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Terror Zones

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Wind

Melee Weapons

surruneelrune
'SurEl'
10% Chance to Cast Level 9 Tornado On Striking+20% Faster Run/Walk+40% Increased Attack Speed+15% Faster Hit Recovery+120-160% Enhanced Damage (varies)-50% Target Defense+50 to Attack RatingHit Blinds Target+1 to Light RadiusLevel 13 Twister (127 Charges)

Wind is widely considered one of the weakest runewords in Diablo 2 Resurrected. Created with Sur + El in 2-socket melee weapons, this runeword offers mediocre stats at an unjustifiably high rune cost, making it rarely worth creating.

Poor Value Proposition

The core problem with Wind is that it requires a Sur rune—one of the rarest and most valuable runes in the game—yet provides stats that are easily surpassed by cheaper alternatives. The +120-160% Enhanced Damage and +40% Increased Attack Speed are decent but pale compared to runewords like Grief, Chaos, or even Fury, all of which offer superior damage output.

The 10% Chance to Cast Level 9 Tornado on Striking sounds interesting but proves impractical—the tornado damage is negligible at endgame, and proc-based abilities are unreliable for consistent damage. The +20% Faster Run/Walk is the only genuinely useful stat, but dedicating a weapon slot and a Sur rune for movement speed is absurd when cheaper options exist.

Extremely Limited Use Cases

In theory, Wind could serve niche builds like Poison Dagger Necromancers who value the faster run/walk and target defense reduction. Assassins using claw builds might consider it for variety, but superior unique claws like Bartuc's Cut-Throat or runewords like Plague drastically outperform it.

The Sur rune used in Wind is better saved for cubing up to Ber (two Sur runes = one Ber), which opens access to truly powerful runewords like Infinity, Enigma, or Beast. Creating Wind represents one of the worst possible uses for such a valuable rune.