Well known as an iconic skill from Diablo II, Hydra had been long forgotten since Season 3 where Mammoth Hydras shined in combination with Pain Enhancer in order to get an obscene amount of Flame Blades stacks, uncapped back then.
With Season 20 introducing us to The Typhon's Veil Set, Serpent's Sparker and The Magistrate have been updated to grant Hydra new damage multipliers. However, the sketchy gameplay of this new set and the fact that Mammoth Hydras do not work with it despite being usually the best Hydra rune made Legacy of Dreams the setup of choice to play around these newly buffed Hydra items.
In Season 22 in order to change the channeling playstyle of the build and compensate for the reworked Etched Sigil now supporting Energy Twister, Fragment of Destiny and Winter Flurry were updated with new damage multipliers to Hydras. Therefore Spectral Blade and Blizzard are now incorporated into the build for a completely different, slightly more active playstyle.
In Season 25, Oculus Ring has been fixed to proc properly from Pet kills while Soul Shards and the powerful Dregs of Lies tremendously buffed the build! Season 28 with the Altar of Rites and then Season 29 with the Paragon Distribution Twist enabled a Reverse Archon setup.
This is an Area Damage (AD) build, since Fire pools from Mammoth Hydras (see Mechanics), can and will proc it. This build holds good potential and is a comfortable one to push Solo Greater Rifts with. The build, however, is not that great for Nephalem Rifts, Bounties or Solo Greater Rift Speeds where the Typhon variant wins by a large margin. Hence it is mainly teched out as a "pushing the leaderboards" build.
Very Tanky ✔ Beginner Friendly ✔ Straightforward Mechanics ✔ Good Single Target Damage ✔
❌ Frustrating Pet AI ❌ Very Sensitive to Fishing ❌ ResidentSleeper Gameplay ❌ Sensitive to Crowd Control
Core Setup
Items
Fragment of Destiny grants us an amazing 300% separate damage multiplier for our Hydras on top of a 50% separate Attack Speed multiplier for Spectral Blade.
Serpents Sparker to get 2 Hydras and buff them with a 300% separate damage multiplier.
Winter Flurry and The Magistrate for their separate damage multipliers to Hydras.
Tasker and Theo is a 40 to 50% separate Pet Attack Speed multiplier, required to hit the 30 FPA Breakpoint on your Mammoth Hydras.
Stone Gauntlets provide an outrageous amount of mitigation and their negative effect can be fully negated by Ice Climbers.
Convention of Elements buffs our Mammoth Hydras by a beefy 200% separate damage multiplier in Fire cycle.
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.
Aquila Cuirass and Unity grant us two sources of 50% damage reduction.
The Shame of Delsere for another 50% separate Attack Speed multiplier to Spectral Blade helping us to generate shields while allowing a faster Bane of the Stricken stacking. Another option is The Witching Hour instead, which allows you to play a non-trifecta rolled Weapon due to its Attack Speed roll.
Season 32 Ethereals
Ethereals are powerful rare weapons that can only be found during Season 32. They were initially the Season 24 Theme. They have incredible stats, a random Legendary power, and a free passive for your class. Read our Ethereal Mechanics Guide for full details on how they work and our Ethereal Farming Guide to learn how to acquire them. What you should prioritize on them is the following:
TheLegendary Power This build requires Serpent's Sparker and Fragment of Destiny to be functional. We need our Ethereal to roll one of these powers so we can cube the other. We also want a good roll on our Legendary power if it has a range. For speed content it is always helpful to have Ethereals with Aether Walker, In-geom or Messerschmidt's Reaver powers, so keep those if you find them.
TheEtherealItself There are 3 different weapons available to us, each with its own benefits:
Wizardspike - This is the best Ethereal for this build due to its high Attack Speed and its Damage Stacking special affix, especially in Greater Rift push. With this Ethereal, The Witching Hour and 7% Attack Speed on Gloves, we can reach the 24 FPA Breakpoint on Mammoth Hydras.
The Oculus - This is an alternative if you can't get your hands on a Wizardspike, especially for speed content where its Damage Stacking mechanic is not important.
Mang Song's Lesson - This is a Two-Handed Staff meaning we can't use it as we have two Weapons and a Off-Hand that grant us massive damage multipliers.
The EtherealStat Rolls Each Ethereal comes with its own fixed set of powerful affixes. While some have a static value, many have a wide stat range. This means the difference between good and bad rolls is significant and something you should look for.
A Useful Passive This is just icing on the cake because a fifth passive is not going to make or break your build. You're better off hunting for the things above. Check out the Passives section down below to see which ones you're looking for.
Global Stat Priorities
Your absolute priority is that you must reach the 30 FPA Breakpoint on your Mammoth Hydra, which is a 20% damage increase over the previous 36 FPA Breakpoint. That's why you need a Serpent's Sparker with 7% Attack Speed and 50% Tasker and Theo, which is fairly doable if you cube them and equip Stone Gauntlets. However if you have to equip Tasker and Theo, make sure they have at least 43% on their Legendary Affix and you will also need to get an additional 7% Attack Speed roll on your gear.
You also need Hydra Damage on Shoulders, Chest and Offhand as it is a separate damage multiplier. Then your next priority is to get Area Damage on every piece except the Amulet. Bear in mind you can reroll away the Cold Damage from Winter Flurry. Cooldown Reduction is not needed as long as you don't aim to play a Reverse Archon variant (see Variants).
For toughness, like most Wizard setups, we take advantage of Galvanizing Ward and Spectral Blade Barrier Blades to generate Shields based on our HP pool. This means Vitality and Life % are very important as they double dip into Shields. This is 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 cubeLegendary 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.
Wands to get Serpent's Sparker, Fragment of Destiny and Aether Walker
Rings to get Halo of Karini, Convention of Elements and Unity
Anything from the Gamble list in Step 3 that you haven't already acquired.
5. 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.
6. Use Primordial Ashes in Kanai's Cube with the new Curiosity of Lorath Nahr recipe to obtain a free Crafted Primal Ancient. Since you can only equip one of them, choosing the right item to focus matters! Great candidates are Weapons, Offhands, Jewelry or any item with an important multiplier. With that in mind, we recommend getting one of the following items:
Serpent's Sparker
Winter Flurry
Convention of Elements
Halo of Karini
Item Stat Priorities
SLOT
ITEM
STAT PRIORITY
Main-Hand
Fragment of Destiny Serpents Sparker
1. Damage Range 2. Socket Ramaladnis Gift 3. Attack Speed 4. Area Damage 5. Damage % 6. Intelligence
Ideally, you want a Lightning Damage Range in order to get an additional stack of Elemental Exposure.
Off-Hand
Winter Flurry
1. Critical Hit Chance 2. Hydra Damage 3. Area Damage 4. Intelligence
Keep in mind the Cold Damage Affix from Winter Flurry can be rerolled away, we do not want it!
Helm
The Magistrate
1. Socket Flawless Royal Amethyst 2. Critical Hit Chance 3. Intelligence 4. Vitality
1. Socket 2. Critical Hit Damage 3. Area Damage 4. Critical Hit Chance 5. Intelligence 6. Attack Speed
Ring 2
Unity
1. Socket 2. Critical Hit Chance 3. Area Damage 4. Elite Damage 5. Intelligence
Bracers
Ashnagarr's Blood Bracer
1. Fire Damage 2. Critical Hit Chance 3. Intelligence 4. Vitality 5. Armor
Amulet
Squirt's Necklace
1. Socket 2. Critical Hit Damage 3. Fire Damage 4. Critical Hit Chance 5. Intelligence
Belt
The Shame of Delsere The Witching Hour
1. Attack Speed 2. Critical Hit Damage 3. Intelligence 4. Vitality 5. Armor 6. Life %
Potion
Bottomless Potion of the Unfettered
To avoid Crowd Control effects during your DPS phases
Gems
Legacy of Dreams is the Legacy of NightmaresSet in a gem, which frees up two ring slots at the cost of removing Bane of the Trapped. 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 Trapped.
Enforcer is strictly better than Bane of the Trapped since its damage multiplier is unconditional.
Skills
Blizzard Unrelenting Storm is purely a catalyst to activate the damage buff of Winter Flurry. We need to cast it twice during one full cycle of Convention of Elements.
Black Hole Spellsteal grants us a nice additive damage buff. Additionally, this is skill the best way for us to proc Oculus Ring, since pets still cannot proc it.
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 mobility.
Storm Armor Shocking Aspect is needed to proc the defensive capabilities of Halo of Karini. Shocking Aspect has the best overall uptime while Scramble grants a nice Movement Speed buff.
Hydra Mammoth Hydra is the best rune for Area Damage. Hence, we play it!
Spectral Blade Barrier Blades is our main ability to stack Bane of the Stricken on the Rift Guardian; due to The Shame of Delsere and Fragment of Destiny, which are both separate speed-coefficients, our total Attack Speed will be 2.25 faster than what our sheet Attack Speed depicts. Additionally, Barrier Blades provides us with some much needed shielding to preserve our Squirts Necklace.
Passives
Elemental Exposure is a separate and global multiplier debuffing each target once for each element (Fire, Cold, Arcane, Lighting) for up to 5 seconds when you hit it with said target. 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 if and only if our target is within 15 yards.
Galvanizing Ward grants a massive shield leading to better Squirt's Necklace uptime in conjunction with Ashnagarr's Blood Bracer.
Arcane Dynamo grants us a 60% separate damage multiplier to our Mammoth Hydras. However, it requires us to cast our skills in a specific sequence since both Black Hole as well as Blizzard can consume this passive.
Other options can include Unwavering Will, Conflagration or Blur for slightly more damage or mitigation.
Paragon Points
Core
Offensive
Defensive
Utility
1. Movement Speed
1. Attack Speed
1. Armor
1. Area Damage
2. Intelligence
2. Critical Hit Damage
2. Life %
2. Resource Cost Reduction
3. Vitality1
3. Critical Hit Chance
3. All Resistance
3. Pickup Radius
4. Maximum Arcane Power
4. Cooldown Reduction
4. Life Regeneration
4. Life per Hit
1 Aim for a decent HP pool (~800,000 Life in Solo Push) as your Shields (Galvanizing Ward and Barrier Blades) scale with it.
Altar of Rites
The Altar of Rites is a tree that grants tremendous powers to your entire account in exchange for sacrifices. It requires you to farm Bounties, kill the Ubers, craft the Staff of Herding, and more. Completing all 26 of these tasks, along with sacrificing 6 Primal Ancients grants you extra Damage, Defense, Quality of Life, Increased Drops and 3 Potion Super Powers. Read the full guides on Unlocking the Altar and the Altar Mechanics by Raxxanterax and Chewingnom to learn everything about this fantastic mechanic!
Note: The suggested path assumes you are playing Solo and used the Challenge Rift Cache to help you level up.
Optimal Path
Node 2: Choose Anointed to gain a full set of 70 yellows from level 18-70!
Node 6: Rush to gain double Bounties to help unlock other Nodes in the Altar.
Nodes 7-14: These are the last Nodes you can gain until the Challenge Rift resets. Take at least 1 Node at the bottom of each path to unlock all 3 Potion Super Powers. Pick up the Mirror Node at the top for a colossal 41% extra XP all season. Remember to unlock Father once you clear GR70 solo and have your first Primal!
Nodes 15-26: Pick up the final Quality of Life, Damage, and Defense Nodes (in that order) to finish the Altar.
Potion Super Powers: Take Father first, then Mother, and finally Mortal.
Disclaimer: The Mortal and Mother Potions require you to salvage 2 and 3 Primals respectively. Unlock them as soon as you have those materials as they don't cost a point!
Follower
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:
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.
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.
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.
Followers share 20% of their Experience, Magic and Gold Find stats with you.
Legendary gems do not work on followers, except Esoteric Alteration and Mutilation Guard.
With Enforcer equipped on the player, it is much easier to keep followers alive without immortality relic since the 90% damage reduction works on them. Unfortunately for this build, Unity requires you to use immortality relic.
Cooldown Reduction does not work for any follower skill except the Templar’s Heal.
Followers never deal significant damage; you’re on your own to clear the content.
Select Follower
GR Pushing Scoundrel
For Greater Rift Pushing we recommend this Scoundrel setup for the stun from Powered Shot, Critical Hit Chance from Anatomy, 10% increased damage from Piercing Shot, and the insane Critical Hit Chance cloud from Night’s Veil. Stat Priorities:Since we have the immortality token, we do not need to stack survivability on our Scoundrel.
Dexterity > Attack Speed.
Key Items:
The Flavor of Time: For double duration on Pylons.
Nemesis Bracers: For more progression from Elites.
Oculus Ring: For 85% increased damage.
Unity: For 50% damage reduction if you're also wearing one.
Cluckeye: To consistently blind the Rift Guardian, keeping it immobile.
Ice Climbers: To make your follower immune to Freeze and Immobilize effects.
Mempo of Twilight, The Witching Hour, Tal Rasha's Relentless Pursuit and Cain's Destiny: For more Attack Speed.
For Shi Mizu's Haori Greater Rift Pushing we recommend this Enchantress setup for the Slow from Temporal Pulse, Fire Damage from Amplification, Damage Reduction and Armor from Powered Shield, and the Cheat Death from Fate's Lapse. Stat Priorities:Since we have the immortality relic, we do not need to stack survivability on our Enchantress.
Intelligence> Attack Speed.
Key Items:
The Flavor of Time: For double duration on Pylons.
Nemesis Bracers: For more progression from Elites.
Oculus Ring: For 85% increased damage.
Unity: For 50% damage reduction if you're also wearing one.
Blind Faith: To consistently blind the Rift Guardian, keeping it immobile.
Ice Climbers: To make your follower immune to Freeze and Immobilize effects.
The Witching Hour, Tal Rasha's Relentless Pursuit and Cain's Destiny: For more Attack Speed.
Gameplay
The general playstyle is very straightforward, which is why LoD Hydra is one of the most beginner Wizard builds out there.
When you enter the Greater Rift you want to cast Storm Armor and make sure this buff won't time out on you.
Afterwards you must cast Spectral Blade five times to receive the Arcane Dynamo buff, which you must consume with casting Hydras every 16 seconds. You place two Hydras this way.
You should cast Black Hole Spellsteal three seconds before your Convention of Elements goes into its Fire cycle.
You cast Blizzard every 8 seconds. Each time right at the beginning of your Convention of ElementsCold and Lightning cycle.
The rest of the time, you simply hold down Spectral Blade. You can occasionally use Teleport to jump into an Oculus Ring.
Hardcore
This build is already insanely tanky but you can rotate out Elemental Exposure for Blur if you want more safety. Check out our dedicated Hardcore Survival Guide to learn more about how to succeed in this game mode!
Variants
GR Solo Push
GR Group Trash Killer
Echoing Nightmare
Concept We stack up as much damage as possible while making sure we keep up our shields at all times in order to maintain Squirt's Necklace 100% separate damage multiplier.
Gameplay Use your Teleport to bodypull and gather as many enemies as you can. Before your Fire Convention of Elements cycle, setup your Mammoth Hydras in front of the monsters using Barrier Blades to get Arcane Dynamo, cast Blizzard and finally use Black Hole Spellsteal to trap and group monsters while getting a huge additive damage buff.
Setups The setup above has very specific gear requirements, which unfortunately leaves little to no space for imagination. However, it is extremely tanky and pretty straightforward to play, meaning you shouldn't need specific adjustement to feel comfortable! You can swap Ashnagarr's Blood Bracer with Ranslor's Folly, replacing Black Hole Spellsteal with Energy Twister Wicked Wind. This setup allows you to pixelpull all monsters to maximize your Area Damage.
Concept Legacy of DreamsMammoth Hydra, built as a Reverse Archon iteration to gain stacks via Fazula's Improbable Chain and utilize these stacks out of Archon with The Swami can be a decent Trashkiller for 4-Player setups but is outclassed by many builds and is generally causing lags on top of being completely helpless against Pet AI and requiring a zMonk to maintain Squirt's Necklace.
Pain Enhancer (PE) is being used to reach low FPA Breakpoints on Mammoth Hydra. In group play the supporting classes, a zBarb and a zMonk, will apply a bleed (for PE) as well as create pixelpulls for us to damage.
Gameplay You are clicking Archon every 32 seconds upon entering your Fire rotation to benefit from Archon stacks overlap, similarly to the old LoD "Bazooka" Wizard, generating a huge damage burst.
Pain Enhancer (PE) helps to reset the significant cooldown of Archon via Obsidian Ring of the Zodiac while additionally allowing you to reach low FPA Breakpoints on Hydra. Arcane Torrent Flame Ward is purely used to reset Archon and get a slight damage bonus with Mantle of Channeling. After your Fire cycle when in Archon there is nothing for you to do but wait, meaning it's a good moment for the group to move to a new position.
Setups You can swap Flame Blades to Barrier Blades to keep Squirt's Necklace if you play with a zDH instead of a zMonk but in all probabilities, you will have to switch Squirt's Necklace for The Flavor of Time anyway.
Swap Bane of the Stricken with Bane of the Trapped since we are fighting hordes of enemies.
Replace Teleport with Slow Time and cube Crown of the Primus instead of Stone Gauntlets.
Reroll Area Damage to Attack Speed as we do not need to make huge pulls, which lets you reach the 24 FPA Mammoth Hydra Breakpoint.
Gameplay
Click Speed Pylon instantly to boost your mobility and dodge Green Meteors.
Around Wave 90, click Channeling Pylon and Power Pylon.
After Wave 100, use Conduit Pylon.
At Wave 122, stop attacking and run to the corner to let the timer run out.
At the start, you must cast Spectral Blade five times to receive the Arcane Dynamo buff to place Hydras every 16 seconds. You place two Hydras this way. You should cast Black Hole Spellsteal three seconds before your Convention of Elements goes into its Fire cycle. You maintain Slow Time and cast Blizzard every 8 seconds. Each time right at the beginning of your Convention of ElementsCold and Lightning cycle. Unfortunately, Mammoth Hydra is not the best fit for this activity but the damage is however pretty wild.
Mechanics
Hydra Mammoth Hydra
Hydra Mammoth Hydra only has one head, hence it does not work with The Typhon's Veil. This is why this rune is best used with the Legacy of Dreams setup presented at hand.
Hydras does benefit from Pet damage bonuses but Attack Speed is not a damage multiplier for them. Unlike most pets, Attack Speed increases the rate of their attacks upon reaching Breakpoints instead.
Mammoth Hydras target the closest monster and start to cast expanding Fire pools (the layers), dealing damage and expanding by 10 yards every 0.3 seconds, up to 50 yards.
These layers spawn in front of the Hydras and take about 1.8 seconds to expand to their full length of 50 yards. Layers last for 3 seconds after they fully expanded, for a total duration of 4.8 seconds. This means one layer ticks 16 times, once every 0.3 seconds.
This mechanic creates a ramp-up period to reach maximum damage potential. This is why positioning Mammoth Hydrasless than 5 yards in front of the monsters is extremely important because the layers reach the monsters and damage them instantly. If the monster is more than 5 yards away, you lose one tick per layer (6.25% damage), two ticks (12.5% damage) if the monster is more than 15 yards away… and so on.
When the Mammoth Hydra expires after 15 seconds, or is replaced by a new one (in which case the oldest instance is replaced), its remaining layers are orphaned, meaning they do not benefit from your damage multipliers anymore.
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.
The Shame of Delsere & Fragment of Destiny
The Attack Speed bonus of The Shame of Delsere and Fragment of Destiny are multiplicative with each other and with other bonuses. This means using both will grant you a 1.5 * 1.5 = 2.25 Attack Speed multiplier. With the solo setup presented in this guide, using both these items will effectively drop your Spectral Blade Breakpoint from 35 FPA to 16 FPA.
This can be used to stack Bane of the Stricken faster on longer boss fights or even on Rare 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 ElementsFire cycle!
The damage bonus stacks from Fragment of Destiny are additive with each other, combining into a 300% separate damage multiplier at 10 stacks. To gain and keep the 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.
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 0 will apply a stack of its respective element. This inherently means that only selfcasted abilities will 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. The only exception to this is Hydra, which only applies the stack of the Hydra element itself.
The Magistrate has a special interaction. Hydra applies the stack of the Hydra element itself. The Frost Nova casted by your Hydras will, however, apply the Cold stack as well as the stack for the elemental range of your weapon. This is why Item Stat Priorities mention that you want a weapon with Lightning Damage Range.
The 5% damage from each stack is additive to each other adding up to a total of 20% separate damage multiplier.
Arcane Dynamo
This is one of the strongest DPS passives in the game, giving up to 60% multiplicative damage bonus for Hydras.
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 only activates and consume stacks after reaching the maximum of 5.
Summary
Put together the core items and level up the Legacy of Dreams gem.
Focus on Attack Speed in order to reach the proper Attack Speed Breakpoint.