Well-known as an iconic skill from Diablo 2, Wizards have the ability to summon a stationary, untargetable pet Hydra that attacks nearby enemies just like in the previous game. They behave unlike most other pets that move and attack enemies independently, and resemble more the Demon Hunter's Sentry in the way they are invincible and always attack the closest target.
Apart from a short time in the spotlight during the very early seasons, Hydra Wizards had not really been very useful until the introduction of the new The Typhon’s Veil set during Season 20. With recent buffs to some key items and the new set, the Frost Hydra build has emerged as one of the strongest builds Wizards have to offer as well as arising to the top tier of all solo builds in the game. In an effort to reduce the dependancy on channeling skills and synergizing items for the whole Wizard class, two core items have been siginificantly changed and buffed to specifically address the Hydra builds and make the more active, mobile and fun going forward. The old Deathwish and Etched Sigil will be replaced with Fragment of Destiny and Winter Flurry now.
In addition to the set version, it's also possible to play a similar build using Legacy of Dreams and the Mammoth Hydra rune, which revolves around Fire damage instead. The overall build is the same, however for high-end pushing that setup is slightly better due to the overall higher DPS coming from the stacking ground effect of that rune, as well as the possibility adopt a Reverse Archon playstyle and include Shi Mizu's Haori to boost the damage even higher. You can find the LoD Hydra guide here. For most players and purposes, the set revolving around Frost Hydra is definitely the better option.
Besides the strong solo pushing potential, the build can also be used quite successfully for speedfarming in Nephalem Rifts and lower Greater Rifts, as well as act as a Rift Guardian Killer in 4man groups.
Super Tanky ✔ Strong DPS Choice ✔ Unique Pet-Playstyle ✔ Can DPS while moving✔ Enemies are Frozen a lot✔
❌ Many Buttons to press ❌ Need to track many Buffs ❌ Requires good Positioning ❌ Can't easily control Hydras ❌ Shields can't be tracked in UI
The Typhon's Veil provides a 2,000% damage increase to Hydra for every Hydra head alive, maxing out at 20,000% with 10 heads.
Serpent's Sparker is one of the core damage increasing items, providing a 300% damage increase and a second Hydra that can stay active at the same time for even more The Typhon's Veil(6) Piece-Bonus damage.
Winter Flurry adds synergy between the set and Blizzard by giving you a another 150% damage increase.
Fragment of Destiny has been newly buffed in patch 2.6.10 (Season 22) and adds synergy between the set and Signature spells for another 300% damage increase.
Deathwishincreases your damage done by 325% while channeling Arcane Torrent, which can be used with a very click-intensive stutter-stepping playstyle to boost your damage significantly. This is the Season 22 bonus gained from the 4th cube slot. The weapon can be either worn or cubed, just take the best roll you have.
The Magistrate and is yet another separate multipliers for Hydra providing another 300% damage increase as well as continuously freezing enemies around your Hydras.
Tasker and Theo adds a huge bonus to Hydra Attack Speed. Because it's quite difficult to reach the right Attack Speed breakpoints and the affix roll on this legendary plays a huge factor in that, it's best cubed while The Magistrate is worn. Because we need two different Armor items for this build, Ring of Royal Grandeur is necessary in the Jewelry slot of Kanai's Cube.
Squirt’s Necklace is an almost indispensable item for every Wizard build due to the extraordinary shielding mechanics available to the class, effectively doubling your damage as long as you don’t take damage. This will generally be combined with Ashnagarr’s Blood Bracer, the Galvanizing Ward and Spectral Blade Barrier Blades to make sure that even during damage spikes you remain shielded.
The Shame of Delsere helps by increasing your attack speed and resource generation of your Signature Spells, giving more shields and Bane of the Stricken stacks.
Halo of Karini is the core Wizard defensive item and combined with Storm Armor to trigger the effect, giving you a x5 toughness boost.
Global Stat Priorities Stack the typical damage stats such as Critical Hit Chance, Critical Hit Damage and Cold Damage on every piece possible. Next you want to add Hydra damage rolls to your Chest, Shoulders and Offhand slots. In addition, the build relies on heavy Area Damage by stacking up monsters tightly through Black Hole Absolute Zero. We want to have it on as many pieces as possible, especially Shoulders, Gloves, Offhands and Rings.
Additionally, unlike most other skills in the game, Hydra adheres to very specific Attack Speed breakpoints. Since these breakpoints cover large ranges of different Attacks per Second (APS) values, reaching one can provide you a huge boost in DPS for only very little investment in some cases, and barely failing to reach one could mean you waste a few primary affix rolls for nothing. Keep this in mind when taking a look at the stat priorities below. Breakpoints are explained in more detail in the mechanics section further down in the guide.
Item Stat Priorities
Deathwish Serpents Sparker Fragment of Destiny Aether Walker
1. Damage Range (Fire/Lightning pref.*) 2. Socket Ramaladnis Gift 3. Attack Speed 4. Damage % 5. Area Damage 6. Intelligence * Benefits Elemental Exposure.
1. Critical Hit Chance 2. Hydra Damage 3. Area Damage 4. Area Damage 5. Intelligence
The Magistrate Typhon's Frons
1. Sockets Flawless Royal Amethyst 2. Critical Hit Chance 3. Intelligence 4. Vitality
Typhon's Claws Tasker and Theo
1. Critical Hit Chance 2. Attack Speed 3. Critical Hit Damage 4. Area Damage 5. Intelligence
1. Hydra Damage 2. Area Damage 3. Intelligence 4. Armor 5. Life %
1. Socket 2. Critical Hit Damage 3. Cold Damage 4. Critical Hit Chance 5. Intelligence
The Shame of Delsere
1. Intelligence 2. Vitality 3. Life % 4. Armor 5. All Resistance
Enforcer is the best gem, providing up to 60% multiplicative damage bonus at all times.
Bane of the Trapped is procced from our main damage skill Hydra through their attacks and is equally strong.
Bane of the Stricken helps us in killing the boss and potentially yellow Elites due to our extremely fast attacks with Signature Spells. For farming lower Greater Rift Tiers or Nephalem Rifts, you can replace this gem with Bane of the Powerful, Boon of the Hoarder or even Esoteric Alteration in case you really need some extra Toughness. Zei's Stone of Vengeance is another DPS option once you level it very high as Bane of the Powerful doesn't scale at all (the gem's bonus damage is calculated from the player's distance to the enemy).
Hydra Frost Hydra is our main damage dealer and activates the set bonuses for 80% damage reduction and 20,000% increased damage.
Blizzard is needed to gain the 150% increased damage bonus from Winter Flurry. The two best runes to use are either Apocalypse for increased AoE or Unrelenting Storm for increased duration.
Spectral Blade Barrier Blades is necessary for Fragment of Destiny synergy and providing shields to keep up Squirt's Necklace. This will also be used to stack Bane of the Stricken very quickly on Rift Guardians and sometimes yellow Elites.
Storm Armor is the activator for Halo of Karini. Without this buff you will be squashed like a fly, so make sure to keep it up. Typically you want to use the Shocking Aspect rune for pushing and Scramble for farming.
Arcane Torrent Flame Ward activates the huge damage buff given by Deathwish for up to 325% increased damage done. Using this can be tricky as the buff last only for a split-second and needs to be continutously reactivated while casting other things in between. If you are willing to sacrifice some of the build's potential, this slot would be best filled with Black Hole Absolute Zero for grouping and extra damage buffs.
Teleport is the last skill in the arsenal, allowing you to move around quickly and get into the fray or out of danger when necessary. The two best runes to choose are Wormhole or Safe Passage, depending on preference.
Galvanizing Ward is absolutely indispensable as we need to stay shielded at all times to avoid losing our Hydra heads, which will die when you take damage (see The Typhon's Veil(4)Bonus). It periodically grants a massive shield that will also help with Squirt's Necklace uptime.
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 them. The elemental type of 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 for targets within 15 yards of the player
Arcane Dynamo is a very strong passive in this build, as Hydra snapshots this effect on cast for the entire duration and thus can be boosted by a whopping 60% multiplicative damage. Due to the fast attack speed from Fragment of Destiny and The Shame of Delsere synergy, it will take barely more than a second to gain all 5 stacks required. Even in speedfarming when you don't always try very hard to activate the bonus, this remains a strong option.
The above passives are the optimal choice for most damage done. Other useful passives include Unstable Anomaly for Hardcore, Blur for extra defense, Illusionist for extra mobility when farming.
1. Movement Speed
1. Attack Speed
1. Area Damage
2. Vitality up to 900.000 Life
2. Critical Hit Damage
2. Life %
2. Resource Cost Reduction
3. Critical Hit Chance
3. All Resistance
3. Life per Hit
4. Maximum Arcane Power
4. Cooldown Reduction
4. Life Regeneration
4. Pickup Radius
The Templar is recommended for this build due to his melee range and aggressive AI. When there's a monster in range he will always stand still and fight it, making him very predictable and easy to play around.
For the Skills pick Heal, Loyalty, Onslaught and Inspire. All the alternatives, except Intimidate, include AoE hard-CC, which makes mobs harder to manipulate.
Follower's damage is completely irrelevant, so we stack Attack Speed for more on-hit procs and Cooldown Reduction for more Heals. The Items are:
Enchanting Favor to make follower immortal
Oculus Ring for 85% multiplicative damage boost (keep in mind this will almost never proc because pet kills don't count)
Unity for 50% damage reduction
The Ess of Johan to pull mobs together
Thunderfury, Blessed Blade of the Windseeker for the Attack Speed slow
Any Shield with Cooldown Reduction
At the start of a run, buff yourself with Storm Armor to enable the 80% damage reduction from Halo of Karini. Make sure you keep this buff up at all times. In most situations it will not require much attention, but be careful when there are only very few or one enemy as you need to hit something that is at least 15 yards away from you. When fighting single target Rift Guardians especially, make sure to walk away a few steps regularly. The damage reduction can be tracked on your buff bar. Don’t forget to re-apply this skill after 10 minutes when pushing.
Whenever you start a new rift, die, or change zones, make sure to cast Hydra twice to make sure you get the defensive bonuses from The Typhon's Veil. Also make sure to refresh them regularly should your Hydra heads ever start dying when enemies get through your shields until you stabilize again. They disappear quickly and you will take a lot more damage even when missing just one or two.
Use Spectral Blade as much as possible while you don't have to move around too much, or try to stutter-step your way forward when you do. This will build shields and Fragment of Destiny as well as Arcane Dynamo stacks. Keep in mind you need to actually hit enemies for the item.
Place Hydra in strategic positons after maxing out Arcane Dynamo, which will be snapshot during the entire duration. The best spots are either in corners or near a wall to allow their cone-shaped AoE to hit the highest number of targets without risking to have stray enemies distract your Hydra heads. They will always attack the closest target to them, so it's up to you to control enemies and position and your Hydras in a way that maximizes their damage done. Try to use this skill when you have reached maximum Arcane Dynamo stacks and cast the other spells before that when possible.
After setting everything up, cast Blizzard once in the center of the pull to activate Winter Flurry. In very large pulls, two casts could be useful
When using Deathwish, continuously tap Arcane Torrent once between your other skill casts to activate the 325% damage buff, or once every Spectral Blade casts. If you are not using that weapon, the playstyle is a lot more relaxed but loses some of its potential. In this case, use Black Hole Absolute Zero before setting up your Frost Hydra to maximize Area Damage value and boost your Cold damage done. This effect is also snapshot.
Move around the battlefield to position enemies close to your Hydras and try to stay close to them yourself, as their range is quite limited. This will ensure good uptime of Audacity and when possible.
By default, Wizards are not really great for Hardcore as they don't have a proper cheat death immunity mechanic like most other classes. Regardless, the build is overall relatively mobile and tanky, so you should not have much trouble once your setup is complete. You should use Unstable Anomaly at all times, but don’t rely on it as it does not make you invincible, it only protects you with a certain amount of shield based on your life pool! If you forget your buffs or your damage reduction from the The Typhon's Veil(4)Bonus starts dropping due to the lack of shields, or you lose your Halo of Karini buff for whatever reason, you are almost guaranteed dead. Make sure to pay special attention to your defensive buffs and you will be fine.
Concept In T16 we don’t need a lot of damage and also won’t care much about having the perfect setup all the time. Frost Hydra should be strong enough to just obliterate most things in split seconds anyway, so we take a lot more speed and mobility. Stone of Jordan and Avarice Band combined with Boon of the Hoarder are great replacements among other typical Torment items such as Nemesis Bracers.
Gameplay Be fast, use your Teleport to move around quickly and set up Hydra everywhere to kill everything around you while running and collecting loot. The build should feel easy and fluid while you become completely immortal after picking up some gold. For the tougher enemies, make sure to activate Winter Flurry and Fragment of Destiny when you need to.
Setups Stone of Jordan can replace Convention of Elements if you want some more consistency in your DPS at the cost of some damage potential. Once you feel like you have reached a point where you obliterate everything even without Fragment of Destiny, you could replace that item for Echoing Fury and remove your Signature Spell for Magic Weapon Deflection or Familiar Arcanot.
Concept Wizard in general is not really one of the preferred classes for Bounties, where Wave of LightMonksand MultishotDHsdominate at the top end. Regardless, with the use of Aether Walker it's possible to make a decently paced setup that can hold up in most parties by just teleporting and spawning Hydras all around you.
Gameplay Always move quickly, use your Teleport to move around and set up Hydra everywhere to kill everything around you while running and collecting loot. For the tougher enemies, make sure to activate Winter Flurry and Fragment of Destiny when you need to.
Setups Once you feel like you have reached a point where you obliterate everything even without Fragment of Destiny, you could replace that item for Echoing Fury and remove your Signature Spell for Familiar Arcanot. Archon Teleport can be added instead of Magic Weapon if you want consistent Crowd Control immunity for Bounties with clickables or where you need to teleport to town frequently (you can right-click the buff on your buff bar to remove it after teleporting). Instead of Ashnagarr's Blood Bracer, Warzechian Armguards can be an option for extra mobility.
GR Solo Speeds
Concept In Speed Greater Rifts we try to combine a mix of Damage, Toughness and utility. Ultimately, the build plays similarly as in solo pushing, but is much more fast-paced. Bane of the Stricken should not be necessary at all, so we can take Bane of the Powerful or Zei's Stone of Vengeance instead.
Gameplay Similar to pushing, try to make big pulls and destroy them either with your Convention of ElementsCold cycle active (on elites) or without (most trash monsters). Don’t waste too much time on stray enemies, Waller elites, burrowers, wasps or similar and just move on towards the next pull.
Setups Depending on how high Tiers you want to farm, you can go either for a high DPS version with Deathwish or a quick and mobile version using Aether Walker instead. For more consistency in your damage output, Stone of Jordan could be a replacement for Convention of Elements and with enough Toughness Nemesis Bracers can help you speed up your clears.
GR Solo Push
Concept We stack up as much damage as possible while getting just enough toughness to keep up our shields at all times. Squirt’s Necklace is a considerable damage boost you don’t want to lose when pushing.
Gameplay The basic gameplay revolves around making large pulls of monsters, getting your full setup ready and then obliterating everything during your Convention of Elements Cold cycle. Make sure to snapshot Arcane Dynamo and keep up both Fragment of Destiny and Winter Flurry. With your very high Attack Speed, it's possible to stack Bane of the Stricken on yellow Elites using Spectral Blade when there are not many other enemies around. Otherwise just try to go for the big pulls and leave stray enemies aside, especially when they happen to be out of range of your Hydra.
Setups If you feel like you are too squishy and want to go for some extra Toughness, Unity is a good replacement for Convention of Elements, especially on lower Paragon levels. Additionally, you could replace Deathwish and Arcane Torrent with Black Hole Absolute Zero and another item of your choosing, e.g. Unity, Shi Mizu's Haori, Echoing Fury, Aether Walker or The Furnace. For the ultra tanky version, Orb of Infinite Depth with Explosive Blast Chain Reaction is an option.
Group GR RGK
Concept While the theoretical potential of this Lightning Hydra setup is actually quite good compared to some of the other Rift Guardian Killer options available, it's very difficult to actually play successfully. Core issue here is the "unplayability" of the whole setup by taking many greedy choices in order to come close to the damage output a Heaven's Fury Crusader has to offer. Slow Time Stretch Time should be included in order to reach the 24 FPA breakpoint for Frost Hydra, which can only be done without significant opportunity cost by dropping Teleport in typical high GR 4man setups using Monk and Barb supports. This means you are very squishy and have no mobility and you will very likely be dead most of the time until you reach the Rift Guardian. It is however possible to drop some damage and still play your role as a solid Rift Guardian Killer all the way up to Greater Rift Tier 150 even without this greediness by adjusting the setup a bit. Keep in mind that this setup uses Lightning damage instead of Cold. Luckily, compared to the Frost Hydra version, the Attack Speed breakpoints here are a little bit more relaxed and you can get away with slightly imperfect rolls.
Gameplay Your main task here is to let your group to their job properly without you messing it up for them until your reach the Rift Guardian. This especially applies to the Frost Nova cast by The Magistrate when you setup up your Hydra, so make sure you put them far away in a corner to keep up your set's damage reduction bonus without needlessly crowd-controlling enemies, as your damage is completely irrelevant until you reach the RG. When it's finally your time to shine, play it normally just like you would in solo: keep up all your buffs, set up Lightning Hydra when you have 5 stacks of Arcane Dynamo and otherwise try to stack Bane of the Stricken as much as possible using your Spectral Blade's high Attack Speed. This is best done by replacing oneHydra every Convention of Elements Lightning cycle, as they last 30 seconds (due to The Typhon's Veil (2) Bonus) and each cycle is 16 seconds. Just make sure to not place them during the first second of the Arcane cycle.
Setups If you are willing to take many deaths and deal with the inconsistency and farm many Paragons, the theoretical highest damage setup includes a variety of greedy changes to get the maximum out of the build. This is the only way to get close to the damage output of a Crusader, who is the best Rift Guardian Killer in the game right now. The changes are: Teleport to Slow Time Stretch Time while replacing Attack Speed with Critical Hit Chance on Amulet, Halo of Karini to Stone of Jordan and Storm Armor Scramble to Energy Armor Pinpoint Barrier.
Attack Speed Breakpoints
Unlike most other skills in the game, Hydra uses Attack Speed breakpoints with very large ranges.
Reaching another breakpoint usually means a huge boost in DPS, while not reaching it could mean a huge waste of attack speed rolls on your items.
Tasker and Theo adds a flat multiplier to your attack speed that is relevant for these breakpoints. A better roll on the affix means fewer Attack Speed primary rolls needed on your items. E.g. in case of a 40% affix, you have to multiply your Attacks per Second (APS) in your character details by 1.4, in case of a 50% affix by 1.5. The difference between a good and a bad Tasker can mean up to two full primary rolls, which makes the affix extremely important.
The most relevant and best-value breakpoint is 1.86 sheet APS (or 2.78 APS if you include a perfect 50% Tasker and Theo multiplier), which puts your Frost Hydra at 30 FPA (Frames per Attack). You can reach this with 50% Tasker, 10% Paragon, 7% Weapon and two more 7% rolls on other items. Should you have any imperfect rolls, you will have to add another primary affix somewhere to make up for the difference.
In case this is completely unreachable for you, try to replace all but one Attack Speed rolls with other useful stats (e.g. Area Damage or Vitality) and go for the 36 FPA breakpoint. The lower threshold to reach this is 2.33 APS including the Tasker and Theo multiplier. This can generally be achieved with a single Attack Speed roll anywhere on your gear (1x 5% Attack Speed with 45% Tasker or 1x 6% Attack Speed with 44% Tasker or 1x 7% Attack Speed with 42% Tasker).
Keep in mind that Attack Speed on your weapon is more effective than on other slots as it multiplies your weapon's base Attack Speed and thus your Attack Speed bonuses from other sources.
In case your available options differ from the optimal distribution, make sure to import your personal character into D3planner and check the breakpoint table there yourself!
Learn more about Attack Speed breakpoints in general in this in-depth post by sVr!
In order to keep up your shields, you need to learn to judge the incoming damage and how fast you build them yourself, which can require some practice.
Shields have no direct UI indicator unless you mouse-over 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).
Galvanizing Ward is the main shielding mechanic used for most Wizard builds, which combined with Ashnagarr's Blood Bracer adds more than your total life as a shield. This shield will reset to maximum every 5 seconds if this shield in particular doesn't take any hits in the meantime.
Spectral Blade Barrier Blades is the second shielding mechanic and can be stacked as much and whenever you like, but only covers a very small portion of your total life and lasts 3 seconds in total. The duration is counted for each stack individually. You should generally try to cast this often especially when you are getting hit by a lot.
While your Barrier Blades protect your Galvanizing Ward, 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 sometimes, the whole setup will fall apart really quickly. Make sure you understand your limits and learn how you can survive in different situations.
The Typhon's Veil Set Mechanics
The set works with all Hydra runes besides Mammoth Hydra, as this is not a multi-headed Hydra.
The maximum number of heads using Serpent's Sparker is 10 ((2 +3) x 2)) for a total of 20,000% damage increase and 80% damage reduction.
The intended playstyle is to never take any damage whatsoever by using the many shield mechanics available to the class.
The number of active Hydra heads is displayed on the skill bar. Keep an eye on it when you start taking damage.
Make sure to set up Hydras immediately when you start a run, die or change zones in order to gain the Toughness buff.
Refresh Hydras a lot when your shields are broken and you need time to recover.
Allows you to cast a second Hydra, effectively doubling all bonuses gained from the The Typhon's Veil set.
In addition to the 300% multiplicative damage bonus, you also gain two separate 100% multiplicative damage bonuses (two Hydras instead of one and 10,000% to 20,000% damage from The Typhon's Veil (6) Bonus on top of 200% bonus Toughness (40% damage reduction to 80% damage reduction from (4) Bonus)).
Halo of Karini
This item provides you a 5 second buff (seen on your buff bar) when you electrocute an enemy at least 15 yards away (around 1/4 to 1/3 of a screen).
Keep in mind the range requirement! If you keep standing in melee range without other enemies further away, you will be in trouble.
The Shocking Aspect is generally used for high Greater Rifts to guarantee consistent uptime of this buff. When staying too close to enemies - even with a large pull around you - it can happen that a streak of consecutive hits will not activate Halo of Karini and choosing the rune prevents this from happening.
The Shame of Delsere
The Attack Speed bonus of this item is multiplicative with other bonuses.
This can be used to stack Bane of the Stricken quite fast on longer boss fights or even on yellow Elites because you can avoid hitting too many different enemies at a time using Spectral Blade. Try to use it a lot especially at the start of a long boss fight and when you are waiting for your Convention of ElementsCold cycle!
Fragment of Destiny
The Attack Speed bonus of this item is multiplicative with other bonuses.
This can be used to stack Bane of the Stricken quite fast on longer boss fights. Try to use it a lot especially at the start of a long boss fight and when you are waiting for your Convention of ElementsCold cycle!
To gain and keep stacks, you need to actually hit enemies.
Each enemy hit adds another stack, so you won't have to attack 10 times in AoE situations.
The damage bonus activates 1 second after starting to channel Arcane Torrent.
The buff lasts only for a split second but long enough cast other skills in between. If you want to keep DPSing while doing other things, tap it once for every other skill you cast, or once for every two Spectral Blade casts.
Black Hole Absolute Zero
The elemental damage added is considered the same as that on your items (Bracers/Amulets/Stone of Jordan). This slightly reduces the impact of these affix rolls if you are using Black Hole.
Since pet kills don't proc Oculus Ring, this is pretty much the only way to get the effect.
This passive can gain an additional stack from your weapon’s element. This is one of the two main exceptions in the game to the rule of “element on weapon doesn’t matter for your damage”.
Since the build already deals Cold damage from Frost Hydra and Arcane damage from Spectral Blade Barrier Blades by default and sometimes applies Lightning damage with Storm Armor, you want to have either Fire or Lightning on your weapon if possible. In case you use Blizzard Apocalypse, you can apply Fire with that and Lightning becomes the the preferred option as Storm Armor has very bad uptime on multiple targets.
The Magistrate has a special interaction: Hydra applies the stack of the Hydra element itself. The Frost Nova cast by your Hydras will, however, apply the Cold stack as well as the stack for the elemental range of your weapon.
The damage bonus of this passive is multiplicative (5% per different element, added together as one bonus).
This is one of the strongest DPS passives in the game, giving up to 60% multiplicative damage bonus for your Hydra.
Maximum stack count is 5, which stacks once per attack of your Signature Spells (Spectral Blade).
Stacks will be consumed by any damaging Arcane Power Spender, including non-Hydra spells.
The effect will only activate and consume stacks after reaching the maximum.
Keep up your Storm Armor and Halo of Karini buffs at all times.
Use Spectral Blade to build shields and stacks for Fragment of Destiny as well as Arcane Dynamo.
Set up Frost Hydra when you reach maximum stacks if possible. Stay near them and kite enemies around so that they will attack the highest number of targets.
After the setup is complete, cast Blizzard to gain the damage bonus of Winter Flurry. Refresh this continuously on enemies that live longer than its duration.
Weave in Arcane Torrent casts to activate Deathwish or use Black Hole to snapshot the Cold damage from Absolute Zero before setting up a Frost Hydra.
Play around the Convention of ElementsCold cycle to maximize your damage.
Avoid ever losing any hitpoints to keep up your Squirt’s Necklace and all Hydra heads at all times. Try to learn to feel the incoming damage as there is no UI indicator of how much shield you have.
Guide by wudijo with special help from Rob.
I hope you enjoyed this guide! Hydra can be a fun and engaging change to the typical Wizard playstyle and the build is making a great entry with the buffs from Season 22.