The Werewolf Tornado Druid Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4 Season 10.
Werewolf Tornado is an absolute classic that has gotten the opportunity to shine again!
The Werewolf Tornado Druid Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4 Season 10.
Werewolf Tornado is an absolute classic that has gotten the opportunity to shine again!























Tempest Roar is absolutely mandatory to start playing this build.
0 (0)No Glyphs Installed
Stats
You can't really level with this build. I would opt for leveling with Companions or Shred.
We use Subo with Wire Trap for Movement Speed and Cover Fire for Critical Strike Damage.
As a Reinforcement, we use Varyana with Ancient Harpoon to pull mobs in.
We use Cir + Que, and later replace Cir with Tam while we are using A Beast Cornered. This allows us to be low life and get the most out of the Chaos Perk by generating a Bulwark shield that gets boosted by Marred Guard.
We also use Poc + Lum to help generate Spirit for Overabundance.
Initially, we use A Beast Cornered with Marred Guard as we can't really get a benefit out of Brawn Over Brains. This allows us to inflict a lot more damage and increases our survivability.
Eventually, once we get a Chaotic Banished Lord's Talisman, we can use the Purge the Infested Chaotic Perk to consume a lot of Spirit and Activate Banished Lord's Talisman constantly. At that point, we swap to Brawn Over Brains and Wild Transformations.
Whenever we proc the Que Rune, we transform into Human form, allowing our Wild Transformations to cast Cyclone Armor, granting us Attack Speed. We can then transform back into Wolf form by casting Tornado, which casts Blood Howl and gives us Critical Strike Damage.
It's important to run Elixirs and Incenses at all times. Not only because they increase your Experience gain, but also because they provide very strong combat boosts.
For Elixirs, you will use Elixir of Advantage for Attack Speed, or Elixir of Fortitude for more Maximum Life.
For Incenses, you will use Spiral Morning for All Stats, Reddamine Buzz for Maximum Life or Song of the Mountain for Armor and Soothing Spices for All Resistances and more Armor.
Masterworking (MW) enhances an item's stats. Each MW rank boosts all affixes by 5%. Ranks 4,8,12 give a 25% bonus to a random affix (MW Crit).
In this planner, the color blue on an item denotes that the affix got one MW Crit, the color yellow denotes that the item got two MW crits and the color orange denotes that the item got three MW crits.
For future reference the amount of MW Crits on an affix will be denoted by 1MW, 2MW, 3MW.
Greater Affixes (GA) on an item force the affix to roll at the top of it's range of possible values and then applies a 50% increase to its value. GA increases are additive with Masterworking increases.
In this planner, the yellow star to the left of an affix denotes that is a GA.
To put it all in to practice, let's calculate what stat increase a GA Affix on a 12/12 Masterworked item with 2 MW Crits gets:
Ranks 1-3, 5-7, 9-11 all give 5% -> 9 * 5% = 45%
Two MW Crits -> 2 * 25% = 50%
GA = 50%
Total = 45% + 50% + 50% = 145%
Unless a certain amount of a stat is required and no more, like in the case of Attack Speed Breakpoints, Armor and Resistances, GA and MW priority should be easy to follow.
Guides, which follow a Starter -> Midgame -> Endgame progression, are structured such that the difficulty of the MWing outcome and amount of GAs on items also progresses as expected.
For example, a Starter variant will generally have 1GA items with three 1MW affixes. A Midgame variant will generally have 2GA items with a 2MW Affix and a 1MW affix. An Endgame variant will generally have 2GA/3GA items with a 3MW affix.
From this you can derive that the GA on the starter version is the most important, the second GA added is the second most important and the third GA added is the third most important affix.
In the case of Masterworking, 3MW = most important affix, the 1MW in the Midgame variant is the second most important affix and from the Starter variant with three 1 MW affixes you can know which is the third most important affix.
When GA and MW don't align you are most likely in the presence of a stat with a certain threshold you have to meet or a cap and those will be explicitly stated in the guide anyways.
In the case of Uniques GA and MW, progression standards are generally shifted by one as they are easier to MW because they have 4 affixes and also easier to acquire with multiple GAs.
09/23/2025
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