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Druid Class Overview


The Druid is a staple class in the Diablo franchise and returns for glory in Diablo 4. They use the forces of nature to lay waste to the spawns of hell. This overview covers their Strengths & Weaknesses, Skills, Passives, Legendaries and much more. Let's jump in and learn about the true god of nature!


Class Identity

The Druid calls up nature to destroy evil with wild storms, surrounding rocks or shapeshifting into a Werewolf or Werebear. With help from Sanctuaries' wildlife, the spawns of hell crumble before you! While defensively strong in either shapeshifting form, the Druid becomes rather squishy when casting nature spells in human form. With few mobility options, the Druid has to be positioned wisely during fights. They have a well-rounded set of skills for both melee and ranged combat, mainly dealing Physical, Lightning, and Poison damage. Their abilities are fueled by Spirit which is generated by using Basic Skills.

Strengths

  • High burst damage. Most Core Skills are impactful but they also require a large amount of Spirit. Throwing as many of them as possible after filling up your Spirit to the maximum is your best bet for dealing tons of damage.
  • Versatile. With melee and ranged Core Skills, the Druid has a wide range of options to get rid of your enemies. From blanketing enemies with Tornados from a distance to getting up close and personal to slice them up like Wolverine, the choice is yours!
  • Defensive Utility. The Druid has many ways to get out of sticky situations. Becoming Unstoppable (Immune to Crowd Control effects), healing for a large percentage of your maximum Life, and building up Fortify are some of many forms of utility he brings to the table.

Weaknesses

  • Druids rely on positioning. To make use of the high burst damage potential, the Druid needs to be in control of the situation. Keep your positioning in mind at all times to keep yourself safe and your damage output high.
  • They are squishy. The amount of defensive utility make the Druid look deceptively tanky. In reality, the Druid is very squishy which makes positioning extremely important.
  • Druids are very immobile. The Druid lacks natural mobility skills that are specifically designed to reposition him. Two skills can be used for this purpose, but they are either clunky because they require an enemy as target (Shred) or have a very long cooldown (Trample).

Equipment

The Druid has the following item slots:

Armor:

  • Helm
  • Chest
  • Gloves
  • Pants
  • Boots

Jewelry:

  • Amulet
  • Ring x2

Weapons:

  • Two-Handed Weapon
  • One-Handed Weapon + Totem
Druid Equipment

The Druid either uses a Two-Handed Weapon (Staff, Axe, Mace) or a combination of a Totem (Off-Hand) and a One-Handed Weapon (Axe or Mace).

While only using a Two-Handed Weapon, the Druid does pack quite the punch on each individual hit. Legendary powers are much more powerful, which often offsets the downside of a slower attack speed. Using a Totem allows you to use two Legendary powers and increase the utility of your Druid by reducing cooldowns, reducing Spirit costs, and more.


Skill Tree & Passives

Skill points are unlocked by level-ups and the Renown system. As you spend more points, you unlock more and more categories of skills. Each active skill can be leveled up to 5 times or more with items, increasing their power (usually +10% of the base value) or reducing their cooldown by 5% with each additional rank. After unlocking a skill, you can enhance it with another point and then choose one out of two upgrades to specialize it further.

In addition, there are passives found all over the tree, attached as optional choices to certain skill clusters. They grant small bonuses to damage, defense or utility under certain conditions and help to round out your build by shifting it further in the direction you want to take. All passives have 3 ranks and usually scale linearly.

Check out our Skill Tree Overview to learn more details.

Druid
Druid Skill Tree

Basic Skills

These skills are weak and are used to generate Spirit. Depending on your build, your Basic Skills apply a number of different buffs to your Druid or debuffs to your enemies. When you run out of Spirit, they can be used to deal the final blow to small or already weakened enemies.

Wind Shear

Claw

Tags: Basic, Werewolf, Shapeshifting
Spirit Generation: 9
Lucky Hit Chance: 50%
Damage Type: Physical
Description: Shapeshift into a Werewolf and claw at an enemy for [20%] damage.
Enhancement: Claw's Attack Speed is increased by +10%.
Upgrade 1 (Wild): Claw has a 10% chance to attack twice.
Upgrade 2 (Fierce): Claw applies [10%] Poisoning damage over 6 seconds.

Maul

Tags: Basic, Werebear, Shapeshifting
Spirit Generation: 11
Lucky Hit Chance: 33%
Damage Type: Physical
Description: Shapeshift into a Werebear and maul enemies in front of you, dealing [20%] damage.
Enhancement: If an enemy is hit by Maul, then Fortify for 2% of your Base Life.
Upgrade 1 (Wild): Maul has a 10% chance to Knock Down enemies for 1.5 seconds.
Upgrade 2 (Fierce): Increases the range and radius of Maul by 30%.

Earthspike

Tags: Basic, Nature Magic, Earth
Spirit Generation: 10
Lucky Hit Chance: 25%
Damage Type: Physical
Description: Sunder the earth, impaling the first enemy hit for [16%] damage.
Enhancement: Earth Spike has an 10% chance to Stun for 2.5 seconds.
Upgrade 1 (Wild): Summon a second Earth Spike when hitting an Immobilized or Stunned enemy.
Upgrade 2 (Fierce): Fortify for 2% of your Base Life whenever Earth Spike damages enemies who are Stunned, Immobilized, or Knocked Back.

Wind Shear

Tags: Basic, Storm, Nature Magic
Spirit Generation: 12
Lucky Hit Chance: 33%
Damage Type: Physical
Description: Conjure a piercing blade of wind, dealing [17%] damage.
Enhancement: Wind Shear has a 20% chance to make enemies Vulnerable for 4 seconds.
Upgrade 1 (Wild): Wind Shear grants 3 additional Spirit for each enemy hit beyond the first.
Upgrade 2 (Fierce): Each enemy hit by Wind Shear increases your movement speed by 5% for 3 seconds, up to 20%.

Storm Strike

Tags: Basic, Storm, Nature Magic
Spirit Generation: 15
Lucky Hit Chance: 25%
Damage Type: Lightning
Description: Electricity gathers around your weapon, dealing [20%] damage split between your target and up to 3 enemies, dealing 20% less damage each time it chains. You gain 25% Damage Reduction for 3 seconds after dealing damage with Storm Strike.
Enhancement: Storm Strike has a 15% chance to Immobilize all enemies hit for 2.5 seconds.
Upgrade 1 (Wild): Storm Strike chains to 2 additional targets.
Upgrade 2 (Fierce): Storm Strike has a 50% chance to make enemies Vulnerable for 3 seconds.

Core Skills

These skills are primary damage dealers of most Druid builds. They spend a lot of Spirit but deal much higher damage and hit more targets than Basic Skills. In addition, Core Skills can be amplified by multiple Legendary effects.

Druid
Pulverize

Tornado

Tags: Core, Storm, Nature Magic
Spirit Cost: 42
Lucky Hit Chance: 33%
Damage Type: Physical
Description: Conjure a swirling tornado that deals [35%] damage.
Enhancement: Each time you cast Tornado, you have a 20% chance to spawn an additional Tornado.
Upgrade 1 (Raging): Enemies hit with Tornado have a 10% chance to become Vulnerable for 3 seconds.
Upgrade 2 (Primal): Enemies damaged by Tornado are Slowed by 8% for 3 seconds, stacking up to 40%.

Lightning Storm

Tags: Core, Storm, Nature Magic, Channeled
Spirit Cost: 16 per strike
Lucky Hit Chance: 15%
Damage Type: Lightning
Description: Conjure a growing lightning storm that deals [25%] damage per strike and increases the number of strikes the longer it is channeled up to a maximum of 5.
Enhancement: The size of your Lightning Storm is preserved for 4 seconds after channeling.
Upgrade 1 (Raging): Lightning Storm gains 1 additional lightning strike.
Upgrade 2 (Primal): Lightning Storm has a 8% chance to Immobilize enemies hit for 3 seconds.

Landslide

Tags: Core, Nature Magic, Earth
Spirit Cost: 31
Lucky Hit Chance: 20%
Damage Type: Physical
Description: Crush enemies between 2 pillars of earth, dealing up to [113%] damage.
Enhancement: After Landslide damages enemies 4 times, the next hit will Immobilize enemies for 3 seconds.
Upgrade 1 (Raging): When you strike an Immobilized or Stunned enemy with Landslide, an additional pillar of earth is formed.
Upgrade 2 (Primal): When you Immobilize or Stun an enemy, you gain a Terramote. Each enemy hit by Landslide consumes a Terramote causing a guaranteed Critical Strike with 40%x Critical Strike Damage. Bosses always have up to a 10% chance to grant a Terramote when hit.

Pulverize

Tags: Core, Werebear, Shapeshifting
Spirit Cost: 37
Lucky Hit Chance: 33%
Damage Type: Physical
Description: Shapeshift into a Werebear and slam the ground, dealing [50%] damage to nearby enemies.
Enhancement: Your next Pulverize will Overpower every 10 seconds while you remain Healthy.
Upgrade 1 (Raging): Enemies are Stunned for 2 seconds when they are Overpowered with Pulverize.
Upgrade 2 (Primal): Enemies hit with Pulverize deal 20% reduced damage for 4 seconds.

Shred

Tags: Core, Werewolf, Shapeshifting
Spirit Cost: 37
Lucky Hit Chance: 20%
Damage Type: Physical
Description: Shapeshift into a Werewolf and perform a trio of combo attacks: 1st Attack: Deal 25% damage. 2nd Attack: Deal 35% damage. 3rd Attack: Perform a larger finishing move dealing [60%] damage.
Enhancement: Shred gains +30% Attack Speed and Heals for 2% of your Maximum Life if an enemy is struck.
Upgrade 1 (Raging): Shred's third combo attack is larger and applies an additional [51%] Poisoning damage over 5 seconds.
Upgrade 2 (Primal): Shred's second and third attacks also perform a dash. In addition, Shred's Critical Strike Damage is increased by x20%.

Core Cluster Passives

Heart of the Wild
Maximum Spirit is increased by 3/6/9.
Abundance
Basic skills generate 10%/20%/30% more Spirit.
Requires 1 point in Heart of the Wild.
Wild Impulses
Your Core skills cost 5%/10%/15% more Spirit but deal x10%/x20%/x30% increased damage.
Requires 1 point in Heart of the Wild.
Predatory Instinct
Critical Strike Chance against Close enemies is increased by +3%/+6%/+9%.
Digitigrade Gait
You gain 3%/6%/9% Movement Speed while in Werewolf form. This bonus persists for 3 seconds after leaving Werewolf form.
Requires 1 point in Predatory Instincts.
Heart of the Wild
You gain 3%/6%/9% Damage Reduction while in Werebear form. This bonus persists for 3 seconds after leaving Werebear form.
Requires 1 point in Predatory Instincts.

Defensive Skills

These skills significantly boost your defensive capabilities. Utility is part of almost all of them, improving your Druid's capability.

Earthen Bulwark

Cyclone Armor

Tags: Defensive, Storm, Nature Magic
Cooldown: 15.0 seconds
Lucky Hit Chance: 25%
Damage Type: Physical
Description:
Passive: Powerful winds surround you, granting 20.0% Non-Physical Damage Reduction.
Active: The winds rapidly expand, Knocking Back enemies and dealing [15%] damage.
Enhancement: Enemies who are Knocked Back by Cyclone Armor are also Slowed by 70% for 1.5 seconds.
Upgrade 1 (Innate): Enemies Knocked Back by Cyclone Armor become Vulnerable for 3 seconds.
Upgrade 2 (Preserving): Every 10 seconds, Cyclone Armor intensifies, causing incoming damage to grant you 30% Damage Reduction for 2 seconds.

Earthen Bulwark

Tags: Defensive, Nature Magic, Earth
Cooldown: 16.0 seconds
Lucky Hit Chance: 50%
Description: Rocks surround you for 3 seconds, granting a Barrier that absorbs 45% of your Base Life in damage.
Enhancement: Earthen Bulwark makes you Unstoppable while active.
Upgrade 1 (Innate): Rock shrapnel flies outward when Earthen Bulwark is destroyed or expires, dealing 134 to surrounding enemies. This damage is increased by Barrier bonuses.
Upgrade 2 (Preserving): Casting Earthen Bulwark grants 18% Base Life as Fortify.

Debilitating Roar

Tags: Defensive, Werebear, Shapeshifting
Cooldown: 22.0 seconds
Description: Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies' damage dealt by 50% for 4 seconds.
Enhancement: Debilitating Roar also Fortifies you for 22% Base Life.
Upgrade 1 (Innate): Debilitating Roar also Slows enemies by 40% for its duration.
Upgrade 2 (Preserving): Debilitating Roar also heals you for 4% of your Maximum Life each second for its duration.

Blood Howl

Tags: Defensive, Werewolf, Shapeshifting
Cooldown: 15.0 seconds
Description: Shapeshift into a Werewolf and howl furiously, restoring 20.0% of your Maximum Life.
Enhancement: Kills reduce the cooldown of Blood Howl by 1 second.
Upgrade 1 (Innate): Blood Howl also generates 20 Spirit.
Upgrade 2 (Preserving): Blood Howl also increases your Attack Speed by 15% for 4 seconds.

Defensive Cluster Passives

Ancestral Fortitude
Increase your Non-Physical Resistances by 5%/10%/15%.
Vigilance
You gain 5%/10%/15% Damage Reduction for 6 seconds after using a Defensive skill.
Requires 1 point in Ancestral Fortitude.

Companion Skills

Companions are a passive source of damage when using the Legendary Aspect "Shepard's". They have to be on your skill bar to be active. Apart from this power, they provide you with minor utility.

Druid
Wolves

Ravens

Tags: Companion
Cooldown: 25.0 seconds
Lucky Hit Chance: 33%
Damage Type: Physical
Description:
Passive: 1 Raven flies above you and periodically attacks your enemies for [13%] damage every 5 seconds.
Active: The target area is swarmed with ravens, dealing [85%] damage over 6 seconds.
Enhancement: You have +5% increased Critical Strike Chance for 6 seconds against Enemies hit by Ravens.
Upgrade 1 (Enhanced): Enemies inside the swarm of Ravens when it is activated become Vulnerable for 3 seconds.
Upgrade 2 (Ferocious): 2 additional Ravens periodically attack enemies.

Wolves

Tags: Companion
Cooldown: 14.0 seconds
Lucky Hit Chance: 50%
Damage Type: Physical
Description:
Passive: Summon 2 wolf companions that bite enemies for [8%] damage.
Active: Direct the wolves to focus an enemy, leaping to them and striking for [35%] damage.
Enhancement: Wolves deal x20% increased damage to Immobilized, Stunned, Slowed, or poisoned enemies.
Upgrade 1 (Ferocious): Lucky Hit: Your Wolves' attacks have up to a 10% chance to Fortify you for 5% Base Life.
Upgrade 2 (Brutal): When you Critically Strike, your Wolves gain +20% Attack Speed for 3 seconds.

Vine Creeper

Tags: Companion
Cooldown: 20.0 seconds
Lucky Hit Chance: 40%
Damage Type: Poison
Description:
Passive: A vine creeper periodically emerges from the ground every 7 seconds and applies [36%] Poisoning damage over 6 seconds to an enemy in the area.
Active: Vines strangle all surrounding enemies, Immobilizing them for 2 seconds and poisoning them for [30%] damage over 2 seconds.
Enhancement: Vine Creeper's Immobilized duration is increased by 1 second.
Upgrade 1 (Ferocious): Vine Creeper's active poison duration is increased by 3 seconds.
Upgrade 2 (Brutal): Your chance to Critically Strike is increased by +20% against enemies strangled by Vine Creeper.

Companion Cluster Passives

Clarity
Gain 2/4/6 Spirit when transforming into Human form.
Nature's Reach
Deal x3%/x6%/x9% increased damage to Distant enemies. Double this bonus if they are also Slowed, Stunned, Immobilized, or Knocked Back.
Call of the Wild
Your companions deal x10%/x20%/x30% bonus damage.

Wrath Skills

These skills are medium cooldown skills that deal damage in a large area. Except for Trample, use them whenever they are ready to cast to increase your over all damage output. Activate Trample to get out of any Crowd Control effect!

Hurricane

Hurricane

Tags: Wrath, Storm, Nature Magic
Cooldown: 20.0 seconds
Lucky Hit Chance: 35%
Damage Type: Physical
Description: Form a hurricane around you that deals [97%] damage to nearby enemies over 8 seconds.
Enhancement: Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds.
Upgrade 1 (Natural): Hurricane has a 15% chance to make enemies Vulnerable for 3 seconds.
Upgrade 2 (Savage): Enemies affected by Hurricane deal 20% less damage.

Boulder

Tags: Wrath, Nature Magic, Earth
Cooldown: 10.0 seconds
Lucky Hit Chance: 20%
Damage Type: Physical
Description: Unearth a large rolling boulder that Knocks Back and crushes enemies, dealing [33%] damage with each hit.
Enhancement: When Boulder reaches the end of its path, enemies hit are Slowed by 30% for 3 seconds. If Boulder Overpowered, enemies are Stunned for 4 seconds instead.
Upgrade 1 (Natural): While you have any Fortify, Boulder has +20% increased Critical Strike Chance.
Upgrade 2 (Savage): Boulder's Critical Strike Chance is increased by +3% each time it deals damage.

Trample

Tags: Wrath, Werebear, Shapeshifting
Cooldown: 14.0 seconds
Lucky Hit Chance: 33%
Damage Type: Physical
Description: Shapeshift into a Werebear, become Unstoppable, and charge forward, dealing [25%] damage and Knocking Back enemies. Enemies who are Knocked Back into terrain take an additional [45%] damage and are Stunned for 3 seconds.
Enhancement: Trample deals x30% bonus damage. This bonus is reduced by x15% for each enemy hit after the first.
Upgrade 1 (Natural): Casting Trample grants 20% Base Life as Fortify.
Upgrade 2 (Savage): Casting Trample grants 20 Spirit.

Rabies

Tags: Wrath, Werewolf, Shapeshifting
Cooldown: 12.0 seconds
Lucky Hit Chance: 50%
Damage Type: Poison
Description: Shapeshift into a Werewolf and perform an infectious bite on the target dealing [28%] damage, and applying an additional [53%] Poisoning damage over 6 seconds. Infected enemies spread Rabies to other nearby targets.
Enhancement: Rabies' Poisoning damage also increases over the lifetime of the disease, dealing x30% bonus damage at max duration.
Upgrade 1 (Natural): Rabies spreads 100% faster.
Upgrade 2 (Savage): Rabies deals its total Poisoning damage in 4 seconds instead of 6.

Wrath Cluster Passives

Elemental Exposure
Lucky Hit: Your Storm skills have up to a 20% chance to make enemies Vulnerable for 1/2/3 seconds.
Endless Tempest
Increase the duration of Hurricane and Cataclysm by x5%/x10%/x15%.
Requires 1 point in Elemental Exposure.
Charged Atmosphere
Every 18/15/12 seconds, a Lightning Strike hits a nearby enemy dealing [45%] damage.
Requires 1 point in Elemental Exposure.
Bad Omen
Lucky Hit: Up to a 10%/20%/30% chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Strike also hits dealing [55%].
Requires 1 point in Elemental Exposure and Endless Tempest or Charged Atmosphere.
Electric Shock
Lucky Hit: Dealing Lightning damage to enemies has a 5%/10%/15% chance to Immobilize them for 3 seconds. If the target is already Immobilized, the Lightning damage dealt to them is increased by x5%/x10%/x15% instead.
Requires 1 point in Elemental Exposure and Charged Atmosphere or Elemental Exposure, Endless Tempest, and Bad Omen.
Mending
While in Werebear form, you receive +5%/+10%/+15% additional healing from all sources.
Provocation
When you remain in Werebear form for at least 25/20/15 seconds, your next Skill will Overpower.
Requires 1 point in Mending.
Neurotoxin
Poisoned enemies are slowed by 8%/16%/24%.
Envenom
Poisoned enemies take x10%/x20%/x30% additional Critical Strike Damage.
Requires 1 point in Neurotoxin.
Toxic Claws
Critical Strikes with Werewolf skills deal 7.5%/15%/22.5% of their Base damage as Poisoning damage over 4 seconds.
Requires 1 point in Neurotoxin.
Crushing Earth
Earth skills deal x5%/x10%/x15% increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies.
Stone Guard
While you have Fortify for over 50% of your Maximum Life, your Earth Skills deal x4%/x8%/x12% increased damage.
Requires 1 point in Crushing Earth.
Safeguard
Critical Strikes with Earth skills Fortify you for 2%/4%/6% Base Life.
Requires 1 point in Crushing Earth.

Ultimate Skills

These skills have extremely high cooldowns. Use them wisely to get the best use out of each of them. Grizzly Rage sees the most use as it gets you out of any Crowd Control effect, making you Unstoppable for 10 seconds.

Druid
Petrify

Cataclysm

Tags: Ultimate, Storm, Nature Magic
Cooldown: 80.0 seconds
Lucky Hit Chance: 84%
Damage Type: Lightning
Description: A massive storm follows you for 8 seconds. Tornadoes knock back enemies, and lightning strikes wildly dealing [52%] damage.
Upgrade 1 (Prime): Cataclysm's duration is increased by 2 seconds.
Upgrade 2 (Supreme): Lightning strikes from Cataclysm make enemies Vulnerable for 2 seconds.

Petrify

Tags: Ultimate, Nature Magic, Earth
Cooldown: 60.0 seconds
Damage Type: Physical
Description: Encase all Nearby enemies in stone, Stunning them for 3 seconds. You deal x25% increased Critical Strike Damage to enemies affected by Petrify. Against Bosses, the Critical Strike Damage bonus is increased to x50% and its duration is increased to 6 seconds.
Upgrade 1 (Prime): Petrify's effect durations are increased by 1 second.
Upgrade 2 (Supreme): Killing an enemy affected by Petrify grants 25 Spirit.

Grizzly Rage

Tags: Ultimate, Werebear, Shapeshifting
Cooldown: 60.0 seconds
Description: Shapeshift into a Dire Werebear for 10 seconds gaining x20% bonus damage and 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form.
Kills extend the duration by 1 second up to 10 additional seconds.
Upgrade 1 (Prime): You are Unstoppable while Grizzly Rage is active.
Upgrade 2 (Supreme): Gain 8% Base Life as Fortify per second while Grizzly Rage is active.

Lacerate

Tags: Ultimate, Werewolf, Shapeshifting
Cooldown: 50.0 seconds
Lucky Hit Chance: 15%
Damage Type: Physical
Description: Shapeshift into a Werewolf, become Immune and quickly dash 10 times between nearby enemies dealing up to [400%] damage.
Upgrade 1 (Prime): Each time Lacerate deals a Critical Strike, heal for 3% of your Maximum Life.
Upgrade 2 (Supreme): Lacerate's initial strike is guaranteed to Critically Strike and deals x150% increased damage.

Ultimate Cluster Passives

Defiance
Nature Magic skills deal x4%/x8%/x12% increased damage to Elites.
Circle of Life
Nature Magic skills that consume Spirit restore 1%/2%/3% of your maximum Life.
Requires 1 point in Defiance.
Natural Disaster
Your Earth skills deal x4%/x8%/x12% increased damage to Vulnerable enemies.
Your Storm skills deal x4%/x8%/x12% increased damage to enemies that are Stunned, Immobilized, or Knocked Back.
Requires 1 point in Defiance.
Resonance
Nature Magic skills deal x2%/x4%/x6% increased damage. Triple this bonus if an Earth skill is the next Skill cast after a Storm Skill, or a Storm Skill is the next Skill cast after an Earth Skill.
Requires 1 point in Defiance and Circle of Life or Natural Disaster.
Defensive Posture
Increases the amount of Fortify you gain from all sources by 5%/10%/15%.
Thick Hide
Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for 6.4%/12.8%/19.2% Base Life.
Requires 1 point in Defensive Posture.
Nature's Resolve
5%/10%/15% chance when struck to Fortify you for 4.4% Base Life.
Requires 1 point in Defensive Posture.
Unrestrained
Reduce the duration of control impairing effects by 3%/6%/9%. Triple this effect while you are Fortified for over 50% of your maximum Life.
Requires 1 point in Defensive Posture and Thick Hide or Nature's Resolve.
Quickshift
When a Shapeshifting skill transforms you into a different form, it deals x5%/x10%/x15% increased damage.
Natural Fortitude
Shapeshifting Fortifies you for 1.4%/2.8%/4.2% Base Life.
Requires 1 point in Quickshift.
Heightened Senses
Upon shapeshifting into a Werewolf or Werebear, gain 4%/8%/12% damage reduction against Elites for 5 seconds.
Requires 1 point in Quickshift.

Key Passives

These passives are located at the very bottom of the Skill Tree. They are extremely powerful and define the overall playstyle of your build. Similar to Ultimate Skills, only one of them can be chosen!

Ursine Strength
Gain x20% additional Maximum Life while in Werebear form and for 3 seconds after leaving Werebear form. While Healthy, deal x30% increased damage.
Bestial Rampage
After being a Werewolf for 2.5 seconds, gain +20% Attack Speed for 15 seconds.
After being a Werebear for 2.5 seconds, deal x20% increased damage for 15 seconds.
Lupine Ferocity
Every 6th Werewolf skill hit Critically Strikes and deals x60% increased damage.
Earthen Might
Lucky Hit: Damaging enemies with Earth Skills has up to a 5% chance to:
- Restore all of your Spirit.
- Cause your attacks to be guaranteed Critical Strikes for 5 seconds.

This chance is increased by:
- 10% for Critical Strikes.
- 10% if the target is Stunned, Immobilized, or Knocked Back.
Nature's Fury
Casting an Earth skill has a 20% chance to trigger a free Storm skill of the same category.
In addition, casting a Storm skill has a 20% chance to trigger a free Earth skill of the same category.
Perfect Storm
Your Storm skills grant 2 Spirit and deal x20% increased damage when damaging a Vulnerable, immobilized or slowed enemy.

Unique Class Mechanic - Spirit Boons

The Spirit Boons is the unique Druid class mechanic in Diablo 4. They are a set of 16 Boons of which you can choose 5 which are permanently active and can be switched at any time.

Check out our Barbarian Spirit Boons post for more details on this system.


Attributes

The four core attributes provide the following to the Druid:

  • Strength: Armor (1 each)
  • Intelligence: All Resistances (5% per 100), Resource Generation (10% per 100)
  • Willpower: Skill Damage (10% per 100), Healing Received (10% per 100), Overpower Damage (25% per 100)
  • Dexterity: Dodge Chance (2.5% per 100)

Willpower is considered the main attribute as it multiplies all your damage done. Dexterity and Willpower are also useful for their offensive and defensive bonuses, while Intelligence does next to nothing. Some items can roll bonuses to attributes and later on Paragon boards allow stacking the right stats for your character. In addition, you may find hidden Altars of Lilith in the open world that unlock a permanent bonus for all of your characters.

Check out our Stat Overview to learn more.


Legendary Aspects

Legendary aspects offer another important avenue of build customization. They can be either found as a Legendary item drop or imprinted on a rare item at the Occultist. Aspects with dynamic values are +100% effective on Two-Handed Weapons and +50% effective on Amulets.

Check out our Legendary Aspects Overview to learn more details.

Codex of Power

The Codex of Power is a collection of Legendary Powers that the Occultist can freely craft on any rare or legendary item for a cost. Each power has to be unlocked by completing a specific Dungeon once and always comes with their minimum value if they have a dynamic value. As of right now, most maximum values are unknown and left out from this list. Certain effects with flat damage, Life or Barrier values scale either with character level or item power.

Listed below are all the Druid Legendary Aspects. Check out our Codex of Power Overview to see those available to all classes.

Defensive

Allowed item types: Helm, Chest, Pants, Amulet (+50% Effectiveness)

  • Cyclonic Force: Cyclone Armor also provides Physical Damage Reduction. In addition, Cyclone Armor will also be applied to all Nearby Allies.
  • Mending Stone: The duration of Earthern Bulwark is increased by 6 seconds. In addition, killing an enemy with Earth skills replenishes 21 of your active Earthen Bulwark's barrier.
  • Skinwalker's: When you use a Shapeshifting Skill that changes your form, gain 21 Life. If you are at full Life, gain the same amount as Fortify.
  • Vigorous: Gain 10.0% Damage Reduction while Shapeshifted into a Werewolf.
Offensive

Allowed item types: Gloves, 1H Weapon, 2H Weapon (+100% Effectiveness), Ring, Amulet (+50% Effectiveness)

  • Crashstone: Earth Skills deal 40% more Critical Strike damage to Crowd Controlled enemies.
  • Nighthowler's: Blood Howl increases Critical Strike Chance by 5.0%. In addition, Blood Howl also affects nearby Companions and Players for 3 seconds.
  • Overcharged: Lucky Hit: Up to a 10% chance when dealing Lightning damage to overload the target for 3 seconds, causing any direct damage you deal to them to pulse 294 additional damage to nearby enemies.
  • Rampaging Werebeast: The duration of Grizzly Rage is increased by 1 seconds. In addition, Critical Strikes while Grizzly Rage is active increase your Critical Strike Damage by x10% for the duration.
  • Retaliation: Your Core Skills deal up to x20% increased damage based on your amount of Fortify.
  • Shepherd's: Core Skills deal an additional x6.0% damage for each active Companion.
  • Tempest: Hurricane damage is increased by x7.0% each second while active.
  • Ursine Horror: Pulverize is now also an Earth Skill. After casting Pulverize, tectonic spikes continue to deal 147 damage over 2 seconds.
Resource

Allowed item types: Helm, Ring, Amulet (+50% Effectiveness)

  • Calm Breeze: Lucky Hit: Wind Shear has up to a 5% chance to fully restore your Spirit.
  • Changeling's Debt: Damaging a Poisoned enemy with a Werebear Skill will instantly deal 120% of the Poisoning damage and consume the Poisoning.
  • Mangled: When you are struck as a Werebear you have a 20% chance to gain 1 Spirit.
  • Unsatiated: After killing an enemy with Shred, your next Werewolf Skill generates x20% more Spirit and deals x20% increased damage.
Utility

Allowed item types: Helm, Chest, Boots, Gloves, Amulet (+50% Effectiveness)

  • Ballistic: When you have Fortify your Earth Skills gain +2 Ranks.
  • Quicksand: Damage from Earth Skills Slow enemies hit by 25% for 5 seconds.
  • Stormshifter's: While Hurricane is active, gain +2 Ranks to your Shapeshifting Skills.

Drop-only

Some Offensive Legendary Aspects can only be found on dropped items.

Allowed item types: Gloves, 1H Weapon, 2H Weapon (+100% Effectiveness), Ring, Amulet (+50% Effectiveness)

  • Alpha: Your Wolf Companions are now Werewolf Companions. Werewolf Companions deal +75-100% additional damage and can spread Rabies.
  • Blurred Beast: While dashing, Shred seeks out Nearby Poisoned enemies instantly dealing 60-90% of the Poisoning damage to them.
  • Dire Wolf's: Grizzly Rage now shapeshifts you into a Dire Werewolf. As a Dire Werewolf you gain +15-25% Movement Speed instead of Damage Reduction and a 30-50% Spirit cost reduction bonus. In addition, kills Heal you for 10% of your Maximum Life.
  • Metamorphic Stone: Boulder is now a Core Skill and costs 60 Spirit to cast dealing 80-100% of normal damage.
  • Natural Balance: Casting a Storm Skill grants your Earth Skills x30.0-45.0% Critical Strike Damage for 4 seconds. Casting a Earth Skill increases the Critical Strike Chance of Storm Skills by +8.0-12.0% for 4 seconds.
  • Shockwave: Pulverize creates a shockwave that travels forward, dealing 90-130% of its damage to targets in the path.
  • Stampede: Gain 1 additional Companion. In addition, your Companion Skills deal x100-150% bonus damage.
  • Trampled Earth: Trample now summons 6 Landslide pillars of earth during its duration that deal 70-80% normal damage. Trample is now also a Nature Magic and Earth Skill.
  • Wildrage: Your Companions gain the bonuses from the Bestial Rampage Key Passive.

Unique Items

We will list all Unique Druid items once we have access to them.


Video Guide

Work in Progress


Druid Summary

  • The Druid class is well-rounded, but can be rather squishy at times.
  • Forces of Nature will be your friend in all battles ahead.
  • They deal mostly Physical damage, but also have Lightning and Poison at their disposal.
  • Spirit is the resource of choice for Druids. Once you manage to reduce your skills resource costs, this becomes negligible.
  • Make sure to compare the benefits of a Two-Handed Weapon vs a One-Handed Weapon and a Totem. The best choice is not always obvious!
  • Choose the Spirit Boons that work best with your build. They are fairly generic, so the choice should not be difficult.

Credits

Written by Teo1904
Reviewed by Jymnasium

Changelog

May 1st 2023
Published with Open Beta Information