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Trampleslide Druid Endgame Build Guide

Last Updated: March 7th 2024

Season 3 - ConstructB-Tier

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Welcome to the Trampleslide Druid endgame guide! This build revolves around the Trampled Earth Aspect and Subterranean Aspect. These allow you to cast Landslide through multiple skills that can each have their cooldowns reset, creating massive amounts of AoE and then doubling it through Aftershock Aspect.

Trample and Poison Creeper have high cooldowns, but we circumvent them through the use of Aspects, Boons and Passives. Trample benefits from the interaction between Symbiotic Aspect, Nature's Fury and Aspect of the Trampled Earth, allowing Storm Strike to substantially reduce its cooldown. Poison Creeper can have its cooldown completely reset from Landslide Critical hits thanks to Packleader. As an added bonus, we get access to Petrify which serves as an excellent source of Crowd Control and a damage multiplier to our Critical Strikes.

The Trampleslide Druid is an efficient endgame leveler and solid farmer. With enough gear, it is also capable of doing the highest Nightmare Dungeon tiers.

A great uptime on Fortify and Barrier generation from Earthen Bulwark make the Trampleslide Druid extremely tanky in speedfarming scenarios.

In this guide we teach you all you need to know to be successful with the Trampleslide Druid in Diablo 4. Let's dive into it!

Trampleslide Druid Endgame Gear

This build guide assumes you have a Level 50 Character and finished the Campaign. Level up with our Landslide Druid Leveling Guide. If you are looking for a different Druid playstyle, check out all of our Druid Guides.

DifficultyEasy
SpeedfarmingGood
NM DungeonsGood
BossingGood
DefenseGood

Season 3 - Season of the Construct

In Season 3, you obtain the Seneschal Construct through the Season Questline, then collect Governing Stones or Tuning Stones to add attacks and augment them to support your build. Only certain Tuning Stones work with a particular Governing Stone. Look at the bottom of any Tuning Stone tooltip to see if it is compatible with your Construct's currently equipped Stones. Lastly, they can be leveled up by getting duplicates to max out their power. Check out our full Season 3 guide for more information.

  1. Gyrate - The AoE from this skill allows us to debuff more enemies with each attack.
    1. Gripping Support - By grouping everything up, we can DPS them down even faster
    2. Poison Support - This allows us to more consistently take advantage of Envenom and DR while Poisoned.
    3. Voluminous Support - Allows us to Grip and Poison more enemies.
  2. Slash - Another Melee skill that allows us to pull everything together and debuff them.
    1. Mockery Support - Our Construct does not take damage, so any attacks against it are effectively neutralized.
    2. Safeguard Support - Additional Damage Reduction is always a good option
    3. Swift Support - Faster attacks means less time before our Construct Taunts, and less damage taken for us.
Shred Druid Construct Setup

Alternative Stones

Many other options are possible to support this build, including different Governing Stones to apply the effects. Feel free to experiment!

Governing Stones

  1. Protect - Great to increase survivability.
  2. Flash of Adrenaline - This is a nice damage boost.
  3. Reconstruct - Extra Healing if you find yourself needing it.

Tuning Stones

  1. Arcing Support If your Spirit generation is adequate without Swift Support, take this instead to apply Vulnerable to more enemies.
  2. Slowing Support - Great for keeping enemies in place to make Dashing easier.
  3. Frigid Support - Another option to keep enemies from moving.
  4. Electrocution Support - Provides a chance to Stun that indirectly reduces the damage you take.

If you are lucky enough to get either Evernight or Genesis from Uber Malphas, you want to swap them in on your Construct for their powerful effects.

Eternal Realm

The build doesn't change in a significant way between Seasonal and Eternal game modes. You may be a bit weaker, slower, squishier or your Construct may not deal some additional damage, but the build is designed to work without it.

Skill Tree & Gameplay

Active Skills

  • Landslide is the damage Skill that you have to scale through items, the Skill Tree, and your Paragon Board.
  • Trample is used to proc Landslide through Trampled Earth.
  • Poison Creeper procs Landslide through Subterranean and allows us to generate Terramotes for Landslide, as well as to proc the Envenom Passive and other effects that require the enemy to be Poisoned.
  • Storm Strike reduces the Cooldown of Trample and Earthen Bulwark through the combination of Nature's Fury, Symbiotic, and Trampled Earth. It also provides sources of Damage reduction and Vulnerable.
  • Earthen Bulwark creates a Barrier and Fortifies whenever you use it. But most importantly, it makes your Druid Unstoppable, allowing you to avoid or get out of Crowd Control effects with the push of a button!
  • Hurricane brings great utility to your build, adding slow and damage reduction effects to monster that are in range. It even has a chance on cast to reset Trample!
  • Petrify is a strong Crowd Control that also multiplies the damage of our Critical Strikes.

Passives

  • Nature's Fury is used to reset the cooldowns of Trample and Earthen Bulwark.
  • Envenom is a huge damage multiplier that is consistenly up thanks to Poison Creeper
  • Safeguard is an incredible source of Fortify. This build Crits nearly 100% of the time, so we reliably stay at or near Fortified thanks to this Passive even with only one point invested.
Final Skill Tree
Nightmare Dungeon 49 Trampleslide Druid Showcase

Spirit Boons

Druids can choose 5 out of 16 Passive bonuses (Boons) from 4 different spirits. You have to bond with one of the Spirits in Túr Dúlra to activate two of its Boons. The remaining Spirits can only have one Boon each. Use the following Boons:

  • Deer Spirit: Wariness
  • Eagle Spirit: Swooping Attacks
  • Wolf Spirit: Packleader
  • Snake Spirit: Calm Before the Storm reduces the cooldown of Petrify

Bond with the Eagle Spirit and activate Avian Wrath

Learn more details and how to unlock this class specification in our full Druid Spirit Boons Guide.

Resource & Cooldown Management

This build does not use any Resources. You are free to blast!

For CDR, we have two major mechanics that must be properly managed in order to get the most out of the build. The first is Symbiotic, Nature's Fury and Trampled Earth. This combination allows us to reduce the cooldowns of Trample andEarthen Bulwark with Storm Skills. The second is entirely through Packleader, which has a chance to instantly reset the cooldown of Poison Creeper on Critical Strikes, which occur very often in this build. To maximize the benefits of these mechanics, prioritize Poison Creeper over Trample in your rotation. This allows for any Critical Strikes from the Landslide procced by Trample to have a chance to reset the cooldown of Poison Creeper. When both are on cooldown, use Storm Strike repeatedly to reduce the cooldown of Trample and Earthen Bulwark.

Paragon Board

Carefully check your Paragon Boards to ensure correct board rotation. Glyphs go from a radius of 3 to 4 when they reach level 15!

This board is pretty straightforward. Since there are no nodes that we must prioritize early on, we avoid needing to respec at any point.

← Scroll to Level →

Level the Paragon Board by scrolling. Each step optimizes progression.

Glyphs

We need to level up our Glyphs to activate their Additional Bonus with surrounding nodes. For some Glyphs, we max our bonuses by allocating every relevant node in range, while on others we take the minimum required for the Additional Bonus only. Because Glyphs at level 15 increase their radius, we need to prioritize leveling them by completing Nightmare Dungeons. After that, we prioritize leveling our strongest glyphs to level 21.

Glyph Leveling Priorities

Level 15

  1. Protector
  2. Earth and Sky
  3. Undaunted
  4. Exploit
  5. [Outmatch
  6. Spirit

Level 21

  1. Protector
  2. Outmatch
  3. Earth and Sky
  4. Spirit
  5. Undaunted
  6. Exploit

There are a total of 225 Paragon Points. Starting with level 50 you gain 4 Paragon Points per level, plus 20 from Renown, and 4 from Altars of Lilith.

Endgame Progression & Variants

When you start diving into the Endgame, you don't have all the tools available to achieve the final build versions. Let us guide you through different progression points to give you a smooth transition from our Leveling Guides to the final build version.

Progression Goals

Many of your Skill choices depend on what Legendary Aspects and Unique items are available to you. These are listed in priority order:

  1. This build relies on three drop-only Aspects to function well:
    • Aspect of the Trampled Earth: Needed to allow Trample to cast Landslide and also makes it an Earth skill so it works with Symbiotic.
    • Symbiotic Aspect: Resetting Trample and Earthen Bulwark cooldowns is extremely important! Always place this on your Amulet!
    • Aspect of The Aftershock: More than doubles your damage.
  2. Unlock the following Aspects from Dungeons:
  3. Find the following Legendary Aspects either as a random drop or by gambling with Obols:
    • Natural Balance
    • Subterranean
  4. These Unique can be found as a random drop or by killing the appropriate boss
    • Godslayer Crown
    • Tibault's Will

Learn more details and how to farm Legendary Aspects and Uniques in our General Farming Guide.

Progression Setups

Starter
Early Endgame
Late Endgame
Speedfarming/Bossing
NM Dungeon Push
Gauntlet

Once you have completed the leveling guide, only the Codex of Power Aspects are guaranteed. That means we won't immediately have access to some Legendary Aspects that really make this build shine, but we can still play a modified version of it until we find them.

Gear

In this setup, we don't have access to Symbiotic, Nature's Fury, Trampled Earth or Subterranean, which means we can't proc Landslide with Trample or Poison Creeper. This will require you to direct cast Landslide while using Poison Creeper as direct damage instead of a Landslide proc. The use of Landslide directly means Spirit is an issue at this point so we use Rapid to help with Spirit generation.

Use Expectant and the combination of Quicksand (Boots) and Crashstone (Ring or Gloves) to boost your damage.

Starter Gear

Skills

We put points into Savage Trample, which provides a sizable boost to our Spirit generation since in the starter version we are self casting Landslide.

Starter Skill Tree

Gameplay

  • Run up to your enemies and cast Hurricane and Earthen Bulwark.
  • When you are close, cast the active ability of Poison Creeper to activate [d4-skill id=1304803]Envenom, and deal damage from Landslide.
  • While you have Spirit, Directly cast Landslide
  • Use Trample to instantly gain a large burst of Spirit. Use Storm Strike when you need extra or Trample is on cooldown.
  • If Poison Creeper was reset fromLandslide and there are still enemies to deal with, cast it again.
  • Use Hurricane whenever you approach dangerous enemies.
  • Use Earthen Bulwark on cooldown to keep a solid Barrier up. If you're in an area with lots of Crowd Control, wait to cast it to maintain a source of Unstoppable.

In this setup, you have access to all Legendary Aspects, allowing you to pilot a much stronger version of this build. Additional Legendary Aspects are used to fill slots that may be replaced with Unique items later on.

Gear

With all Aspects available and no Uniques used in the build, we can now run our desired setup:

  • Symbiotic should always go on your Amulet. A perfectly rolled version of this aspect will substantially improve the smoothness of this build and provides a significant offensive and defensive gain.
  • Natural Balance, Subterranean, Trampled Earth, Aftershock, and Aspect of Retaliation can all fit on Gloves, Rings, or Weapon slots. This gives us a lot of flexibility when upgrading our gear.
  • Our stat priorities are pretty balanced, so we can go for gear that has the best overall stats. One exception is Ranks to Landslide on Gloves, which should be prioritized.
Codex of Power Gear

In this version we are now rarely casting Landslide so we move the point from Trample to Trample.

Starter Skill Tree

Gameplay

  • Run up to your enemies and cast Hurricane and Earthen Bulwark.
  • When you are close, cast the active ability of Poison Creeper to create Terramotes, activate Envenom, and deal your first round of damage from Landslide.
  • Use Trample to charge through the largest pack of monsters, dealing your second round of damage from Landslide. Be careful to avoid knocking enemies out of the Landslide from Poison Creeper.
  • If Poison Creeper was reset from the first two rounds of Landslide and there are still enemies to deal with, cast it again.
  • Now you have to reset the cooldown of Trample and Earthen Bulwark. Start attacking nearby targets with Storm Strike to proc Symbiotic. Try to stay in the area covered by the Landslides to draw monsters into their damage. Storm Strike also provides massive Damage Reduction by itself and through the Aspect of Might.
  • Use Hurricane whenever you approach dangerous enemies.
  • Use Earthen Bulwark on cooldown to keep a solid Barrier up. If you're in an area with lots of Crowd Control, wait to cast it to maintain a source of Unstoppable.

In this setup, you have access to all Unique items and Legendary Aspects. This allows you to pilot this build at its peak efficiency. Let's take a look at the changes you need to make to implement them.

Gear

  • At this point you should have all of the Legendary Aspects you need, so nothing changes in that regard.
  • Add Godslayer Crown & Tibault's Will for maximum damage and bossing capabilities.
  • Replace Mending Stone with Disobedience.
  • While we don't add it due to its relatively extreme rarity, if you happen to acquire a ‍Harlequin Crest this becomes your Best in Slot helmet. The combination of Offensive/Defensive buffs from this item are unrivaled. This is also true for any variants.
  • Now it's time to min/max! Focus on getting all of your gear (including Uniques) to 800+ Item level with the right stats and high rolls. Really focus on getting as many sources of Damage Reduction as possible. Critical Strike Chance, Vulnerable Damage, Critical Strike Damage and Cooldown Reduction are also very important for this build. Use the Occultist to reroll bad affixes or increase the roll of a good affix. Fully upgrade your gear and gems.
Late Endgame Gear

Unchanged

The Skills, Gameplay, and Spirit Boons are unaffected by the gear changes.

The Speedfarming setup makes you more efficient in farming the Open World, Helltide zonesTree of Whispers, regular Dungeons, and Nightmare Dungeons below Tier 45. Since all Bosses in the game are not dangerous, this high damage variant is perfect for them as well.

Gear

  • Replace Ballistic with Ghostwalker.
Speedfarming Gear

No Changes

There are no changes to the Skill Tree, Gameplay, Spirit Boons, or Paragon Board.

The Nightmare Dungeon Push setup allows you to dive much deeper into Nightmare Dungeons where the difficulty increases significantly! It aims to become as tanky as possible while maintaining high enough damage output to achieve the highest tier Nightmare Dungeon clears.

Gear

  • Remove Tibault's Will for Triple Damage Reduction Pants + Armor and add the Might for increased survivability.
  • While we don't add it due to its relatively extreme rarity, if you happen to acquire a ‍Harlequin Crest this becomes your Best in Slot helmet. The combination of Offensive/Defensive buffs from this item are unrivaled. This is also true for any variants.
Nightmare Dungeon Push Gear

No Changes

There are no changes to the Skill Tree, Gameplay, Paragons or Spirit Boons.

In this setup, you have access to all Unique items and Legendary Aspects. This Setup Prioritizes speed for the Gauntlet Event.

Gear

  • The big change here is we will replace Mending Stone on our chest with the new Hectic. This change will give us more cooldown, allowing for more bulwark uptime anyways, while also increasing our damage since this build is very cooldown reliant.
  • Looks for Shrine Duration Affixes on your boots and amulet. Shrines are everywhere in Gauntlet and will increase your clear speed times.
Gauntlet Gear

Unchanged

The Skills, Gameplay, and Spirit Boons are unaffected by the gear changes.

Hardcore Adjustments

Hardcore requires you to build into more defenses. Here are some tips to successfully navigate this build through potentially dangerous situations:

  • Avoid trampling into too many Elites at the same time.
  • Consider replacing Swooping Attacks with Iron Feather.
  • You can replace Willpower on your Boots with Damage Reduction while Injured

Build Scaling & Stat Priorities

The answer to many questions can be found in the following section.

Damage
Defense
  • Critical Strikes: We constantly generate Terramotes by Immobilizing enemies, which allows us to have a high uptime of guaranteed Critical Strikes. We also get a lot of Critical Strike Chance from our gear and Brutal Poison Creeper. Through Natural Balance, Envenom, andCritical Strike Damage on our gear, we can get an incredible amount of damage from Critical Strikes.
  • Vulnerable: We have high uptime on Vulnerable through Fierce Storm Strike and Exploit, allowing us to scale Vulnerable damage.
  • Attack Speed: Landslide doesn't directly benefit from this, but having high attack speed allows us to use Storm Strike more quickly, proccing Nature's Fury more often, which gives us additional Tramples, which in turn proc resets of Poison Creeper from Packleader more often. The cascading effect of Attack Speed on our Basic Skill gives it a lot of value in the build.
  • Damage to Crowd Controlled Enemies: On first glance this seems like a poor stat with weak rolls. However, thanks to Earthen Devastation it's also a damage multiplier up to the 40% limit, which we can just barely reach in this setup, maximizing its value.
  • Fortify: Safeguard gives us an exceptional amount of Fortify. Earthen Bulwark supplements it nicely, giving us a very high uptime on Fortified. Gear with Damage Reduction while Fortified is very powerful.
  • Damage Reduction Gear: Damage Reduction While Fortified, Damage Reduction While Poisoned, and Damage Reduction against Close / Distant Enemies are huge for your survivability, so push to get these on your gear.
  • Armor: A great deal of defenses comes from your Armor. We can build a lot of it thanks to Aspect of Disobedience and Paragon Nodes.
  • Unstoppable: Both Trample and Earthen Bulwark make us Unstoppable for a brief period of time.

Stat Priorities

Choosing the right stats for your gear can make or break your build. You won't always find perfect stats (also known as affixes or modifiers) though, and you may need to make a tough choice between two good pieces of equipment. Use the following list of priorities to compare your gear and pick the best.

Put in the following Gems into your gear:

  • Helmet / Body Armor / Pants: Royal Ruby
  • Weapon / Off-Hand: Royal Emerald
  • Jewelry: Fill with whatever Resistance you haven't capped with your gear affixes.

Refer to the table below to see the best rolls for every slot ranked in order of importance:

  • Helm: Godslayer Crown
    1. Cooldown Reduction
    2. Maximum Life
    3. Damage
    4. Crowd Control Duration
  1. Chest Armor: Disobedience
    1. Damage Reduction while Fortified
    1. Damage Reduction against Close Enemies
    2. Damage Reduction against Distant Enemies
    3. Damage Reduction from Poisoned Enemies
    4. Damage Reduction
    5. Maximum Life
    6. Armor
  1. Gloves: Aftershock
    1. Ranks to Landslide
    2. Critical Strike Chance
    3. Attack Speed
    4. Willpower
    5. Critical Strike Damage with Earth Skills
  • Pants: Tibault's Will
    1. Damage Reduction against Close Enemies
    2. Damage
    3. Potion Capacity
    4. Maximum Resource
  • Boots: Ballistic
    1. Movement Speed
    2. Two of: Fire, Cold, Shadow, Poison Resistance
    3. Willpower
    4. Fortify Generation
    1. Dodge Chance
  • Amulet: Symbiotic
    1. Ranks to Envenom
    2. Movement Speed
    3. Cooldown Reduction
    4. Damage Reduction while Fortified
    5. Damage Reduction From Poisoned Enemies
    6. Damage Reduction from Close Enemies
    7. Armor
  • Rings: Natural Balance & Retaliation
    1. Maximum Life
    2. Critical Strike Chance
    3. Damage to Crowd Controlled Enemies
    4. Life
    5. Damage To Close Enemies
    6. Critical Strike Damage
    7. Critical Strike Damage with Earth Skills
    8. Physical Damage
  1. Main Hand (Axe): Subterranean
    1. High Damage per Second
    2. Damage To Crowd Controlled
    3. Willpower
    4. All Stats
    5. Core Skill Damage
    6. Damage to Close Enemies
    7. Critical Strike Damage
    8. Damage to Poisoned Enemies
  1. Off-Hand: Trampled Earth
    1. Cooldown Reduction
    2. Critical Strike Chance
    3. Damage Reduction While Fortified
    4. Damage Reduction From Poisoned
    5. Basic Attack Speed
    6. Lucky Hit Chance
    7. Barrier Generation

This build benefits a lot from the following Consumables:

  • Elixirs: Elixir of Magic Resist, Elixir of Cruelty, Elixir of Fortitude, Elixir of Savagery, Heady Precision Elixir
  • Incense: Song of the Mountain or Reddamine Buzz

FAQ & Mechanics

Once a guide is released, many players have questions on why and how we are approaching certain choices. In this section you can find the answers to the questions that have been asked the most.

Why not Hunter's Zenith?

Why not Temerity?

Why not Vasily's Prayer?

Why not Greatstaff of the Crone?

Why aren't we using the damage from Innate Earthen Bulwark to deal extra damage?

Mechanics

Learn all you need to know about how to scale this build in the endgame.

Damage Reduction Vs. Life

Hungry for more Guides?

Summary

The Trampleslide Druid is an AoE powerhouse. Proccing Landslide from both Poison Creeper and Trample, it has the ability to clear entire screens of enemies and then immediately do it all over again. This is a good all-around build with satisfying gameplay and no glaring weaknesses.

Credits

Written by Moxsy
Reviewed by McFluffin

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