When receiving fatal damage, you instead restore 35% Life and 35% Spirit and are immune to damage and control impairing effects for 2 seconds. This effect may occur once every 60 seconds.

Cooldown: 60 seconds Have an Epiphany, increasing your Spirit Regeneration per Second by 20 and enabling your melee attacks to instantly dash to your target for 15 seconds.

As long as your vortex is at 3 or more stacks, you gain 8 Spirit per second. Sweeping Wind's damage turns into Holy.

Cost: 75 Spirit Surround yourself in a vortex that continuously deals 105% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 3 stacks for a total of 315% weapon damage.

Cost: 1 Charge Quickly dash up to 50 yards, striking enemies along the way for 370% weapon damage as Physical. You gain a charge every 8 seconds and can have up to 2 charges stored at a time.

Cost: 50 Spirit Active: You and nearby allies gain an additional 20% increased resistance to all elements for 3 seconds. Passive: You and your allies within 60 yards gain 20% increased resistance to all elements. Only one Mantra may be active at a time.

Generate: 14 Spirit per attack Teleport to your target and unleash a series of extremely fast punches that deal 200% weapon damage as Lightning. Every third hit deals 400% weapon damage as Lightning split between all enemies in front of you.

Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 1000% for each stack of Sweeping Wind you have.

Every second Sweeping Wind spawns a decoy next to the last enemy you hit that taunts nearby enemies and then explodes for 1000% weapon damage for each stack of Sweeping Wind you have.

Every second Sweeping Wind spawns a decoy next to the last enemy you hit that taunts nearby enemies and then explodes for 1000% weapon damage for each stack of Sweeping Wind you have.

Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 1000% for each stack of Sweeping Wind you have.

Every second Sweeping Wind spawns a decoy next to the last enemy you hit that taunts nearby enemies and then explodes for 1000% weapon damage for each stack of Sweeping Wind you have.

Every second Sweeping Wind spawns a decoy next to the last enemy you hit that taunts nearby enemies and then explodes for 1000% weapon damage for each stack of Sweeping Wind you have.

Every second Sweeping Wind spawns a decoy next to the last enemy you hit that taunts nearby enemies and then explodes for 1000% weapon damage for each stack of Sweeping Wind you have.

Build Guide

Introduction / Motivation

Obviously, this is not a new build by any means, but it's just enough different from all the guides I saw out there to be worth writing up. The default setup shown will work well in all content and there are a lot of easy modifications to make it more suited to specific game modes or playstyle preferences.

Sunwuko WOL is an incredibly flexible and powerful build that works well in all game modes (T16 rifts and bounties as well as speed and push GRs). Strong alternative to Inna, and very easy to gear up and use while you're working towards a LoD build for pushing. Even with very mediocre gear, level 25 gems and under 600 paragon, I was running GR90s with this build in under five minutes, which was way better than my equally-mediocre Inna setup could do at the time.

We use a generator (alternatives below) to power Focus/Restraint and Spirit Guards for big boosts to damage and toughness. Usually, generator variants cut Epiphany since it's hard to keep up without focusing heavily on CDR. However, we drop Air Ally instead, and get enough RCR and CDR from Crimson, other gear and season circles to have pretty high Epiphany uptime anyway, thus getting the best of both worlds.

Skills

We use Fists of Thunder / Quickening as our generator to provide a permanent dash ability in combat; when Epiphany is up the teleport range is greatly increased, allowing you to conserve Dashing Strike for traversing zones with low monster density and jumping past obstacles and walls. I prefer this over Crippling Wave since you don't ever need to proc the third hit, and you can keep jumping around to stay out of danger or move into buff circles.

Wave of Light is naturally our bread and butter damage skill. Spam it constantly, while throwing in a generator attack every few seconds to keep the Spirit Guards and Focus buffs up. Cast Sweeping Winds once at the start of the rift, and manually recast it if you're traversing empty zones and it's about to fall off. Epiphany on cooldown, it should have very little downtime specially if you try to spend a few seconds in blue circles when you see them. Dashing Strike for mobility as usual, and try to keep the Blinding Speed buff up for the extra dodge chance. Mantra can also be cast manually if you're taking damage.

Gems

Trapped & Zei's: The biggest multiplicative damage increases we can get.

Gogok: Usually disregarded in WoL builds, but Crimson lets us double dip on the CDR for extra damage as well, and the attack speed and dodge bonuses are great.

Stricken: Swap this in for Gogok or Zei's in higher GRs, once the Rift Guardian starts taking several minutes to kill.

DB Farming Variant

Replace Crimson belt and shoes with Sage's set, and swap Spirit Guards in the cube for Nemesis Bracers. If you have enough damage, you can also replace Kyoshiro's Blade with an In-Geom for infinite dashes between elite packs.

Non-Gen Variant

If you'd rather not play with a generator, drop Focus/Restraint for Unity and CoE, replace Spirit Guards in the cube with Crudest Boots, and put Air Ally back on your bar for spirit refills. Other cube options include Magefist to get some damage back, or Cindercoat for more Wave casts.

Links

Sample setup on D3Planner. Variants are included as alternate sets.