Typhon Frost Hydra Wizard BiS Gear, Gems, and Paragon Points

Last updated on Mar 10, 2020 at 09:00 by Deadset 18 comments

Below, we detail the items and gems that you should use for your Typhon Frost Hydra Wizard in Diablo 3 and why. We also list your paragon points and Kanai's Cube items. Updated for patch 2.6.8 and Season 20.

1.

Best in Slot Gear and Alternatives

The build takes advantage of the full 6-piece The Typhon's Veil set bonus, incorporating five of the six available items and completing the requirements via a Ring of Royal Grandeur Ring of Royal Grandeur in the Cube. As far as bonuses go, the 2-piece set bonus is doubles the duration of Hydra Hydras (from 15 seconds to 30) and increases the number of heads on multi-headed Hydras by two; the latter part of the bonus locks you out of the Mammoth Hydra Mammoth Hydra option and influences a lot of the coming gear choices. The 4-piece bonus offers the usual damage reduction associated with the tier, but flavourfully ties it to the number of active Hydra Hydra heads and culls their number as you take damage; thankfully, with an internal 2-second cooldown, so you do not lose all your set-induced toughness in one unfortunate burst. Last, but not least, the 6-piece bonus is a straight damage multiplier for each active Hydra Hydra head.

As mentioned above, you will be dropping one of the Typhon set pieces and introducing a synergistic legendary item for the build. Depending on your better rolled legendary, you will either drop Typhon's Claws Typhon's Claws and replace them with Tasker and Theo Tasker and Theo, or switch out Typhon's Frons Typhon's Frons for The Magistrate The Magistrate. Tasker and Theo Tasker and Theo is a valuable addition to summoner-based builds due to its attack speed increase for pets, which acts as a separate multiplier for their damage calculation. The Magistrate The Magistrate on the other hand is a dedicated Hydra Hydra Wizard Hat, which adds a straightforward damage multiplier to them and makes them periodically cast Frost Nova Frost Nova, adding some welcome safety to the build.

There is another dedicated Hydra Hydra legendary in the build — the Serpent's Sparker Serpent's Sparker. While it is ideally cubed due to its lesser Attack Speed compared to Deathwish Deathwish, this wand doubles the number of Hydra Hydras you can have active at any time, and provides a massive skill damage increase on top. As for your weapon and offhand, you will be using the channeling combo of Deathwish Deathwish and Etched Sigil Etched Sigil for the simple reason of damage multiplication while channeling (due to the sword's powers), coupled with the automated casts of your spenders (from the source's affix) — with the Hydra Hydra counting as a spender for its purposes. This creates the signature "channel to summon" playstyle of the build.

The best-in-slot belt for the build when pushing Greater Rifts is the glass cannon favourite, The Witching Hour The Witching Hour. What this belt lacks in unique properties, it makes up in unique rolls: it is the only item in the slot that can roll Attack Speed and Critical Damage. Both stats are immensely beneficial to your damage output, so seek as close to the maximum 7 IAS and 50 Crit Damage as you can.

When it comes to jewelry, you will be wearing your two best rolled rings and cubing the third between Ring of Royal Grandeur Ring of Royal Grandeur (ideally cubed), Halo of Karini Halo of Karini and Convention of Elements Convention of Elements. Ring of Royal Grandeur Ring of Royal Grandeur reduces the required number of worn set items for the respective bonuses by one, and allows you to mix the aforementioned legendaries in the build. Halo of Karini Halo of Karini will greatly supplement your defenses, providing a massive damage reduction bonus for the modest requirement of keeping your Storm Armor Storm Armor active and keeping distance from the enemy. Finally, Convention of Elements Convention of Elements simply provides a massive damage increase during the Cold cycle of its rotation. Note that if you want to introduce more tankiness to the build, either due to playing Hardcore or inexperience with the playstyle, you can drop CoE for the added safety of Unity Unity, coupled with another on the follower plus an immortality relic for him (i.e. Enchanting Favor Enchanting Favor). This will cut incoming damage in half.

Aside from Halo of Karini Halo of Karini, Squirt's Necklace Squirt's Necklace will also incentivize you to keep your distance from enemies — it rewards the evasive playstyle of a Hydra summoner with a massive damage bonus, but also punishes the unwary with an amplification of damage taken. To encase you in at least a measure of protection before you lose that valuable DPS buff, you will be wearing the Ashnagarr's Blood Bracer Ashnagarr's Blood Bracer for the doubled shield potency (consult this build's skills page to see where the shields should come from).

1.1.

Desired Stats, Breakpoints and Other Notes

For Offense stats, try to obtain Hydra % bonus on both the shoulders and chest (maximum of 30%), Cold elemental damage on both the amulet and wrists (maximum of 40%), Crit Chance and Crit Damage within a 1:10 ratio (ideally over 50% and 500%, respectively), and Area Damage of 100%+.

For Defense stats, aim for a life pool of 500k+; dropping as much as you can for offense as you grow accustomed to the build. You will mostly sustain through Life per Hit on gear, with at least one high roll in your setup (i.e. bracer).

All augmentations on gear should be done with your main stat, Intelligence.

Note that the stat suggestions below portray an ideally rolled item with stats listed in relative order of importance. The first four of them are main stats, and the latter two — secondary stats. If your item lacks and is unable to be rerolled into the primary stats outlined below, especially for a stat higher on the list, strongly consider its replacement. Perfecting Secondary stats is mostly a case of hyper-optimization and is not a case for discarding an item, except where noted.

Slot Pieces Stat Priority
Head
  1. Intelligence
  2. Socket
  3. Critical Hit Chance
  4. Vitality
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Pickup Radius (Secondary Stat)
Shoulders
  1. Intelligence
  2. Area Damage
  3. Hydra % Damage
  4. Vitality
Torso
  1. Intelligence
  2. 3 Sockets
  3. Vitality
  4. Reduced damage from Elites
  5. Armor
  6. Physical or Lightning Resistance (Secondary Stat)
  7. Melee or Missile Damage Reduction (Secondary Stat)
Wrists
  1. Intelligence
  2. Critical Hit Chance
  3. Cold % Damage
  4. Life per Hit or Vitality
  5. Reduced Damage Melee Attacks (Secondary stat)
Hands
  1. Intelligence (or Area Damage at high Paragon)
  2. Critical Hit Chance
  3. Critical Hit Damage
  4. Attack Speed
  5. Physical or Lightning Resistance (Secondary Stat)
Waist
  1. Intelligence
  2. Critical Hit Damage (if The Witching Hour The Witching Hour)
  3. Attack Speed (if The Witching Hour The Witching Hour)
  4. Vitality
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Life per Kill (Secondary Stat)
Legs
  1. Intelligence
  2. 2 Sockets
  3. Vitality
  4. Armor
  5. Pickup Radius (Secondary Stat)
  6. Physical or Lightning Resistance (Secondary Stat)
Feet
  1. Intelligence
  2. Vitality
  3. Armor
  4. All Resistance
  5. Pickup Radius (Secondary Stat)
  6. Health Globe Healing Bonus (Secondary Stat)
Amulet
  1. Socket
  2. Critical Hit Damage
  3. Critical Hit Chance
  4. Cold % Damage
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Melee or Missile Damage Reduction (Secondary Stat)
Ring #1
  1. Socket
  2. Critical Hit Damage
  3. Critical Hit Chance
  4. Attack Speed or Area Damage
  5. Physical or Lightning Resistance (Secondary Stat)
Ring #2
  1. Socket
  2. Critical Hit Damage
  3. Critical Hit Chance
  4. Attack Speed or Area Damage
  5. Physical or Lightning Resistance (Secondary Stat)
Weapon
  1. High Weapon Damage
  2. Socket (preferably from Ramaladni's Gift Ramaladni's Gift)
  3. Intelligence
  4. Attack Speed
  5. Area Damage
Off-hand
  1. High Damage Range
  2. Intelligence
  3. Critical Hit Chance
  4. Hydra % Damage
  5. Area Damage

To help you with farming the gear you need for your builds, we have two very useful guides that you can access by clicking the links below: a Salvage Guide to help you quickly check whether or not you can safely salvage a piece of gear and a Legendary Farming Guide to help you efficiently farm legendaries and set items.

2.

Paragon Points

In the Core section, max out Movement Speed to the 25% cap. Normally this is done by dumping the first 50 Core Paragon points into Movement Speed, but if your boots have an imperfect roll with Movement Speed as a stat that you cannot replace, adjust the necessary point investment accordingly by simply subtracting your roll from the 25% max. After that dump as much as you comfortably can into Intelligence, but feel free to invest into Vitality if you feel yourself lacking in toughness. Investing into Max Arcane Power should not be necessary.

In the Offense section, max out Crit Chance, Crit Damage, Attack Speed and Cooldown Reduction in that order. In Defense, prioritize Armor, then Life %, then All Resistance, and finish off with Life Regeneration. In Utility, build up Area Damage and Life on Hit first, then finish off with Resource Cost Reduction and Gold Find.

Slot Paragon Points
Core
  1. Movement Speed up to 25% cap
  2. Strength
  3. Vitality (up to personal preference)
  4. Maximum Arcane Power
Offense
  1. Critical Hit Damage
  2. Critical Hit Chance
  3. Attack Speed
  4. Cooldown Reduction
Defense
  1. Armor
  2. Life %
  3. All Resistance
  4. Life Regeneration
Utility
  1. Area Damage
  2. Life on Hit
  3. Resource Cost Reduction
  4. Gold Find
3.

Gems

Bane of the Trapped Bane of the Trapped is a potent source of additional damage, as it is its own multiplier in your total damage calculation. The gem procs itself with its level 25 property when in range and is otherwise triggered by Frost Nova Frost Novas cast by your The Magistrate The Magistrate-empowered Hydras. In very high end Greater Rifts, you will have to replace this gem with Bane of the Stricken Bane of the Stricken in order to efficiently tackle the Rift Guardian fight.

Enforcer Enforcer is the gem meant to aid pet builds, and Hydra Hydras fall into this category for the benefits of this scaling, independent damage multiplier.

Since this build relies on channeling skills to trigger its spenders via the Etched Sigil Etched Sigil interaction, it makes sense to use the damage and toughness amp hybrid of Taeguk Taeguk. You can viably alternate this slot to the range-based Zei's Stone of Vengeance Zei's Stone of Vengeance, if you prefer a more steady — if a lot glassier — damage multiplier.

Slot Gems
Jewelry
Helm
Torso and Pants
Weapon

For more information about gems, please refer to our guide on gems.

4.

Kanai's Cube

As previously mentioned, Serpent's Sparker Serpent's Sparker and The Magistrate The Magistrate are mandatory, Hydra-dedicated legendary items that are best slotted in the Cube. You can viably place Deathwish Deathwish or Tasker and Theo Tasker and Theo in the respective slot, depending on your better rolled items to wear.

In order to mix in the Typhon set with additional synergistic legendaries, you will need a Ring of Royal Grandeur Ring of Royal Grandeur: a cache legendary ring from Act I bounties, to tie set and powers together.

The Kanai's Cube can be used for much more than simply extracting legendary powers from items. Please refer to our Kanai's Cube guide for more information.

5.

Legendary Potion

The preferred potion for this build is Bottomless Potion of the Leech Bottomless Potion of the Leech due to its Life per Hit bonuses, which synergize perfectly for the high attack speed and sustain-through-attacks playstyle of the build.

6.

Follower

For more information regarding followers, we advise you to read our Follower Guide, which contains detailed advice for choosing the skills and the gear of your follower.

7.

Changelog

  • 10 Mar. 2020: Guide added.
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