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This is a guide to the Druid class in Diablo 4 (Diablo IV). Read on to learn everything about the Druid class including the Druid's unique ability, Druid's skills, all the strengths and weaknesses of the Druid, the best stats to increase for the Druid, and how to play the Druid!
All Druid Guides | ||
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Class Guide | Best Builds | Spirit Boons |
List of Contents
Stats Overview | |||
---|---|---|---|
Druid | |||
Main Stat | Willpower | DMG Type
(Primary) |
Hybrid |
Base STR | Base DEX | Base INT | Base WP |
9 | 7 | 10 | 10 |
Core Stat Modifiers | |||
・Armor +1 per point in STR ・Critical Chance x+0.02% per point in DEX ・Resource Generation x0.1% per point in INT ・Skill Damage x+0.1% per point in WP |
Great Survivability Excellent Crowd Control Strong Debuffs and DOTs
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Druids have some of the best defensive utility in the game. The class has an answer for every form of defensive style players would want to go for — from mitigating damage completely to sustaining themselves through self-heals. It is recommended that Druid players have at least one of these defensive skills regardless of their builds to do what Druids are meant to do best: Fight and stay in the thick of things.
Druids, through their companions and elemental skills, have amazing CCs for flash farming and trash pulls. Knockbacks, Stuns, and even Root are all available in a Druid's skillset and can be easily incorporated in almost every build.
Debuffs and DOTs is also a strongpoint for Druids in general. Vulnerability and Poison DOTs are at the top of its offensive arsenal while skills that increase overall crit damage can also be utilized to make up for the Druid's lackluster base damage.
Late Bloomer Limited Mobility
|
Druids, while strong once properly set, are often terrible compared to the rest of the classes at the earliest stages of the game. This is primarily attributed to how passive-hungry the class is in general. While Druids have some of the best passives in the game, the sheer amount required to get the class online is too much and will require at least 30+ skill points to get to a decent point.
Druids suffer from limited mobility. The lack of blinks and dashes will be jarring for players that come from other classes in Diablo 4. This requires Druid players to practice proper positioning at all times and correctly time their defensive skill usage.
Druid Spirit Animals | |||
---|---|---|---|
Deer | Eagle | Snake | Wolf |
Druids will unlock Spirit Boons once they reach level 15. Spirit Boons are passive buffs that offer a selection of stat bonuses and effects depending on the spirit animal they bond with. This specialization is unlocked once Druids finish the Spirits of the Lost Grove quest in Scosglen.
There are currently four confirmed spirit animals on launch day. Each spirit animal grants you one buff once unlocked. Further buffs are unlocked by bonding with the spirit animal. This is done by turning in Druidic Spirit Offerings to Tur Dulra.
Druid Class Mechanic: How to Unlock Spirit Animals
Druid Skill Types | |||
---|---|---|---|
Basic | Core | Defensive | Companion |
Wrath | Ultimate | Key Passives |
Skill / Effect | Skill Upgrades | ||
---|---|---|---|
Earth Spike
Sunder the earth, impaling the first enemy hit for XX% damage. |
|||
1 |
Enhanced Earth Spike
Earth Spike has a 10% chance to Stun for 2.5 seconds. |
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2a |
Fierce Earth Spike
Fortify for 4% of your Maximum life whenever Earth Spike damages enemies who are Stunned, Immobilized, or Knocked Back. |
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2b |
Wild Earth Spike
Summon a second Earth Spike when hitting an Immobilized or Stunned enemy. |
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Wind Shear
Conjure a piercing blade of wind, dealing XX% damage. |
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1 |
Enhanced Wind Shear
Wind Shear has a 20% chance to make enemies Vulnerable for 4 seconds. |
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2a |
Fierce Wind Shear
Each enemy hit by Wind Shear increases your Movement Speed by 5% for 5 seconds, up to 20%. |
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2b |
Wild Wind Shear
Wind Shear grants 3 additional Spirit for each enemy hit beyond the first. |
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Storm Strike
Electricity gathers around your weapon, dealing XX% damage to your target and chaining to up to 3 surrounding enemies, dealing 20% less damage each time it chains. You gain 15% Damage Reduction for 3 seconds after dealing damage with Storm Strike. |
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1 |
Enhanced Storm Strike
Storm Strike has a 15% chance to Immobilize all enemies hit for 2.5 seconds. |
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2a |
Fierce Storm Strike
Storm Strike has a 50% chance to make enemies Vulnerable for 3 seconds. |
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2b |
Wild Storm Strike
Storm Strike chains to 2 additional targets. |
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Claw
Shapeshift into a Werewolf and claw at an enemy for XX% damage. |
|||
1 |
Enhanced Claw
Claw's Attack Speed is increased by 15%. |
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2a |
Fierce Claw
Claw applies 15% Poisoning damage over 6 seconds. |
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2b |
Wild Claw
Claw has a 15% chance to attack twice. |
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Maul
Shapeshift into a Werebear and maul enemies in front of you, dealing XX% damage. |
|||
1 |
Enhanced Maul
If an enemy is hit by Maul, then Fortify for 3% of your Maximum life. |
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2a |
Fierce Maul
Increases the range and radius of Maul by 25%. |
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2b |
Wild Maul
Maul has a 20% chance to Knock Down enemies for 1.5 seconds. |
Druid Skill Types | |||
---|---|---|---|
Basic | Core | Defensive | Companion |
Wrath | Ultimate | Key Passives |
Skill / Effect | Skill Upgrades | ||
---|---|---|---|
Landslide
Crush enemies between 4 pillars of earth, dealing up to 280% damage. |
|||
1 |
Enhanced Landslide
After Landslide damages enemies 4 times, the next hit will Immobilize enemies for 3 seconds. |
||
2a |
Primal Landslide
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% Critical Strike Damage. Bosses always have up to a 10% chance to grant a Terramote when hit. |
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2b |
Raging Landslide
When you strike an Immobilized or Stunned enemy with Landslide, an additional pillar of earth is formed. |
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Lightning Storm
Conjure a growing lightning storm that deals 74% damage per strike and increases the number of strikes the longer it is channeled up to a maximum of 5 at once. |
|||
1 |
Enhanced Lightning Storm
The size of your Lightning Storm is preserved for 4 seconds after channeling. |
||
2a |
Primal Lightning Storm
Lightning Storm has a 8% chance to immobilize enemies hit for 3 seconds. |
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2b |
Raging Lightning Storm
Lightning Storm gains 1 additional lightning strike. |
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Tornado
Conjure a swirling tornado that deals 65% damage. |
|||
1 |
Enhanced Tornado
Each time you cast Tornado, you have a 20% chance to spawn an additional Tornado. |
||
2a |
Primal Tornado
Enemies damaged by Tornado are Slowed by 8% for 3 seconds, stacking up to 40%. |
||
2b |
Raging Tornado
Enemies hit with Tornado have a 10% chance to become Vulnerable for 3 seconds. |
||
Pulverize
Shapeshift into a Werebear and slam the ground, dealing 92.5% damage to surrounding enemies. |
|||
1 |
Enhanced Pulverize
Your next Pulverize will Overpower every 12 seconds while you remain Healthy. |
||
2a |
Primal Pulverize
Enemies hit with Pulverize deal 20% reduced damage for 4 seconds. |
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2b |
Raging Pulverize
Enemies are Stunned for 2 seconds when they are Overpowered with Pulverize. |
||
Shred
Shapeshift into a Werewolf and perform a trio of combo attacks: 1st Attack: Dash towards the target and deal 52% damage. 2nd Attack: Deal 72% damage. 3rd Attack: Perform a larger finishing move dealing 143% damage. |
|||
1 |
Enhanced Shred
Shred gains 30% Attack Speed and Heals for 2% of your Maximum Life if an enemy is struck. |
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2a |
Primal Shred
Shred's second and third attacks also perform a dash. In addition, Shred's Critical Strike Damage is increased by 30%. |
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2b |
Raging Shred
Shred's third combo attack is larger and applies an additional 70% Poisoning damage over 5 seconds. |
||
Stone Burst
Gather stones beneath your enemies then detonate them dealing XX% damage. Channeling deals 20% damage and increases the size of the affected area, up to a 400% increase after 0.9 seconds. |
|||
1 |
Enhanced Stone Burst
Stone Burst's final explosion damage is increased by 25% within the initial radius. |
||
2a |
Primal Stone Burst
While Channeling Stone Burst, and for 2 seconds after it ends, gain 30% Attack Speed. |
||
2b |
Raging Stone Burst
Stone Burst costs 66% more Spirit, and its final explosion deals 50% more damage. |
Skill | Effect |
---|---|
Heart of the Wild | Maximum Spirit is increased by XX. |
Wild Impulses | Your Core Skills cost XX% more Spirit but deal YY% increased damage. Heart of the Wild required |
Abundance | Basic Skills generate XX% more Spirit. Heart of the Wild required |
Predatory Instinct | Critical Strike Chance against Close enemies is increased by XX%. |
Digitigrade Gait | You gain XX% Movement Speed while in Werewolf form. This bonus persists for 3 seconds after leaving Werewolf form. Predatory Instinct required |
Iron Fur | You gain 4% Damage Reduction while in Werebear form. This bonus persists for 3 seconds after leaving Werebear form. Predatory Instinct required |
Druid Skill Types | |||
---|---|---|---|
Basic | Core | Defensive | Companion |
Wrath | Ultimate | Key Passives |
Skill / Effect | Skill Upgrades | ||
---|---|---|---|
Earthen Bulwark
Rocks surround you for 3 seconds, granting a Barrier that absorbs 45% of your Maximum Life in damage. |
|||
1 |
Enhanced Earthen Bulwark
Earthen Bulwark makes you Unstoppable while active. |
||
2a |
Innate Earthen Bulwark
Rock shrapnel flies outward when Earthen Bulwark is destroyed or expires, dealing 12 to surrounding enemies. This damage is increased by Barrier bonuses. |
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2b |
Preserving Earthen Bulwark
Casting Earthen Bulwark grants 18% Maximum life as Fortify. |
||
Cyclone Armor
Passive: Powerful Winds surround you, granting 15% Non-Physical Damage Reduction. Active: The winds rapidly expand, Knocking Back enemies and dealing YY damage. |
|||
1 |
Enhanced Cyclone Armor
Enemies who are Knocked Back by Cyclone Armor are also Slowed by 70% for 2 seconds. |
||
2a |
Innate Cyclone Armor
Enemies Knocked Back by Cyclone Armor become Vulnerable for 3 seconds. |
||
2b |
Preserving Cyclone Armor
Every 10 seconds, Cyclone Armor intensifies, causing incoming damage to grant you 30% Damage Reduction for 2 seconds. |
||
Blood Howl
Shapeshift into a Werewolf and howl furiously, Healing you for XX% of your Maximum Life. |
|||
1 |
Enhanced Blood Howl
Kills reduce the Cooldown of Blood Howl by 1 second. |
||
2a |
Innate Blood Howl
Blood Howl also generates 20 Spirit. |
||
2b |
Preserving Blood Howl
Blood Howl also increases your Attack Speed by 15% for 4 seconds. |
||
Debilitating Roar
Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies' damage by 40% for 4 seconds. |
|||
1 |
Enhanced Debilitating Roar
Debilitating Roar also Fortifies you for 22% Maximum life. |
||
2a |
Innate Debilitating Roar
Debilitating Roar also Slows enemies by 65% for its duration. |
||
2b |
Preserving Debilitating Roar
Debilitating Roar also Heals you for 4% of your Maximum Life each second for its duration. |
Skill | Effect |
---|---|
Backlash | You deal XX% increased damage for 5 seconds after casting a Defensive Skill. |
Ancestral Fortitude | Increase your Non-Physical Resistances by XX%. |
Vigilance | You gain 7% Damage Reduction for 6 seconds after using a Defensive Skill. Ancestral Fortitude required |
Druid Skill Types | |||
---|---|---|---|
Basic | Core | Defensive | Companion |
Wrath | Ultimate | Key Passives |
Skill / Effect | Skill Upgrades | ||
---|---|---|---|
Wolves
Passive: Summon 2 wolf companions that bite enemies for XX% damage. Active: Direct your wolves to focus an enemy, leaping to them and striking for YY% damage. |
|||
1 |
Enhanced Wolf Pack
Wolves deal 20% increased damage to Immobilized, Stunned, Slowed, or Poisoned enemies. |
||
2a |
Ferocious Wolf Pack
Lucky Hit: Your Wolves' attacks have up to a 40% chance to Fortify you for 5% of your Maximum life. |
||
2b |
Brutal Wolf Pack
When you Critically Strike, your Wolves gain 20% Attack Speed for 3 seconds. |
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Poison Creeper
Passive: A poison creeper periodically emerges from the ground every 7 seconds and applies XX% 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 YY% damage over 2 seconds. Can be cast while moving. |
|||
1 |
Enhanced Poison Creeper
Poison Creeper's Immobilize duration is increased by 1 second. |
||
2a |
Ferocious Poison Creeper
Poison Creeper's active Poisoning duration is increased by 3 seconds. |
||
2b |
Brutal Poison Creeper
Your Critical Strike Chance is increased by 20% against enemies strangled by Poison Creeper. |
||
Ravens
Passive: 1 Raven flies above you and periodically attacks your enemies for XX% damage every 5 seconds. Active: The target area is swarmed with ravens, dealing YY% damage over 6 seconds. Can be cast while moving. |
|||
1 |
Enhanced Ravens
You have 5% increased Critical Strike Chance for 6 seconds against Enemies hit by Ravens. |
||
2a |
Ferocious Ravens
Enemies inside the swarm of Ravens when it is activated become Vulnerable for 3 seconds. |
||
2b |
Brutal Ravens
2 additional Ravens periodically attack enemies. |
Skill | Effect |
---|---|
Humanity | You deal XX% increased damage while in Human form. |
Feral Aptitude | You deal XX% increased damage while Healthy and 3% increased damage while above 100% Movement Speed. These bonuses can stack. |
Call of the Wild | Your companions deal XX% bonus damage. |
Clarity | Gain XX Spirit when transforming into Human form. |
Nature's Reach | Deal XX% increased damage to Distant enemies. Double this bonus if they are also Slowed, Stunned, Immobilized, or Knocked Back. |
Druid Skill Types | |||
---|---|---|---|
Basic | Core | Defensive | Companion |
Wrath | Ultimate | Key Passives |
Skill / Effect | Skill Upgrades | ||
---|---|---|---|
Hurricane
Form a hurricane around you that deals 346% damage to surrounding enemies over 8 seconds. |
|||
1 |
Enhanced Hurricane
Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds. |
||
2a |
Natural Hurricane
Hurricane has a 15% chance to make enemies Vulnerable for 3 seconds. |
||
2b |
Savage Hurricane
Enemies affected by Hurricane deal 20% less damage. |
||
Boulder
Unearth a large rolling boulder that Knocks Back and crushes enemies, dealing 70% weapon damage with each hit. |
|||
1 |
Enhanced Boulder
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. |
||
2a |
Natural Boulder
While you have any Fortify, Boulder has 20% increased Critical Strike Chance. |
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2b |
Savage Boulder
Boulder's Critical Strike Chance is increased by 3% each time it deals damage. |
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Rabies
Shapeshift into a Werewolf and perform an infectious bite against enemies in front of you, dealing XX% damage and applying an additional YY% Poisoning damage over 6 seconds. Infected enemies spread Rabies to other surrounding targets. |
|||
1 |
Enhanced Rabies
Rabies' Poisoning damage also increases over the lifetime of the disease, dealing 30% bonus damage at max duration. |
||
2a |
Natural Rabies
Spread distance is increased by 70%. |
||
2b |
Savage Rabies
Rabies deals its total Poisoning damage in 4 seconds instead of 6. |
||
Trample
Shapeshift into a Werebear, become Unstoppable, and charge forward, dealing XX% damage and Knocking Back enemies. Enemies who are Knocked Back into terrain take an additional YY% damage and are Stunned for 3 seconds. |
|||
1 |
Enhanced Trample
Trample deals 150% bonus damage. This bonus is reduced by 50% for each enemy hit after the first. |
||
2a |
Natural Trample
Casting Trample grants 20% Maximum life as Fortify. |
||
2b |
Savage Trample
Casting Trample grants 40 Spirit. |
Skill | Effect |
---|---|
Elemental Exposure | Lucky Hit: Your Storm Skills have up to a 10% chance to make enemies Vulnerable for XX seconds. |
Charged Atmosphere | Every XX seconds, a lightning strike hits a Nearby enemy dealing YY% damage. Elemental Exposure required |
Endless Tempest | Increase the duration of Hurricane and Cataclysm by XX%. Elemental Exposure required |
Electric Shock | Lucky Hit: Dealing Lightning damage to enemies has a XX% chance to immobilize them for 3 seconds. If the target is already Immobilized, the Lightning damage dealt to them is increased by YY% instead. Charged Atmosphere or Bad Omen required |
Bad Omen | Lucky Hit: Up to a 10% chance when dealing damage to a Vulnerable, Immobilized, or Stunned enemy that a Lightning Bolt also hits dealing XX% damage. Charged Atmosphere or Endless Tempest required |
Crushing Earth | Earth Skills deal XX% increased damage to Slowed, Stunned, Immobilized, or Knocked Back enemies. |
Safeguard | Critical Strikes with Earth Skills Fortify you for XX% Maximum life. Crushing Earth required |
Stone Guard | While you have Fortify for over 50% of your Maximum Life, your Earth Skills deal XX% increased damage. Crushing Earth required |
Neurotoxin | Poisoned enemies are slowed by XX% |
Envenom | Poisoned enemies take XX% additional Critical Strike Damage. Neurotoxin required |
Toxic Claws | Critical Strikes with Werewolf Skills deal XX% of their Base damage as Poisoning damage over 4 seconds. Neurotoxin required |
Mending | While in Werebear form, you recieve XX% additional Healing from all sources. |
Provocation | When you remain in Werebear form for at least XX seconds, your next Skill will Overpower. Mending required |
Druid Skill Types | |||
---|---|---|---|
Basic | Core | Defensive | Companion |
Wrath | Ultimate | Key Passives |
Skill / Effect | Skill Upgrades | ||
---|---|---|---|
Petrify
Encase all Nearby enemies in stone, Stunning them for 3 seconds. You deal 30% increased Critical Strike Damage to enemies affected by Petrify. Against Bosses, the Critical Strike Damage bonus is increased to 50% and its duration is increased to 6 seconds. |
|||
1 |
Prime Petrify
Petrify's effect durations are increased by 1 second. |
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2 |
Supreme Petrify
Killing an enemy affected by Petrify grants 25 Spirit. |
||
Cataclysm
A massive storm follows you for 8 seconds. Twisters Knock Back enemies, and lightning strikes wildly dealing 77% damage. |
|||
1 |
Prime Cataclysm
Cataclysm's duration is increased by 4 seconds. |
||
2 |
Supreme Cataclysm
Lightning strikes from Cataclysm make enemies Vulnerable for 3 seconds. |
||
Lacerate
Shapeshift into a Werewolf, become Immune and quickly dash 10 times between enemies in the area dealing up to 460% damage. |
|||
1 |
Prime Lacerate
Each time Lacerate deals a Critical Strike, Heal for 5% Maximum Life. |
||
2 |
Supreme Lacerate
Lacerate's initial strike is guaranteed to Critically Strike and deals 150% increased damage. |
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Grizzly Rage
Shapeshift into a Dire Werebear for 10 seconds gaining 30% bonus damage and 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form, up to a maximum of 75%. Kills extend the duration by 1 second, but the duration cannot go above 10 seconds. |
|||
1 |
Prime Grizzly Rage
Grizzly Rage grants you Unstoppable for 6 seconds. |
||
2 |
Supreme Grizzly Rage
Gain 8% Maximum life as Fortify per second while Grizzly Rage is active. |
Skill | Effect |
---|---|
Catastrophe | You deal XX% increased damage for 8 seconds after casting an Ultimate Skill. |
Defensive Posture | Increases the amount of Fortify you gain from all sources by XX%. |
Nature's Resolve | XX% chance when struck to Fortify you for 4% Maximum life. Defensive Posture required |
Thick Hide | Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for XX% Maximum life. Defensive Posture required |
Unrestrained | Reduce the duration of Control Impairing Effects by XX%. Triple this effect while you have Fortify for over 50% of your Maximum Life. Thick Hide or Nature's Resolve required |
Quickshift | When a Shapeshifting Skill transforms you into a different form, it deals XX% increased damage. |
Heightened Senses | Upon Shapeshifting into a Werewolf or Werebear, gain 3% Damage Reduction against Elites for 5 seconds. Quickshift required |
Natural Fortitude | Shapeshifting Fortifies you for XX% Maximum life. Quickshift required |
Defiance | Nature Magic Skills deal XX% increased damage to Elites. |
Circle of Life | Nature Magic Skills that consume Spirit Heal you for XX% of your Maximum Life. Defiance required |
Natural Disaster | Your Earth Skills deal XX% increased damage to Vulnerable enemies. Your Storm Skills deal XX% increased damage to enemies that are Stunned, Immobilized, or Knocked Back. Defiance required |
Resonance | Nature Magic Skills deal XX% 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. Circle of Life or Natural Disaster required |
Druid Skill Types | |||
---|---|---|---|
Basic | Core | Defensive | Companion |
Wrath | Ultimate | Key Passives |
Skill | Effect |
---|---|
One With Nature | You Companion Skill each gain 1 additional companion and deal 50% increased damage. Gain the Passive Effect of Ravens, Wolves, and Poison Creeper. |
Perfect Storm | Your Storm Skills grant 1 Spirit and deal 40% increased damage when damaging a Vulnerable, Immobilized or Slowed enemy. |
Nature's Fury | Casting an Earth Skill has a 30% chance to trigger a free Storm Skill of the same category, and vice versa. These free Skills count as both Earth and Storm Skills. |
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. |
Lupine Ferocity | Every 3rd Werewolf Skill hit Critically Strikes and deals 70% increased damage. The guaranteed Critical Strike's bonus damage is increased to 140% against Injured enemies. |
Bestial Rampage | After being a Werewolf for 2.5 seconds, gain 25% Attack Speed for 15 seconds. After being a Werebear for 2.5 seconds, deal 30% increased damage for 15 seconds. |
Ursine Strength | While Healthy, deal 25% increased damage, and 25% increased Overpower damage. |
Select a primary form Manage your spirit gauge well Pace yourself during long fights |
Druids have two shapeshifting forms: Werebear and Werewolf. Each of these cater to a specific playstyle and players must choose which one to main in order to maximize their builds.
Compared to Elemental Druids, Shapeshifters take longer to fill their respective spirit gauges — especially werewolves. Maximize your Core Skill usage at all times by luring mobs together before using them. Players can also gain spirit on the move by destroying objects in the world with their Basic Skill. Kiting enemies with only the first hit of their basic skill and moving immediately can also be more efficient than doing the full combo.
Shapeshifters operate in melee range. In light of this, identify attack windows in boss fights at all times. Dive in to deal damage and stay out of harm's way until the next opening. Avoid overcommitting as much as possible — remember that most of your core skills are combos that can be stopped midway if things go south. Don't rush and pace yourself at all times.
Kite trash and bosses alike Use CCs and Debuffs Manage your cooldowns |
Elemental Druids have significantly more range than shapeshifters. Take advantage of the extra attack range by kiting mobs and bosses as much as possible. Drag trash mobs together before dishing your damage out. Bosses can be kited easily while maintaining DPS so just be mindful of your positioning during especially long ones to ensure victory.
Elemental Druids are kings of debuffs and CCs. From your companions to your ultimates — Druids can inflict stuns, vulnerability, and root effects easily to ensure a situational advantage in any scenario.
Remember that Elemental Druids are more cooldown-reliant than shapeshifters. Avoid stacking your CCs on top of each other to ensure consistent DPS to trash and bosses. Your defensive skills are essentially panic buttons as well — reserve them for actual dire situations and avoid using them just because you got hit once or twice with small attacks. Getting out of the way is a lot better than popping long defensive cooldowns in most cases.
Druid Stat Priority | |
---|---|
Willpower ▶ Dexterity or Intelligence ▶ Strength | |
Willpower | Willpower directly increases your skill damage per point, making it the top stat across all Druid builds. |
Dexterity | Dexterity improves a Druid's crit chance per point. This is the best secondary stat roll to have as pumping one's crit is one of the most efficient ways to increase overall DPS. |
Intelligence | Druids is one of the most resource-hungry classes in Diablo 4. Intelligence helps you manage this by improving resource generation per point. While it doesn't improve DPS compared to the first two stats, investing in INT whenever you can as a third option can make runs and fights a lot comfortable. |
Strength | Strength is the least desireable across all major stats for Druids as it only increases Armor per stat. The other three are far better investments. |
Best Class Tier List and How to Play All Classes
All Classes | |||||
---|---|---|---|---|---|
Barbarian | Druid | Sorcerer | |||
Rogue | Necromancer | Spiritborn |
Druid Class Guide: Skills, Stats, and How to Play
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