Wand Of Clouds

Craft the Wand Of Clouds from Cumulonimbus drops, then use its 11 melee damage and falling cloud ability, plus where each material comes from in the temple.

Legendary Monsters Wiki Updated 8 min read

The Wand Of Clouds is a melee weapon built out of Cloudy Temple parts, and it’s what you’ll walk away with once Cumulonimbus, the Cloud Golem is dead. It swings for 11 damage, and right-clicking a mob drops a big exploding cloud onto its head with three smaller ones behind it. You can’t craft one before the boss dies, as the Air Rune only drops from Cumulonimbus.

A player holding the Wand Of Clouds, a short white staff with a cloud-stone head
The Wand Of Clouds

That puts the wand fairly late, since the Cloudy Temple is a mountain structure with a full boss fight inside it. Its 11 damage beats the 8 on a Netherite Sword, though it swings a touch slower, and the cloud ability adds another 33 damage to a single target every 4 seconds. Swinging it costs no durability either.

Obtaining

Everything starts at the Cloudy Temple, which generates on the surface in Grove, Meadow, Cherry Grove, Snowy Slopes, Stony Peaks, Jagged Peaks and Frozen Peaks. The quickest way to find one is an Eye Of Air, crafted from 4 Feathers around 1 Ender Pearl, which flies toward the nearest temple within about 100 chunks, the same way an Eye of Ender leads you to a Stronghold.

/locate structure legendary_monsters:cloudy_temple

Inside, the Hovering Hurricanes floating around the arena floor and the halls running off it are the Cloud Rod source, and each one drops 1 to 3 of them when it dies. Cumulonimbus waits higher up in that same arena and drops exactly 1 Air Rune, along with a pair of Atmospheric Boots. Iron Ingots you’ll have already, and the temple Chests hold a few as well.

Wand Of Clouds Materials
Material Where It Comes From Needed
Air RuneGuaranteed drop from Cumulonimbus, the Cloud Golem1
Cloud RodHovering Hurricanes drop 1-3 each, also found in Cloudy Temple Chests1
Iron IngotMined anywhere, or pulled out of the temple Chests1

The recipe itself is a straight vertical column, Air Rune on top, Cloud Rod in the middle and the Iron Ingot underneath, so it’ll fit in any 3 tall strip of the crafting grid. It comes out as a single wand and there’s no upgraded version of it later on.

Wand Of Clouds
Air Rune
Cloud Rod
Iron Ingot
Crafting Table
→
Wand Of Clouds
Axe Of Lightning
Iron Ingot
Air Rune
Iron Ingot
Stick
Iron Ingot
Stick
Crafting Table
→
Axe Of Lightning
Atmospheric Boots
Diamond
Air Rune
Diamond
Cloud Rod
Cloud Rod
Crafting Table
→
Atmospheric Boots
Eye Of Air
Feather
Feather
Ender Pearl
Feather
Feather
Crafting Table
→
Eye Of Air

Watch what you sell on the way through, as the Stratlings living in the temple buy Cloud Rods off you, either 1 rod for 10 to 25 Amethyst Shards or 6 rods for a Music Disc. Each Stratling only carries 7 offers picked at random, so not every one has the rod trades.

Stratling Cloud Rod Trades

Only some Stratlings carry these. Each shows 7 of its 16 offers, chosen at random.
Novice
→
Amethyst Shard
Amethyst Shard
x10-25
→
Music Disc
Music Disc

Both are fine trades, they just shouldn’t happen before you’ve set 1 rod aside for the wand, plus 2 more if you want spare Atmospheric Boots. Rods only come from the Hurricanes and the temple Chests, so selling them early means another trip.

Usage

In the hand the wand behaves like a slow, heavy sword. It shows 11 attack damage and 1.3 attack speed, so the swing takes a little under a second to recharge, and you’ll want to wait for the cooldown bar rather than spamming clicks. Against a Netherite Sword that’s 3 more damage a hit and slightly less swing speed, which comes out ahead over time.

Wand Of Clouds

Wand Of Clouds

Netherite Sword

Diamond Axe

Attack Damage
11
8
9
Attack Speed
1.3
1.6
1.0
Damage Per Second
14.3
12.8
9.0
Durability
2000
2031
1561
Enchantability
10
15
10

The durability row is a bit of a lie in practice. Nothing actually spends the wand’s 2000 points, as neither the melee swing nor the cloud ability takes any off it, so the bar sits full forever and you’ll never be carrying a backup.

Abilities

The ability is tied to right-clicking an entity, not thin air, so you have to be close enough to reach the mob with the wand in your main hand. It costs no resources at all, only a 4 second cooldown that starts the moment the clouds are called in.

Cloud damage is reduced by armor like a normal hit, so the 33 is what an unarmored mob takes. Item Frames, Paintings and Armor Stands are ignored, and everything else is a valid target, passive mobs included.

1

Right Click The Target

4 second cooldown

Point at a mob and right-click with the wand held in your main hand. A ring of particles flares around it and the Enchanting Table sound plays, which is your confirmation that it went off rather than a normal interaction. The cooldown locks the wand for 4 seconds from that point, so the ability is roughly one use per five swings.

2

The Big Cloud Falls

15 damage on impact

A large cloud spawns 5 blocks above the target and drifts down onto it, taking about a second to land. It bursts for 15 damage to everything within roughly 2 blocks, and the death message says the victim was crushed to death. The damage tails off with distance from the burst, so a mob at the edge takes a little less than the one you clicked.

3

Three Small Clouds Follow

6 damage each, half a second later

Half a second after the first cloud, three smaller ones spawn in a ring 2 blocks out from the same spot and fall in together. Each bursts for 6 damage over a slightly wider area, 33 in total on a target that hasn’t moved. A mob that runs during the delay dodges some of them, so it pays off best on something slow, cornered or already in melee with you.

Keep The Sky Above Your Target Clear

The big cloud needs the block 5 above the mob to be clear to spawn at full strength. If there’s a ceiling or an overhang in the way it drops in lower down and only lands for 5 damage instead of 15, which turns a 33 damage combo into 23. The three small clouds keep their damage either way, so indoors it’s the opening hit you lose.

Neither cloud type will ever touch you or a Wolf, Cat or Parrot you’ve tamed, as the wand checks who fired it before dealing damage. Everything else nearby is fair game, so a second player standing next to your target takes the burst, and so does a Villager or Horse you were hoping to keep. That makes it a decent crowd clearer too.

Enchantments

The wand accepts sword enchantments at an Enchanting Table and nothing else, so the list you’ll be offered is the same one a sword gets. Its enchantability is 10, which matches Diamond gear, so you’ll need a decent Bookshelf setup and some levels behind you to see the higher rolls. Unbreaking and Mending aren’t worth chasing here, as there’s no durability being spent for them to save.

Worth Putting On A Wand Of Clouds

Sharpness V
Raises the melee hit, which the wand leans on more than most weapons
Smite V
Swap in for Sharpness if you're mostly fighting undead
Looting III
Applies to anything the melee swing kills
Fire Aspect II
Adds burn damage on top of the 11 per swing

None of these touch the cloud ability, which is fixed at 15 and 6 damage whatever is on the wand. The only thing that changes those numbers is the config file, where the ability damage multiplier sits at 1.0 by default alongside separate multipliers for the wand’s melee damage and swing speed.

Spending Your Air Rune

Cumulonimbus only drops 1 Air Rune per kill and there’s no other source for it, so each temple you clear gives you exactly one pick out of three recipes. That’s the real decision the wand sits inside, so make it before you start crafting.

  • The Wand Of Clouds takes the rune with 1 Cloud Rod and 1 Iron Ingot, which is the cheapest of the three once the rune is in hand.
  • Axe Of Lightning wants the rune plus 3 Iron Ingots and 2 Sticks, and it’s a lightning weapon on the right click rather than a cloud one.
  • Atmospheric Boots cost 2 Diamonds, 2 Cloud Rods and the rune, though Cumulonimbus already drops a pair when it dies, so that recipe is really only there for a spare set.

Nothing later in the mod consumes the Wand Of Clouds, it isn’t an ingredient in anything and there’s no upgraded form of it to build toward. Once it’s crafted that’s the finished item, so a second temple’s rune can go on one of the other two without any regrets.

Tips

Get within reach before you right-click, as the ability fires off an entity interaction and won’t trigger if you’re too far from the mob or the wand’s in your off hand. If you right-click and get nothing, check your main hand first, then check the cooldown, as 4 seconds passes slower than it feels mid fight.

Pull bosses and tanky mobs out into the open before you use it. Under a low ceiling the opening cloud is cut from 15 damage to 5, and you might not notice the difference until you’ve wasted several cooldowns on it. Anywhere with sky above the target gets you the full 33.

Clear the Hovering Hurricanes on your way through the temple rather than running past them. They’re the only mob that drops Cloud Rods, at 1 to 3 each, and you’ll want spares for Atmospheric Boots and for trading with the Stratlings once the wand is done.

Cumulonimbus is the gate for every wand, so go into the arena ready for a long fight, with health held back for the lightning phase that starts once he’s lost about a third of his health. His page covers the whole fight, including why your hits sometimes don’t land.

FAQ

Do I need to beat Cumulonimbus before I can craft it?
›

The Air Rune at the top of the recipe is a guaranteed drop from Cumulonimbus, the Cloud Golem, and it isn’t in the temple Chests or on any other mob, so the boss has to go down first. You can gather the other two parts beforehand, as the Hovering Hurricanes drop 1 to 3 Cloud Rods each and Iron Ingots are Iron Ingots.

Why did the big cloud only take off a couple of hearts?
›

The big cloud wants the block 5 above your target to be clear. When something is in the way it spawns lower down instead and lands for 5 damage rather than 15, which is easy to miss in a temple corridor or a cave. Move the fight outdoors or into a tall room and the opening hit goes back to full, the three small clouds are unaffected either way.

Can the clouds hurt me, my pets or another player?
›

You’re safe from your own clouds and so are Wolves, Cats and Parrots you’ve tamed, since the wand checks the owner before it applies damage. Everyone and everything else in range takes the burst though, so another player fighting alongside you will get hit, and a Villager or a mount standing near the target will too. It’s the main reason to aim the ability away from your own base.

Does the Wand Of Clouds lose durability?
›

It lists 2000 durability, but nothing in the wand actually spends it. Swinging at a mob costs no points and neither does the cloud ability, so the bar stays full however long you carry it. That also means Mending and Unbreaking have nothing to do on it, and the enchanting slots are better spent on Sharpness or Looting.