Fortitude Shapeshifting Fortifies you for 1%/3%/4% Base Life.
  • (passive) did not pick other Ultimate passives to save points

Key Passive / Capstone (Required Points: 33 )

  • (passive) Lupine Ferocity – Every 6th Werewolf skill hit Critically Strikes and deals 60% (multiplicative) increased damage.

Class Mechanic (Spirit Boons):

The Spirit Boons system lets you pick 1 spirit Boon per bond out of 4 categories. Eventually you unlock the option to specialize into a certain bond which will let you get 2 Boons from that category. I advise using the following 2 + 1 +1 +1 for now.

  • Eagle Category: take those two
    • Scythe Talons: +5% Critical Strike Chance.
    • Avian Wrath +30% Critical Strike Damage.
  • Deer Category: take this one
    • Wariness: Take 10% reduced damage from Elites
  • Snake Category: two decent picks here so choose whichever you like based on whether you need more survivability or ultimate CDR
    • option 1) Masochistic: Critical Strikes with Shapeshifting Skills heal you for 3% of your maximum Life.
    • option 2) Calm Before the Storm: Lucky Hit: Nature Magic Skills (Earth & Storm) have up to a 15% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds.
  • Wolf Category: There are also two decent picks here. Pick based on whether you need longer Ultimates or more survivability.
    • option 1) Calamity: Extend the duration of Ultimate Skills by 25%.
    • option 2) Bolster: Fortify for 10% of your Maximum Life when you use a Defensive Skill

Note: Obsidian Slam on the Snake Category is also a very interesting synergy with this build worth considering for mobbing but won’t be great on Boss figh

Unique Items

In Diablo IV we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Uniques inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top pick will be the following one but check below it & the notes under the Aspects list for more info:

Top Pick Uniques for the Build

Greatstaff of the Crone (Staff)

+[17.5%] Damage to Crowd Controlled Enemies

Claw is now a Storm Skill and also casts Storm Strike at [120 – 150]% normal damage.

+[16.5 – 23.5]% Damage to Close Enemies
+[9.5 – 16.5]% Damage to Crowd Controlled Enemies
+[7 – 14]% Non-Physical Damage
+[X – 9] Ranks of Claw

“She has existed in Scosglen since before Fiacla-Géar walked the land. Her purpose is a mystery to us all. However, approach her with deference; she may grant you her counsel.” – Airidah, to Donan

Tempest Roar (Helm)

Lucky Hit: Storm Skills have up to a [15 – 25]% chance to grant 10 Spirit. Your base Storm Skills are now also Werewolf Skills

+[7 – 14]% Damage while Shapeshifted
[24.5 – 45.5]% Poison Resistance
+[16 – 24] Maximum Spirit
[0.031 – 0.073] Life On Kill

“Listen, child, to the music of the storm. It has its own rhythm. Its own melody. Hear how beautifully it sings, and perhaps one day you will be able to join in its harmony.” – Airidah

Sockets & Gems

There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:

Weps: Emerald is what this build needs most BUT worth trying Topaz too
Armor: Ruby or Saphire/Topaz (dmg reduction is very needed in high tier NM dungeons).
Jewelry: Skull for Armor until they rework resistances. After the rework: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+15%/+5%/+8% for Royal (the 5th grade at lvl 60)

XYZ Skull (Requires Level XY)

• Weapon: +N Life On Kill
• Armor: +N% Healing Received
• Jewelry: +N Armor

+24/+5%/+250 for Royal (the 5th grade at lvl 60)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+12%/+250/22.1% for Royal (the 5th grade at lvl 60)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+24%/+4.0%/22.1% for Royal (the 5th grade at lvl 60)

XYZ Topaz (Requires Level XY)

• Weapon: +N% Basic Skill Damage
• Armor: N% Damage Reduction While Control Impaired
• Jewelry: N% Lightning Resistance

+20%/10%/22.1% for Royal (the 5th grade at lvl 60)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+12%/3%/22.1% for Royal (the 5th grade at lvl 60)

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Storm Lord 3.0) is one of the builds on that spreadsheet.

  • Helm: Aspect of Disobedience / Tempest Roar (see notes below)
  • Amulet: Eluding Aspect
  • Chest: Aspect of Might
  • Pants: Vigorous Aspect
  • Gloves: Aspect of the Dark Howl
  • Boots: Stormshifter’s Aspect
  • Ring 1: Accelerating Aspect / Rapid Aspect (see notes below)
  • Ring 2: Stormchaser’s Aspect
  • Main Hand Weapon: I recommend using a 2h axe before you get the unique Staff
  • Off-hand Totem: I recommend using a 2h axe before you get the unique Staff
  • 2-H Weapon: Rapid Aspect / Greatstaff of the Crone (see notes below)
    (I recommend using a 2H Axe as a weapon until Greatstaff of the Crone drops. With a 1h weapon + off-hand totem you can get a bit less dps but more utility (cooldown reduction, spirit cost reduction, etc.) so if you decide to do that a 1h Axe will be the best choice)
NOTES: How to re-arrange if using any of the Uniques:

- For Tempest Roar (Helm): Aspect of Disobedience gets removed from the Helm slot to make room for the Unique Helm.
- For Greatstaff of the Crone (2h Staff): Accelerating Aspect gets removed from the Ring 1 slot. Then, Rapid Aspect goes into the, now empty, Ring 1 slot to make room for the 2H Staff.

Additional Note: Since on higher Nightmare dungeon Tiers damage reduction is too important, the unique werewolf chest armor (Mad Wolf's Glee) is not recommended. BUT you can use if it drops for you up until around NMD Tiers 50-60, especially if you're maxed out and speed-running those tiers.

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 91 with 186 paragon points (so more paragon points will be obtained on the way to 100). The other link is what the boards will look like when fully maxed out on paragon points.

Suggested Gear Rolls to look out for (NOT in order of priority):

I’ve shortlisted 36 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority. NOTE: I’ve added a new “Top Priority per Slot” list but left the old unsorted list below it.

This is the Sorted by Slot list of Top Priority Affixes/Rolls:

    • Helm:
      • Priority 1: Cooldown Reduction
      • Priority 2: Maximum Life, Basic Skill Attack Speed
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), Maximum Spirit
      • Priority 4: Total Armor
    • Chest:
      • Priority 1: Damage Reduction from Close/Distant Enemies, Damage Reduction while Fortified
      • Priority 2: Maximum Life, + X% Damage, Damage Reduction from Enemies That Are Poisoned
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), +x Ranks to Debilitating Roar/Earthen Bulwark, Total Armor
      • Priority 4: Damage while Shapeshifted, Werewolf Skill Damage, Storm Skill Damage, Lightning Damage, Physical Damage
    • Gloves:
      • Priority 1: + X ranks of Tornado
      • Priority 2: Critical Strike Chance, Damage to Injured Enemies, Attack Speed
      • Priority 3: Storm Skill Cooldown Reduction, Lucky Hit Chance, Lightning Critical Strike Damage, Critical Strike Damage with Werewolf Skills
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats), Critical Strike Chance Against Injured Enemies
    • Pants:
      • Priority 1: Damage Reduction from Close/Distant Enemies, Damage Reduction while Fortified
      • Priority 2: Maximum Life, Damage Reduction while Injured
      • Priority 3: + X ranks of Hurricane, Core Stats (Int, Dex, Wil, All Stats)
      • Priority 4: Total Armor, Damage Reduction
    • Boots:
      • Priority 1: Movement Speed, Damage Reduction while Injured
      • Priority 2: Energy Cost Reduction
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), Fortify Generation
      • Priority 4: Total Armor while in Werewolf Form
    • Amulet:
      • Priority 1: Cooldown Reduction, +X Ranks of Wrath Skills, Movement Speed
      • Priority 2: Maximum Life, +X Ranks of a Passive you like, Storm Skill Cooldown Reduction
      • Priority 3:Damage while Shapeshifted, Werewolf/Storm Skill Damage, +X% Damage, Damage Reduction from Close or Distant Enemies/While Injured/While Fortified, Damage Reduction from Enemies That Are Poisoned
      • Priority 4: Spirit Cost Reduction
    • Rings:
      • Priority 1: Vulnerable Damage, Critical Strike Damage, Core Skill Damage
      • Priority 2: Maximum Life, Critical Strike Chance, Damage to Injured/Close/Poisoned Enemies
      • Priority 3: Physical/Lightning Damage, Lucky Hit Chance
      • Priority 4: Resource Generation, Fortify Generation
    • Main Hand Weapon: See the 2H Weapon Rolls List
    • Off-hand Totem: if you decide to use 1H + Totem
      • Priority 1: Cooldown Reduction, Critical Strike Chance
      • Priority 2: Spirit Cost Reduction
      • Priority 3: Lucky Hit Chance, Core Stats (Int, Dex, Wil, All Stats), Damage Reduction while Fortified
      • Priority 4: Fortify Generation, Up to a 5% Chance to Restore X% Primary Resource, Critical Chance Against Injured
    • 2-H Weapon: See the 1H Weapon Rolls List
      • Priority 1: Vulnerable Damage, Critical Strike Damage, Core Skill Damage
      • Priority 2: Damage to Injured Enemies, Damage to Close Enemies
      • Priority 3: Critical Strike Damage with Werewolf Skills, Lightning Critical Strike Damage, Damage to Poisoned Enemies
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats)

This is the UNsorted by list of useful Affixes/Rolls:

+ X% Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Storm/Nature/Shapeshifting/Werewolf Skills
Critical Chance/Critical Damage with Core/Basic Skills
Damage with Core/Basic/Nature/Storm/Shapeshifting/Werewolf Skills
Lucky Hit Chance
+ X Ranks to Core/Defensive/Wrath Skills
+ X Ranks to Tornado/Debilitating Roar/Earthen Bulwark/Hurricane
Damage vs Injured Enemies
+ Intelligence, + Dexterity, + Willpower
+ All Stats
+ Maximum Life
Spirit Generation / Regeneration / On Kill
Resource/Spirit Cost Reduction
Cooldown Reduction
Attack Speed
Physical/Lightning Skill Damage Bonus
Lucky Hit Chance with Physical/Storm/Nature/Shapeshifting/Werewolf Skill Damage
Resistance to All Elements
Damage Against Close/Distant Enemies
+ % Physical/Lightning Damage to Elites
Vulnerable Damage / Damage Against Vulnerable Enemies
Damage Reduction from Enemies That Are Poisoned
Damage Reduction while Fortified
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
+ % Damage for X Seconds After Killing an Elite
Damage Against Crowd Controlled Enemies
Lucky Hit: Up to a 5% chance to Restore +X% Primary Resource
Lucky Hit: Up to a 5% chance to Heal +X Life
Damage while Healthy
Barrier Generation
Movement Speed
Fortify Generation
Higher Priority
Critical Strike Chance Against Injured Enemies
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV Post-Launch & RDY-4-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Storm Lord 3.0 Druid Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Storm Lord 2.0 Diablo IV Druid Build [RDY-4-Launch]

Storm Lord 2.0 Druid BUILD for Diablo IV [RDY-4-Launch]

(call upon the forces of Nature to smite your foes with the power of wrathful storm strikes)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV‘s Launch is getting closer and it’s time to make some Ready-For-Launch full Builds/Theorycrafts that should be good for both ‘fresh-into-endgame’ characters as well as late endgame. I also plan to evolve them further when the game is released & keep them updated when we get rebalance updates. This is one such build for the Druid Class called Storm Lord 2.0.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added build calculator links (mostly needed for the paragons)

This build will be updated post-launch to a new & expanded version when I have more in-game information as reference.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Storm Lord 2.0) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0)

  • (active) Claw Shapeshift into a Werewolf and shred an enemy, dealing 20% (X-?) damage. Lucky Hit Chance: 50% Type: Shapeshifting ; Damage: Physical Generates: 9 Spirit
    • (1st upgrade) Enhanced Claw Claw’s Attack Speed is increased by +10%.
    • (2nd upgrade – my pick of the 2) Wild Claw Claw has a 10% chance to attack twice.

Spirit / Core Skill(s) (Resource Spender) (Required Points: 2)

  • (active) Tornado Conjure a swirling tornado that deals 35% (X-?) damage. Lucky Hit Chance: 33% Type: Storm Magic ; Damage: Physical Spirit Cost: 40
    • (1st upgrade) Enhanced Tornado Each time you cast Tornado, you have a 20% chance to spawn an additional Tornado.
    • (2nd upgrade – my pick of the 2) Raging Tornado Enemies hit with Tornado have a 10% chance to become Vulnerable for 3 seconds.
  • (passive – ONLY put 1 point here) Heart of the Wild Maximum Spirit is increased by 3/6/9.
    • (upgrade) Wild Impulses Your Core Skills cost 5%/10%/15% (multiplicative) more Spirit but deal 10%/20%/30% (multiplicative) increased damage
    • (upgrade – did NOT take cuz no points) Abundance
  • (passive) Predatory Instinct Critical Strike Chance against nearby enemies is increased by +3%/+6%/+9%.
    • (upgrade – did NOT take as its’ Werebear synergy) Iron Fur
    • (upgrade – did NOT take cuz no points) Digitigrate Gait / Lycanthropic Speed
  • (passive) did not pick other Spirit/Core passives to save points

Defensive Skills (Required Points: 6) I took both of the Defensive skills listed below

  • (active – ONLY put 1 point here) Blood Howl – Shapeshift into a Werewolf and howl furiously, Healing you for 20% of your Maximum Life. Cooldown: 15 seconds Type: Shapeshifting
    • (1st upgrade) Enhanced Blood Howl – Kills reduce the Cooldown of Blood Howl by 1 second.
    • (2nd upgrade – my pick of the 2) Innate Blood Howl Blood Howl also generates 20 Spirit.
  • (active – ONLY put 1 point here) Cyclone Armor Passive: Powerful winds surround you, granting 20% Non-Physical Damage Reduction. Active: The winds rapidly expand, Knocking Back enemies and dealing 15% (X) damage. Lucky Hit Chance: 25% Type: Storm Magic ; Damage: Physical
    • (1st upgrade) Enhanced Cyclone Armor Enemies who are Knocked Back by Cyclone Armor are also Slowed by 70% for 1.5 seconds.
    • (2nd upgrade – my pick of the 2) Innate Cyclone Armor Enemies Knocked Back by Cyclone Armor become Vulnerable for 3 seconds.
  • (passive) did not pick any Defensive passives to save points

Companion Skills (Required Points: 11) I did NOT take a companion Active Skill

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) did not pick any Companion passives to save points

Wrath Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Hurricane Form a hurricane around you that deals 97% (X-?) damage to surrounding enemies over 8 seconds. Lucky Hit Chance: 33% Cooldown: 20 seconds Type: Storm Magic ; Damage: Physical
    • (1st upgrade) Enhanced Hurricane Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds.
    • (2nd upgrade – my pick of the 2) Natural Hurricane Hurricane has a 15% chance to make enemies Vulnerable for 3 seconds.
  • (passive – ONLY put 1 point here) Elemental Exposure Lucky Hit: Your Storm Skills have up to 20% chance to make enemies Vulnerable for 1/2/3 second(s).
    • (upgrade) Endless Tempest Increase the duration of Hurricane and Cataclysm by 5%/10%/15% (multiplicative). This node is ONLY required to unlock Bad Omen BUT you’ll also need a point in Atmosphere for Bad Omen
    • (upgrade – ONLY put 1 point here) Charged Atmosphere Every 18/15/12 seconds, a Lightning Strike hits a nearby enemy dealing 45% (X-?) damage. This node is required to unlock BOTH Bad Omen & Electric Shock
    • (upgrade – ONLY put 2 points here) Bad Omen Lucky Hit: Up to a 10%/20%/30% chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Strike also hits dealing 55% (X-?) damage.
    • (upgrade – ONLY put 1 point here) Electric Shock Lucky Hit: Dealing Lightning damage to enemies has a 5%/10%/15% chance to Immobilize them for 3 seconds. If the target is already Immobilized, the Lightning damage dealt to them is increased by 5%/10%/15%% (multiplicative) instead.
  • (passive) did not pick any other Wrath passives to save points but there are some worth considering

Ultimate Skills (Required Points: 23)

  • (active) Cataclysm A massive storm follows you for 8 seconds. Tornadoes Knock Back enemies, and lightning strikes wildly dealing 52% (X-?) damage. Lucky Hit Chance: 82% Cooldown: 80 seconds Type: Storm Magic ; Damage: Lightning
  • (1st upgrade) Prime Cataclysm Cataclysm’s duration is increased by 2 seconds.
  • (2nd upgrade) Supreme Cataclysm Lightning strikes from Cataclysm make enemies Vulnerable for 2 seconds.
  • (passive) Defiance Nature Magic skills deal 4% (multiplicative) increased damage to Elites.
    • (upgrade – did NOT pick to save points) Natural Disaster
    • (upgrade – did NOT pick to save points) Circle of Life
    • (upgrade – did NOT pick to save points) Resonance
  • (passive) Defensive Posture Increases the amount of Fortify you gain from all sources by +5%/+10%/+15%.
    • (upgrade – did NOT pick to save points) Thick Hide
    • (upgrade) Nature’s Resolve 5%/10%/15% chance when struck to Fortify you for 4% Base Life.
    • (upgrade – did NOT pick to save points) Unrestrained
  • (passive – ONLY put 1 point here) Quickshift After Shapeshifting into a different form, your next skill deals 5%/10%/15% (multiplicative) increased damage.
    • (upgrade) Heightened Senses Upon shapeshifting into a Werewolf or Werebear, gain 4%/8%/12% damage reduction against Elites for 5 seconds.
    • (upgrade) Natural Fortitude Shapeshifting Fortifies you for 1%/3%/4% Base Life.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Perfect Storm Your Storm Skills grant 2 Spirit and deal 20% (multiplicative) increased damage when damaging a Vulnerable, Immobilized or Slowed enemy.

Class Mechanic (Spirit Boons):

I don’t have much info regarding the Spirit Boons but I think you can pick at least 2 from the same category (when you specialize into it) + maybe 1 more from every other category . I’d advise getting the following 2 + 1 + 1 + 1 for now.

  • Eagle Category:
    Scythe Talons: +5% Critical Strike Chance
    Avian Wrath: +30% Critical Strike Damage
  • Deer Category:
    Wariness: Take 10% reduced damage from Elites
  • Snake Category:
    Calm Before the Storm: Lucky Hit: Nature Magic Skills have up to 15% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds
  • Wolf Category:
    Energize: Fortify for 10% of your Maximum Life when you use a Defensive Skill

Unique Item

In Diablo IV apparently (I have multiple sources that confirmed this) we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Unique inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top pick will be the following one but check the notes under the Aspects list for some additional picks:

Greatstaff of the Crone (Staff)

+[17.5%] Damage to Crowd Controlled Enemies

Claw is now a Storm Skill and also casts Storm Strike at [120 – 150]% normal damage.

+[16.5 – 23.5]% Damage to Close Enemies
+[9.5 – 16.5]% Damage to Crowd Controlled Enemies
+[7 – 14]% Non-Physical Damage
+[2 – 4] Ranks of Claw

“She has existed in Scosglen since before Fiacla-Géar walked the land. Her purpose is a mystery to us all. However, approach her with deference; she may grant you her counsel.” – Airidah, to Donan

Sockets & Gems

There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:

Weps: Topaz, Ruby, Saphire, Skull, Diamond, or Emerald.
Armor: Skull, Ruby, or Saphire.
Jewelry: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+5%/+5%/5% for chipped (the 2nd grade at lvl 20)

XYZ Skull (Requires Level XY)

• Weapon: +N Life On Kill
• Armor: +N% Healing Received • Jewelry: +N Armor

+13/+5%/+170 for chipped (the 2nd grade at lvl 20)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+7.5%/5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+15%/+5.5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+7.5%/39/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Topaz (Requires Level XY)

• Weapon: +N% Basic Skill Damage
• Armor: N% Damage Reduction While Control Impaired
• Jewelry: N% Lightning Resistance


+16.7%/+8.2%/+14.3% for chipped (the 2nd grade at lvl 20)

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Storm Lord 2.0) is one of the builds on that spreadsheet.

  • Helm: Stormshifter’s Aspect
  • Amulet: Nighthowler’s Aspect
  • Chest: Aspect of Might
  • Pants: Aspect of Cyclonic Force
  • Gloves: Stormchaser’s Aspect
  • Boots: Exploiter’s Aspect
  • Ring 1: Runeworker’s Conduit Aspect (temporary, see notes below)
  • Ring 2: Storm Beast’s Aspect
  • 1H Weapon (see note below): Rapid Aspect Until The Unique goes in the 2-handed slot
  • Off-hand (see note below): Overcharged Aspect Until The Unique goes in the 2-handed slot
  • 2-H Weapon (see note below): Rapid Aspect Until The Unique goes in the 2-handed slot
NOTE 1: Rapid Aspect goes in the 1h weapon & Overcharged Aspect goes in the Off-hand slot ONLY until you get the Greatstaff of the Crone Unique Staff.

There are two other alternative picks for Uniques you could use if you get those first: Tempest Roar (Helm) & Harlequin Crest (Helm). See the other note below for how to re-arrange the aspects for any Unique drop:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Tempest Roar (Helm): Overcharged Aspect gets removed from the Off-hand slot and Stormchaser’s Aspect goes in the now empty Off-hand slot. Then Stormshifter's Aspect goes in the now empty Gloves slot to make room for the Unique Helm.
- For Harlequin Crest (Helm): Overcharged Aspect gets removed from the Off-hand slot and Stormchaser’s Aspect goes in the now empty Off-hand slot. Then Stormshifter's Aspect goes in the now empty Gloves slot to make room for the Unique Helm

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 94 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown. The other link will be what the boards will look like when fully maxed out on paragon points.

Suggested Gear Rolls to look out for (NOT in order of priority):

I’ve shortlisted 43 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority

Bonus to All Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Lightning Skills
Critical Chance/Critical Damage with Basic/Core/Wrath/Werewolf/Shapeshifting/Nature/Storm Skills
Damage with Basic/Core/Wrath/Werewolf/Shapeshifting/Nature/Storm Skills
Lucky Hit Chance
+ X Ranks to Basic/Core/Wrath/Werewolf/Shapeshifting/Nature/Storm Skills
Overpower Damage
Physical/Lightning Damage Bonus
Lucky Hit Chance with Physical/Lightning Damage
Resistance to All Elements
+ % Critical Chance / Critical Damage with Physical/Lightning Damage
+ % Physical/Lightning Damage to Elites
+ % Critical Strike Chance with Physical/Lightning Damage Against Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage to Close Enemies
Critical Strike Chance Against Close Enemies
Critical Strike Damage to Close Enemies
Critical Strike Chance Against Crowd Controlled Enemies
Critical Strike Damage to Crowd Controlled Enemies
Damage to Crowd Controlled Enemies
Critical Strike Chance Against Vulnerable Enemies
Critical Strike Damage to Vulnerable Enemies
Vulnerable Damage
Damage while Shapeshifted
Damage while in Werewolf Form
Damage while Healthy
Fortify Generation
Damage while Fortified
Chance When Struck to Fortify for X Life
Higher Priority
+ All Stats
Damage vs Injured Enemies
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites
Critical Strike Chance Against Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Spirit Generation / Regeneration / On Kill
Movement Speed
Attack Speed
Willpower
Resource Cost Reduction
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV RDY-4-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Storm Lord 2.0 Druid Build for Diablo IV. If you’re interested in the game, below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website