LoD Twister Wizard Guide


LoD Energy Twister Solo Push
View all variants

The last time Energy Twister was a force to be reckoned with was in Season 5 and Season 6, where Twisters dominated the leaderboards with Raging Storm cornerstacking and Archon Twister zET Meta.

However with Season 7 and Patch 2.4.2, Archon and The Swami stack instances were nerfed to be additive instead of multiplicative with each other. In addition to this nerf, Energy Twisters were changed to no longer stack in corners and instead despawn if they stop moving. As a result, only the Wicked Wind rune remains for Twisters to stand stationary.

After a couple years of absence, Twister Wizard was reborn with Season 22 bringing us buffed and even completely reworked Valthek's Rebuke, The Twisted Sword and Etched Sigil. However, as its dedicated Delseres Magnum Opus (DMO) Set comes with Slow Time restrictions, inherent clunkyness and underwhelming tankyness, Legacy of Dreams became the setup of choice as it is tankier, allows for more flexibility on top of enabling Reverse Archon and even Shi Mizu's Haori setups.

This is an Area Damage (AD) build, since selfcast Twisters can and will proc it. Yet, any Twister cast by Etched Sigil is not capable of doing so, which is why the sequence of how you cast your skills is of the utmost importance due to the merging mechanic granted by The Twisted Sword (see Mechanics). This guide will go over everything you need to know to Twister successfully!

Very Tanky ✔
Very High DPS ✔
Extremely Flavourful ✔
Rewards Good Gameplay

❌ Not Beginner Friendly
❌ Complicated Mechanics
❌ Vulnerable to Crowd Control
❌ Very Sensitive to Skill Sequence

Core Setup

Core Item Build


  • The Twisted Sword provides us with a massive 750% separate damage multiplier. Energy Twister gains the Raging Storm rune and can now be merged up to 5 times. Keep in mind that this does not restrict you to five Twisters, it just means that the multiplier is maxed out at five.
  • Etched Sigil grants a 250% separate damage multiplier to our Twisters while proccing one every second when we channel.
  • Valtheks Rebuke is purely included for its 400% separate damage multiplier. Its passive effect that Twisters now follow a straight path is unfortunately circumvented by the merge from The Twisted Sword.
  • Squirts Necklace is a default inclusion for Wizards in any build due to their shield strength. Protecting our HP pool for a 100% global separate damage multiplier with continuously refreshing shields is a Wizard speciality.
  • Ashnagarr's Blood Bracer to double our Shields, to ensure we keep the Squirt's Necklace 100% damage multiplier.
  • Halo of Karini is a core Wizard defensive item, providing us with a tremendous 80% damage reduction at the cost of using Storm Armor.
  • Ranslors Folly provides us with one of the strongest pixelpulls in the game, which, however, does not work on elites. While in group the pull requires adaptations due to the Crowd Control Resistance added to the monsters, it is great in solo. The 300% multiplier for Energy Twister is already a reason by itself to incorporate them.
  • Stone Gauntlets provide an outrageous amount of mitigation and their negative effect can be fully negated by Ice Climbers.
  • Convention of Elements is another separate damage multiplier, giving you triple damage during your Arcane cycle.
  • Aquila Cuirass and Unity grant us two sources of 50% damage reduction.

Season 27 Sanctified Items

Angelic Crucibles are new consumables that drop anywhere once you're Level 70. Using them on items reforges them into Sanctified Items with Primal Ancient stats, and adds one of three new unique Class Powers listed below. For full details on how they work, check out this Seasonal Guide by Chewingnom!

Let's look at our Class Powers and see how they apply to our build:

  1. The only power for us is the Sanctified Storm Armor. It allows us to execute monsters on command to purposefully proc an Oculus Ring for instance, or simply help to kill Elites and Rift Guardians.
  2. The Sanctified Arcane Orb power doesn't help us, so go for the one listed above.
  3. The Sanctified Magic Missile power doesn't help us, so go for the one at the top.

Since you can only equip one of them, choosing the right item to craft it on matters! Great candidates are Weapons, Offhands, Jewelry or any item with an important multiplier. With that in mind, we recommend Sanctifying one of the following items:

  • The Twisted Sword
  • Etched Sigil
  • Convention of Elements
  • Halo of Karini

Global Stat Priorities

You want to stack damage stats wherever possible, especially Critical Hit Chance and Damage, Area Damage as well as Arcane Damage and Energy Twister Damage. Regarding Attack Speed, this build is sensitive towards Breakpoints. The overall Attack Speed you have significantly impacts your overall damage output. Etched Sigil has an internal cooldown of 59 frames, meaning it can be procced once every 60 frames exactly when a tick from Arcane Torrent, Ray of Frost or Disintegrate occurs. If you were to play 11 FPA on the channeling ability of your choice, then Etched Sigil would spawn an Energy Twister every sixth tick (66 frames) even though it would technically be possible to do so every 60 frames.

Arcane Torrent Target Breakpoint for
Etched Sigil ICD Optimization

On the other hand, if you were to play 12 FPA on the channeling ability, you'd witness a Twister every fifth tick (60 frames). This would be a 9% DPS increase. Any divisor of 60 is a Breakpoint you can theoretically play on your channeling ability to maximize your output from Etched Sigil (2 FPA, 3 FPA, 4 FPA, 5 FPA, 6 FPA, 10 FPA, 12 FPA, 15 FPA). For the build at hand it's easiest to aim for 12 FPA on Arcane Torrent (for all runes except Arcane Mines), which is achieved by equipping a Weapon with 1.4 Attacks per Second (Wand or Sword base) with 10% Attack Speed from Paragon Points. No more Attack Speed is needed.

You want Area Damage on every piece except the Amulet. Cooldown Reduction is not needed as long as you don't aim to play the Reverse Archon Variant (see below). In regard to toughness, like most Wizard setups, we take advantage of Galvanizing Ward and Magic Weapon Deflection to generate Shields based on our HP pool. This means Vitality and Life % are very important as they double dip into Shields. This is the reason why you want to aim for a decent HP pool in Greater Rift Solo Push.

Crowd Control Reduction is an incredibly valuable secondary Affix to roll on both Rings, Amulet and Helmet as we are very sensitive to Hard Crowd Control effects and mitigating these will ease up our gameplay significantly. Make sure to get the Primary Affixes locked in before attempting to get CCR though.

Assembling the Build

1. Do the Challenge Rift for the materials to cube Legendary Powers. You can complete this once a week for additional resources and we always update the guide for you!

2. This is a Legacy of Dreams build whose success is heavily dependent on this gem's rank. The first order of business is to equip a Legendary or Set item in every slot to take advantage of its power. Make sure to not have any Set Bonuses equipped or the gem will be nullified and you will deal no damage! Farm speed Greater Rifts (in under 5 minute clears) to find the items and get this gem as high as possible. Above Rank 25 ancient pieces of gear will give you even greater power.

3. Gamble from Kadala in this order:

  1. Ranslor's Folly
  2. Etched Sigil
  3. Nemesis Bracers
  4. Goldwrap
  5. Homing Pads
  6. Ice Climbers
  7. Ashnagarr's Blood Bracer
  8. Stone Gauntlets
  9. Aquila Cuirass
  10. Mantle of Channeling
  11. Leoric's Crown
  12. Blackthorne's Jousting Mail

4. Craft using Recipe 3 in Kanai's Cube in this order:

  1. Swords to get The Twisted Sword
  2. Staves to get Valthek's Rebuke
  3. Wands to get Aether Walker
  4. Rings to get Halo of Karini, Convention of Elements and Unity
  5. Amulets to get Squirt's Necklace
  6. Anything from the Gamble list in Step 3 that you haven't already acquired.

5. Do Bounties to acquire several important items for this build:

  • Act 2: Illusory Boots and Gloves of Worship
  • Act 3: Avarice Band and Pride's Fall
  • Bounty Turn In: Recipes for Cosmic Strand, Sage's Journey and Cain's Destiny (for your follower)

6. At this point you can somewhat comfortably farm Nephalem or Speed Greater Rifts where you can find all the remaining items you need for different variants of the build. Spend your materials getting items with better rolls and/or ancient quality.

Item Stat Priorities

Main-HandThe Twisted Sword
Aether Walker
Valtheks Rebuke (Cubed)
1. Damage Range
2. Socket Ramaladnis Gift
3. Area Damage
4. Damage %
5. Intelligence
Ideally, you want a Cold Damage Range in order to get an additional stack of Elemental Exposure.
Off-HandEtched Sigil
Cosmic Strand (Crafted)
1. Critical Hit Chance
2. Arcane Power on Critical Hit
3. Energy Twister Damage
4. Area Damage
5. Intelligence
HelmPrides Fall (Bounties A3)
The Swami
Andariels Visage
Leorics Crown
1. Energy Twister Damage
2. Arcane Damage
3. Critical Hit Chance
4. Arcane Power on Critical Hit
5. Attack Speed
6. Intelligence
GlovesStone Gauntlets
Gloves of Worship (Bounties A2)
1. Critical Hit Chance
2. Critical Hit Damage
3. Area Damage
4. Intelligence
ShouldersMantle of Channeling
Homing Pads
1. Area Damage
2. Intelligence
3. Armor
4. Resource Cost Reduction
5. Vitality
Chest Aquila Cuirass
Tyraels Might
Shi Mizu's Haori
1. Sockets Flawless Royal Topaz
2. Intelligence
3. Vitality
4. Armor
5. Life %
PantsBlackthorne's Jousting Mail1. Arcane Damage
2. Sockets Flawless Royal Topaz
3. Intelligence
4. Vitality
5. Armor
6. All Resistance
BootsIce Climbers
Illusory Boots (Bounties A2)
1. Energy Twister Damage
2. Intelligence
3. Vitality
4. Armor
5. All Resistance
Ring 1Halo of Karini 1. Socket
2. Critical Hit Damage
3. Area Damage
4. Critical Hit Chance
5. Intelligence
Ring 2Convention of Elements
Avarice Band (Bounties A3)
Unity (Cubed)
Obsidian Ring of the Zodiac (Cubed)
1. Socket
2. Critical Hit Chance
3. Area Damage
4. Critical Hit Damage
5. Elite Damage
6. Intelligence
BracersAshnagarr's Blood Bracer
Ranslors Folly
1. Arcane Damage
2. Critical Hit Chance
3. Intelligence
4. Vitality
5. Armor
AmuletSquirts Necklace1. Socket
2. Critical Hit Damage
3. Arcane Damage
4. Critical Hit Chance
5. Cooldown Reduction
6. Intelligence
BeltThe Shame of Delsere
Hergbrashs Binding
Fazulas Improbable Chain
The Witching Hour
1. Intelligence
2. Vitality
3. Life %
4. Armor
PotionBottomless Potion of Kulle-AidFor breaking walls to pull
enemies and increase DPS


  • Legacy of Dreams is the Legacy of Nightmares Set in a gem, which frees up two ring slots at the cost of removing Zeis Stone of Vengeance. Due to the rings available to us this is a great trade-off to take.
  • Bane of the Stricken helps us kill the Rift Guardian. As long as you don't need more than 2 minutes to kill it you can equip Bane of the Powerful instead.
  • Bane of the Trapped is equipped since it grants us a nice 1.6 global separate multiplier. We must, however, stand within 15 yards of our enemies to apply its effect when playing Wicked Wind, which is the same range we require for Audacity. On the Rift Guardian our Follower will continuously reapply a slow for BotT. However, Cold damage from Mistral Breeze chills the target and slows it before any damage instance is calculated meaning that BotT will always be applied.
  • For Nephalem Rifts, Boon of the Hoarder is always a default include specifically due to its amazing synergy with Avarice Band.
  • Lastly, Zei's Stone of Vengeance is a feasible choice which in contrary to its description, grants its first stage benefit at 0 yards and not 10 yards.


  • Magic Weapon Deflection grants you a Shield with 4% of your maximum Life everytime you cast an ability. The shields are protecting your hit points from taking actual damage preserving the damage buff of Squirts Necklace.
  • Arcane Torrent Flame Ward activates our channeling items Etched Sigil and Mantle of Channeling while granting us decent 25% damage reduction buff.
  • Teleport Safe Passage provides us with a nice defensive buff each time we use it. We are not using Illusory Boots, which is why we need at least one source of movability (often combined with Illusionist).
  • Storm Armor is needed to proc the defensive capabilities of Halo of Karini. Shocking Aspect has the best overall uptime by giving you a second chance on a crit while Power of the Storm grants a nice flat Resource Cost Reduction of 3 Arcane Power to all abilities.
  • Energy Twister is played with the stationary Arcane Wicked Wind in push for its consistency and with the moving Cold Mistral Breeze in speeds.
  • Wave of Force Arcane Attunement constitutes an incredible separate multiplier for Wicked Wind specifically with the pixelpulling capabilities of Ranslors Folly.


  • Elemental Exposure is a separate and global multiplier debuffing each target once for each element (Fire, Cold, Arcane, Lightning) for up to 5 seconds when you hit it with said target. The elemental type of your the damage range on your equipped weapon will also be applied with each ability that you hit with.
  • Audacity provides us with a separate 1.3 multiplier if and only if our target is within 15 yards.
  • Galvanizing Ward grants a massive shield leading to better Squirts Necklace uptime in conjunction with Ashnagarrs Blood Bracer.
  • Illusionist provides us with some mobility via Teleport. This passive also procs when you take 15% of your maximum Life as damage on your shields.
  • Other options can include:
    • Unwavering Will for some damage and mitigation.
    • Conflagration with Arcane Torrent Flame Ward for some damage.
    • Blur for some decent flat mitigation.

Paragon Points

1. Movement Speed1. Attack Speed1. Armor1. Area Damage
2. Maximum Arcane Power2. Critical Hit Damage2. Life %2. Resource Cost Reduction
3. Intelligence3. Critical Hit Chance3. All Resistance3. Pickup Radius
4. Vitality14. Cooldown Reduction4. Life Regeneration4. Life per Hit

1 Aim for a decent HP pool (~800,000 Life in Solo Push) as your Shields (Galvanizing Ward and Deflection) scale with it.


Patch 2.7.0 revamped the follower system giving all 3 hirelings new powers and the emanate system. The first thing you should do is read our complete follower guide and remember the key takeaways:

  1. The emanation system allows followers to share certain legendary and set powers with you. The most important ones are: The Flavor of Time, Nemesis Bracers, Avarice Band, Sage’s Journey and Cain’s Destiny. Click the guide above for the full list.
  2. Follower’s powers are based on their main stat (maxed at 25,000, but they have a 2.5x multiplier so you only need 10,000). This means we stack Intelligence on the Enchantress, Dexterity on the Scoundrel and Strength on the Templar.
  3. Guardian's Jeopardy (3) Bonus works for followers by improving their inherent stat multiplier from x2,5 to x3,5, making it slightly easier to hit the 25,000 main stat threshold if needed.
  4. Followers share 20% of their Experience, Magic and Gold Find stats with you.
  5. Legendary gems do not work on followers, except Esoteric Alteration and Mutilation Guard.
  6. Cooldown Reduction does not work for any follower skill except the Templar’s Heal.
  7. Followers never deal significant damage; you’re on your own to clear the content.

Select Follower


The general playstyle for pushing Greater Rifts with LoD Twister is definitely more complicated than for the average build due to some Energy Twister mechanics, but that's nothing a Wizard can't handle:

  1. Maintain your Buffs: When you enter the Greater Rift you want to cast Storm Armor and Magic Weapon; make sure that this buffs won't time out on you.
  2. Prepare a Pull: You goal is to unleash one very large Twister (total of 5 instances) buffed via Wave of Force Arcane Attunement (WoF). To maximize your WoF stacks you should apply the following strategy:
    1. Body pull enemies; make sure to not use Energy Twister due the Ranslors Folly knockback.
    2. Cast Wave of Force Arcane Attunement such that you maximize the number of stacks you gain.
    3. The WoF buff does not time out and it only needs to be applied to the first Energy Twister (the parent) you cast. Be careful to not use Arcane Torrent at this stage, since any Arcane Energy Twister casted by Etched Sigil will consume your WoF stacks.
  3. Damage Phase:
    1. Two seconds into your Convention of Elements (CoE) Lightning cycle selfcast an Energy Twister (the parent) right in the center of your pull. It must be a selfcast since only a selfcasted parent Energy Twister is eligible to proc Area Damage.
    2. Start channeling Arcane Torrent on top of the parent Energy Twister; preferably the channel begins one second before your CoE Arcane cycle and ends one second before CoE Cold begins.
  4. Scout and Pull: Scout for Pylons, pull monsters and start repeating from step 1 until the Rift Guardian spawns.
  5. Rift Guardian: Hold down Arcane Torrent on single target Rift Guardians. For Rift Guardians with minions you want to at least selfcast the parent Energy Twister.

The playstyle is definitely something you have to get used to; it's fast paced, strategic and very sensitive towards sequencing. Make sure to train it a couple of times in town - especially timing your Convention of Elements is crucial. The biggest mistakes you should avoid are the following:

  • Don't rely purely on Energy Twister cast by Etched Sigil for anything - except on the Rift Guardian fight. Your first Twister (the parent) must be selfcasted.
  • Don't continuously DPS by simply holding down Arcane Torrent. This is a "rotation based" burst build requiring precise pixelpulling, managing Wave of Force and bursting trash with Area Damage in CoE Arcane cycle.


Rotate out Elemental Exposure for Unstable Anomaly. You are already insanely tanky; so technically speaking the switch is not needed. Check out our dedicated Hardcore Survival Guide to learn more about how to succeed in this game mode!


Nephalem Rifts
LoD Twister Cold Solo T16

Legacy of Dreams Energy Twister is an acceptable Torment farming build that is unfortunately not the easiest to gear into due to its significant dependency to Resource Cost Reduction (RCR). The build is fast paced thanks to Aether Walker with Cosmic Strand and Teleport but ultimately still gets outrun by the best Keyfarmer builds.

As usual, we are using Boon of the Hoarder with Goldwrap and Avarice Band to become invincible and allowing us to instantly vacuum the juicy Progression Orbs from Elites. Etched Sigil is entirely omitted in this setup since channeling is too slow in T16; instead we are purely reliant on selfcasting Energy Twister.

When entering the Nephalem Rift you first want to spam 5 Energy Twisters to gain your maximum multiplier from The Twisted Sword, elsewise you'll have a harsh time for the very first enemies.

Afterwards you simply rely on holding down Teleport and casting one or two Twisters every couple of seconds. You want to preferably Teleport on top of Elites and then selfcast one or two Twisters. Targeting Elites one screen away and then jumping on top of them is also a valuable strategy with the only downside being that you won't be able to benefit from Audacity (in which case Power Hungry would fit you better). You click Diamond Skin Prism immediately when it comes off cooldown.

The recommended version for Nephalem Rifts is the Cold setup, however a Fire setup with Cindercoat is also a possibility if you are willing to look out for the gear. In groups, you need to swap Stone of Jordan for Avarice Band, Warzechian Armguards for Nemesis Bracers as well as equipping The Flavor of Time and cubing Squirt's Necklace.

GR Solo Speeds
LoD Twister Cold Solo Speeds

Legacy of Dreams Energy Twister is one of the strongest Wizard builds out there for farming experience with Solo Speed Greater Rifts. We need Resource Cost Reduction which is mainly achieved by incorporating Leorics Crown with Flawless Royal Topaz. While it is possible to play with any rune, Mistral Breeze is the practical winner due its lower Arcane Power Cost, which leads to a better uptime of Aquila Cuirass, yielding better uptime of Squirts Necklace.

The gameplay is very relaxing, since you only have three active buttons: Energy Twister, which you only need to selfcast on the Rift Guardian and on tough Juggernaut Rare Elites, Arcane Torrent, which you tap once in a while to pull monsters with a selfcasted Twister, and Teleport, which is purely there for mobility. You simply teleport through and use those buttons accordingly based on the situation. Overall your average runtime is a bit longer due to the inherent setup time of Energy Twisters and the lack of Aether Walker, which can't be incorporated due to competitiveness of the Weapon slot. Hence, it's recommend to run slightly higher tiers while still clearing within 5 minutes.

GR Solo Push

Select Build Version

GR Group Trash Killer
LoD Twister Reverse Archon Group Trash Killer

Legacy of Dreams Energy Twister, built as a Reverse Archon iteration to gain stacks via Fazulas Improbable Chain and utilize these stacks out of Archon with The Swami, is a pretty solid Trashkiller for 4-Player setups. It's sadly not as strong as some other Trashkillers and also puts significant stress on the game servers, such that lagging is a common "feature" you'll witness when attempting to play this.

This variant utilizes Pain Enhancer (PE) to heavily influx its Attack Speed to lower the Energy Twister Breakpoint significantly, such that more Twisters are raging at the same time. You need to invest a bit into Cooldown Reduction, however, Obsidian Ring of the Zodiac with PE proves to be very potent at resetting large cooldowns such as Archon.

This builds must be played in a fixed 32 second rotation, meaning it's continuously tied to your Convention of Elements (CoE).

  1. You click Archon at the start of CoE Cold. You can now run around freely for 20 seconds. Your team should prepare a good pixelpull for you. You drop out of Archon at the start of CoE Fire.
  2. You cast Wave of Force Arcane Attunement.
  3. You cast Energy Twister 5 times.
  4. You cast Wave of Force Arcane Attunement.
  5. You cast Energy Twister indefinitely.
  6. You switch to channeling Arcane Torrent 3 seconds into your CoE Lightning.
  7. Repeat at 1.
Echoing Nightmare
Echoing Nightmare Setup

For more information, check out our full Echoing Nightmare Guide and take a look at our Echoing Nightmare Build Tier List and our META post for the best builds and strategies! This build is decent for this game mode. Typically we utilize a Greater Rift pushing build with a few tweaks.


  • Swap Bane of the Stricken with Bane of the Powerful since we are fighting hordes of enemies.
  • Replace Wave of Force with Black Hole Spellsteal for smoother damage rotation.


  1. Click Speed Pylon instantly to boost your mobility and dodge Green Meteors.
  2. Around Wave 90, click Channeling Pylon and Power Pylon.
  3. After Wave 100, use Conduit Pylon.
  4. At Wave 122, stop attacking and run to the corner to let the timer run out.

Use Black Hole Spellsteal with as many enemies as possible around you to snapshot its effect. Cast 4-6 Energy Twisters on top of each other. If an Oculus Ring appears, Teleport into it. Channel Arcane Torrent until the enemies are gone, your parent Twister disappeared (6 seconds later), or your Convention of Elements Arcane cycle is over.

Video Guide


The Twisted Sword

  • The first placed Energy Twister (the parent) snapshots Absolute Zero, Spellsteal, Arcane Attunement.
  • Any consecutive Twister, which merges into the parent, will adapt all multipliers from its parent.
  • It does not matter for any consecutive Twister, which merges into the parent, whether it's selfcasted or casted by Etched Sigil.
  • Each time the parent grows from a merge its duration is reset.
  • Each parent can be merged a maximum of 4 times.
  • Each time a Twister merges into a parent, the traveling direction of the parent can change even if Valtheks Rebuke is equipped.

Etched Sigil

  • Etched Sigil has an Internal Cooldown (ICD) of 59 frames.
  • An Energy Twister can only spawn when Arcane Torrent, Ray of Frost or Disintegrate ticks and Etched Sigil is off cooldown.
  • You can spawn one Energy Twister every 60 frames when your channeling abilities' Breakpoint is a divider of 60 (2 FPA, 3 FPA, 4 FPA, 5 FPA, 6 FPA, 10 FPA, 12 FPA, 15 FPA, 20 FPA, 30 FPA). On other Breakpoints your Etched Sigil will have a longer cooldown.
  • The first Energy Twister (the parent) must be selfcasted. It does not matter for any consecutive Twister that merges into the parent if it's selfcasted or not. Twisters cast by Etched Sigil cannot proc Area Damage. That is due to the fact that only a selfcasted Energy Twister can proc Area Damage.
  • Any Arcane Energy Twister rune casted by Etched Sigil (when channeling) will consume Wave of Force Arcane Attunement stacks.

Wizard Shields

  • In order to keep up your shields to survive while maintaining Squirt's Necklace damage multiplier, you need to learn to judge the incoming damage and how fast you can build those shields yourself, which requires practice.
  • Shields have no direct UI indicator unless you mouseover your health globe.
  • You can see that you have any shield up when you see a transparent blue bubble around your character (not the size of the shield, however).
  • Because Wizard Shield values scale with your total life, Vitality and Life % stats become substantially better for toughness scaling compared to other builds.
  • Galvanizing Ward is the main shielding mechanic used for most Wizard builds, which combined with Ashnagarr's Blood Bracer adds up to 120% of your total life as a shield. This shield will reset to its maximum value every 5 seconds if this shield in particular doesn't take any hit in the meantime.
  • Spectral Blade Barrier Blades and Magic Weapon Deflection represent the secondary shielding mechanic of the Wizard and can be stacked as much as you like, but their shield value is set at 4% (up to 8% with Ashnagarr's Blood Bracer) of your total life and they only lasts for 3 seconds. The duration is counted for each stack individually.
  • While Barrier Blades or Deflection (or any other shield in that matter) protect the Galvanizing Ward shield, it is possible to reset the shield gained from the passive to full even while taking hits.
  • All of these mechanics make it so that when your shields start breaking or your Galvanizing Ward doesn't find enough time to reset, the whole setup will fall apart really quickly. Make sure you understand your limits and survivability in different situations.

Wave of Force Arcane Attunement

  • Is a separate multiplier for any Arcane ability.
  • Has a maximum cap of 125 targets which equals a 6.0 multiplier.
  • The character is buffed when the "Wave" stops traveling. Any Arcane ability casted while the Wave is still traveling will not consume Arcane Attunement. This means Black Hole Spellsteal can be cast immediately after Wave of Force Arcane Attunement without consuming the resulting WoF stacks. This needs some practice to pull off!
  • In combination with The Twisted Sword, only the first Arcane Energy Twister needs to be buffed by Wave of Force Arcane Attunement. The four additional merges will not remove the buff.

Ranslor’s Folly

  • Pulls normal monsters only and pixelpull them ignoring their hitboxes. Ranslor's Folly tries to pull enemies within 30 yards twice a second. This is extremely useful to benefit from Area Damage.
  • This will usually work best when cast on an empty spot somewhere between all of the monsters you would like to pull. Certain monsters does not stack very well when the spot you cast on is already occupied.
  • Due to the Crowd Control Resistance, you can't pull enemies together endlessly. Try to get everything in with a single cast.

Elemental Exposure

  • Each stack is a debuff for one of the following elements: Arcane, Cold, Fire or Lightning.
  • Each stack is unique and will refresh its own duration when reapplied.
  • Any ability with a proc coefficient greater than zero applies a stack of its respective element. This inherently means that only selfcasted abilities grant stacks.
  • The elemental range on the Weapon applies its respective stack with all abilities if the elemental range is of the type: Arcane, Cold, Fire or Lightning. This is why Item Stat Priorities state you want a weapon with Cold Damage Range.
  • The 5% damage from each stack is additive to each other adding up to a total of 20% separate damage multiplier.

Energy Twister on Console Version

  • Energy Twisters builds are a force to be reckon with for a very long time on Console versions of the game, the main reason being that channeling mechanics are very different on Console: it is possible to cast any skill while channeling without interruption.
  • In practice, this means one can fully maintain Deathwish, Etched Sigil and Mantle of Channeling damage multipliers while endlessly selfcasting Energy Twisters without any inconvenience, effectively skyrocketing the damage output of the build.


  • Put together the core items and level up the Legacy of Dreams gem.
  • Be careful of Etched Sigil stealing all your precious Area Damage.
  • One of the few builds that can actually pull off to play Shi Mizus Haori.
  • Shoutouts to Cratic for his work on PTR 2.6.10 and his Solo Speeds GR Twister Variant!



Thanks to Rob and Northwar for extensive PTR testing.
Thanks to LouLou for revising D3Planners and mechanical insights!
Written by sVr & Chewingnom with special help from wudijo.
Updated by Chewingnom.


Aug 6th 2022
Updated for Season 27 / Patch 2.7.4.

Mar 20th 2022
Updated for Season 26 / Patch 2.7.3.