Diablo 4 Guide – Complete Druid Skill Tree

Diablo 4 Guide – Complete Druid Skill Tree

The Druid’s shapeshifting skills account for lots of the 25 energetic abilities at their disposal in Diablo 4. Druids lean on nature magic and bodily fight of their animal types of the Werewolf and Werebear to poison enemies, and produce down lightning upon them as properly. As a barely much less potent summoner than the Necromancer, the Druid can name upon wolves, ravens, and a poison creeper to help them in fight.

Offensively, Druids will rely upon the Had been-forms of their alternative, to both Claw or Maul enemies, or setting upon them extra completely with Shred or Pulverize. Storm Strike is efficient at halting crowds of their tracks, lengthy sufficient to heal up with Blood Howl and deploy Cyclone Armor.

The Druid’s full ability tree is listed beneath, with suggestions marked with an asterisk:

Fundamental Node

Claw (5) *

Energetic | Werewolf | Shapeshifting | Bodily Harm

Spirit Generate: 10

Fortunate Hit: 50%

Shapeshift right into a Werewolf and claw at an enemy for [28%] harm.

Enhanced Claw (1)

Claw’s Assault Velocity is elevated by +10%.

Fierce Claw (1)

Claw applies 10% Poisoning harm over 6 seconds.

Wild Claw (1)

Claw has a ten% probability to assault twice.

Earth Spike (5)

Energetic | Nature Magic | Earth | Bodily Harm

Spirit Generate: 10

Fortunate Hit: 35%

Sunder the earth, impaling the primary enemy hit for [22%] harm.

Enhanced Earth Spike (1)

Earth Spike has a ten% probability to Stun for two.5 seconds.

Fierce Earth Spike (1)

Fortify for 4% of your Base Life each time Earth Spike damages enemies who’re Shocked, Immobilized, or Knocked Again.

Wild Earth Spike (1)

Summon a second Earth Spike when hitting an Immobilized or Shocked enemy.

Maul (5) *

Energetic | Werebear | Shapeshifting | Bodily Harm

Spirit Generate: 14

Fortunate Hit: 30%

Shapeshift right into a Werebear and maul enemies in entrance of you, dealing [28%] harm.

Enhanced Maul (1)

If an enemy is hit by Maul, then Fortify for two% of your Base Life.

Fierce Maul (1)

Will increase the vary and radius of Maul by 25%.

Wild Maul (1)

Maul has a 20% probability to Knock Down enemies for 1.5 seconds.

Storm Strike (5) *

Energetic | Storm | Nature Magic | Lightning Harm

Spirit Generate: 14

Fortunate Hit: 25%

Electrical energy gathers round your weapon, dealing [28%] harm to your goal and chaining to as much as 3 surrounding enemies, dealing 20% much less harm every time it chains.

You achieve 25% Harm Discount for 3 seconds after dealing harm with Storm Strike.

Enhanced Storm Strike (1)

Storm Strike has a 15% probability to Immobilize all enemies hit for two.5 seconds.

Fierce Storm Strike (1)

Storm Strike has a 50% probability to make enemies Weak for 3 seconds.

Wild Storm Strike (1)

Storm Strike chains to 2 further targets.

Wind Shear (5)

Energetic | Storm | Nature Magic | Bodily Harm

Spirit Generate: 12

Fortunate Hit: 20%

Conjure a piercing blade of wind, dealing [24%] harm.

Enhanced Wind Shear (1)

Wind Shear has a 20% probability to make enemies Weak for 4 seconds.

Fierce Wind Shear (1)

Every enemy hit by Wind Shear will increase your Motion Velocity by +5% for five seconds, as much as +20%.

Wild Wind Shear (1)

Wind Shear grants 3 further Spirit for every enemy hit past the primary.

Core Node

Landslide (5)

Energetic | Nature Magic | Earth | Bodily Harm

Spirit Value: 30

Fortunate Hit: 20%

Crush enemies between 2 pillars of earth, dealing as much as [105%] harm.

Enhanced Landslide (1)

After Landslide damages enemies 4 instances, the following hit will Immobilize enemies for 3 seconds.

Raging Landslide (1)

Whenever you strike an Immobilized or Shocked enemy with Landslide, a further pillar of earth is fashioned.

Primal Landslide (1)

Whenever you Immobilize or Stun an enemy, you achieve a Terramote. Every enemy hit by Landslide consumes a Terramote inflicting a assured Vital Strike with x40% Vital Strike Harm. Bosses all the time have as much as a ten% probability to grant a Terramote when hit.

Lightning Storm (5) *

Energetic | Storm | Nature Magic | Lightning Harm

Channeled

Spirit Value: 15 per strike

Fortunate Hit: 15%

Conjure a rising lightning storm that offers [56%] harm per strike. The variety of strikes improve the longer the storm is channeled as much as a most of 5 without delay.

Enhanced Lightning Storm (1)

The scale of your Lightning Storm is preserved for 4 seconds after channeling.

Raging Lightning Storm (1)

Lightning Storm features 1 further lightning strike.

Primal Lightning Storm (1)

Lightning Storm has a 8% probability to Immobilize enemies hit for 3 seconds.

Pulverize (5) *

Energetic | Werebear | Shapeshifting | Bodily Harm

Spirit Value: 35

Fortunate Hit: 25%

Shapeshift right into a Werebear and slam the bottom, dealing [70%] harm to surrounding enemies.

Enhanced Pulverize (1)

Your subsequent Pulverize will Overpower each 12 seconds when you stay Wholesome.

Raging Pulverize (1)

Enemies Overpowered by Pulverize are Shocked for two seconds.

Primal Pulverize (1)

Enemies hit with Pulverize deal 20% diminished harm for 4 seconds.

Shred (5) *

Energetic | Werewolf | Shapeshifting | Bodily Harm

Spirit Value: 35

Fortunate Hit: 20%

Shapeshift right into a Werewolf and carry out a trio of combo assaults:

1st Assault: Sprint in the direction of the goal and deal [35%] harm.

2nd Assault: Deal [49%] harm.

third Assault: Carry out a bigger ending transfer dealing [84%] harm.

Enhanced Shred (1)

Shred features +30% Assault Velocity and Heals for 1% of your Most Life if an enemy is struck.

Raging Shred (1)

Shred’s third combo assault is bigger and applies a further 51% Poisoning harm over 5 seconds.

Primal Shred (1)

Shred’s second and third assaults additionally carry out a touch. As well as, Shred’s Vital Strike Harm is elevated by x20%.

Twister (5)

Energetic | Storm | Nature Magic | Bodily Harm

Spirit Value: 40

Fortunate Hit: 8%

Conjure a swirling twister that offers [49%] harm.

Enhanced Twister (1)

Every time you solid Twister, you will have a 20% probability to spawn a further Twister.

Raging Twister (1)

Enemies hit with Twister have a ten% probability to grow to be Weak for 3 seconds.

Primal Twister (1)

Enemies broken by Twister are Slowed by 8% for 3 seconds, stacking as much as 40%.

Coronary heart of the Wild (3)

Passive

Most Spirit is elevated by 3.

Wild Impulses (3)

Passive

Your Core abilities price 5% extra Spirit however deal 10% elevated harm.

Abundance (3)

Passive

Fundamental abilities generate 100% extra Spirit.

Predatory Intuition (3)

Passive

Vital Strike Probability in opposition to Shut enemies is elevated by 3%.

Digitigrade Gait (3)

Passive

Your achieve 3% Motion Velocity whereas in Werewolf kind.

This bonus persists for 3 seconds after leaving Werewolf kind.

Iron Fur (3)

Passive

Your achieve 3% Harm Discount whereas in Werebear kind.

This bonus persists for 3 seconds after leaving Werebear kind.

Defensive Node

Blood Howl (5) *

Energetic | Werewolf | Shapeshifting

Cooldown: 15 seconds

Shapeshift right into a Werewolf and howl furiously, Therapeutic you for [26.8%] of your Most Life.

Enhanced Blood Howl (1)

Kills scale back the Cooldown of Blood Howl by 1 second.

Innate Blood Howl (1)

Blood Howl additionally generates 20 Spirit.

Preserving Blood Howl (1)

Blood Howl additionally will increase your Assault Velocity by +15% for 4 seconds.

Cyclone Armor (5) *

Energetic | Passive | Storm | Nature Magic | Bodily Harm

Cooldown: 18 seconds

Fortunate Hit: 25%

Passive: Highly effective winds encompass you, granting [14%] Non-Bodily Harm Discount.

Energetic: The winds quickly increase, Knocking Again enemies and dealing [42%] harm.

Enhanced Cyclone Armor (1)

Enemies who’re Knocked Again by Cyclone Armor are additionally Slowed by 70% for two seconds.

Innate Cyclone Armor (1)

Enemies Knocked Again by Cyclone Armor grow to be Weak for 3 seconds.

Preserving Cyclone Armor (1)

Each 10 seconds, Cyclone Armor intensifies, inflicting incoming harm to grant you 30% Harm Discount for two seconds.

Debilitating Roar (5)

Energetic | Werebear | Shapeshifting

Cooldown: [17.6] seconds

Shapeshift right into a Werebear and bellow a mighty roar, lowering Close by enemies’ harm dealt by 70% for 4 seconds.

Enhanced Debilitating Roar (1)

Debilitating Roar additionally Fortifies you for 22% Base Life.

Innate Debilitating Roar (1)

Debilitating Roar additionally Slows enemies by 65% for its length.

Preserving Debilitating Roar (1)

Debilitating Roar additionally Heals you for 4% of your Most Life every second for its length.

Earthen Bulwark (5)

Energetic | Nature Magic | Earth

Cooldown: 16 seconds

Fortunate Hit: 30%

Rock’s encompass you for 3 seconds, granting a Barrier that absorbs [63%] of your Base Life in harm.

Enhanced Earthen Bulwark (1)

Earthen Bulwark makes you Unstoppable whereas energetic.

Innate Earthen Bulwark (1)

Rock shrapnel flies outward when Earthen Bulwark is destroyed or expires, dealing [X] harm to surrounding enemies. This harm is elevated by Barrier bonuses.

Preserving Earthen Bulwark (1)

Casting Earthen Bulwark grants 18% Base Life as Fortify.

Ancestral Fortitude (3)

Passive

Enhance your non-physical resistances by 5%.

Vigilance (3)

Passive

You achieve 5% Harm Discount for six seconds after utilizing a Defensive Ability.

Companion Node

Ravens (5)

Energetic | Passive | Bodily Harm

Cooldown: 15 seconds

Fortunate Hit: 45%

Passive: 1 Raven flies above you and periodically assaults your enemies for [18.2%] harm each 5 seconds.

Energetic: The goal space is swarmed with ravens, dealing [224%] harm over 6 seconds.

Enhanced Ravens (1)

You’ve gotten 5% elevated Vital Strike Probability in opposition to enemies for six seconds after they’re hit by Ravens.

Ferocious Ravens (1)

Enemies contained in the swarm of Ravens when it’s activated grow to be Weak for 3 seconds.

Brutal Ravens (1)

2 further Ravens periodically assault enemies.

Poison Creeper (5)

Energetic | Passive | Poison Harm

Cooldown: 20 seconds

Fortunate Hit: 28%

Passive: A poison creeper periodically emerges from the bottom each 7 seconds and applies [50%] Poisoning harm over 6 seconds to an enemy within the space.

Energetic: Vines strangle all surrounding enemies, Immobilizing them for two seconds and Poisoning them for [126%] harm over 2 seconds.

Enhanced Poison Creeper (1)

Pọison Creeper’s Immobilize length is elevated by 1 second.

Ferocious Poison Creeper (1)

Pọison Creeper’s energetic Poisoning length is elevated by 3 seconds.

Brutal Poison Creeper (1)

Your Vital Strike Probability is elevated by 20% in opposition to enemies strangled by Pọison Creeper.

Wolves (5) *

Energetic | Passive | Bodily Harm

Cooldown: 14 seconds

Fortunate Hit: 50%

Passive: Summon 2 wolf companions that chew enemies for [11%] harm.

Energetic: Direct your wolves to focus an enemy, leaping to them and hanging for [154%] harm.

Enhanced Wolves (1)

Wolves deal x20% elevated harm to Immobilized, Shocked, Slowed, or Poisoned enemies.

Ferocious Wolves (1)

Fortunate Hit: Your Wolves’ assaults have as much as a ten% probability to Fortify you for five% Base Life.

Brutal Wolves (1)

Whenever you Critically Strike, your Wolves achieve +20% Assault Velocity for 3 seconds.

Nature’s Attain (3)

Passive

Deal 3% elevated harm to Distant enemies. Double this bonus if they’re additionally Slowed, Shocked, Immobilized, or Knocked Again.

Name of the Wild (3)

Passive

Your companions deal 10% bonus harm.

Readability (3)

Passive

Acquire 2 Spirit when remodeling into Human kind.

Wrath Node

Boulder (5)

Energetic | Nature Magic | Earth | Bodily Harm

Cooldown: 10 seconds

Fortunate Hit: 4%

Unearth a big rolling boulder that repeatedly Knocks Again enemies, dealing [46%] harm with every hit.

Enhanced Boulder (1)

When Boulder reaches the tip of its path, enemies hit are Slowed by 30% for 3 seconds. If Boulder Overpowered, enemies are Shocked for 4 seconds as an alternative.

Pure Boulder (1)

Whilst you have any Fortify, Boulder has 20% elevated Vital Strike Probability.

Savage Boulder (1)

Boulder’s Vital Strike Probability is elevated by 3% every time it offers harm.

Hurricane (5) *

Energetic | Storm | Nature Magic | Bodily Harm

Cooldown: 20 seconds

Fortunate Hit: 21%

Type a hurricane round you that offers [136%] harm to surrounding enemies over 8 seconds.

Enhanced Hurricane (1)

Enemies who’re broken by Hurricane are Slowed by 25% for two seconds.

Pure Hurricane (1)

Hurricane has a 15% probability to make enemies Weak for 3 seconds.

Savage Hurricane (1)

Enemies affected by Hurricane deal 20% much less harm.

Rabies (5)

Energetic | Werewolf | Shapeshifting | Poison Harm

Cooldown: 12 seconds

Fortunate Hit: 50%

Shapeshift right into a Werewolf and carry out an infectious chew on the goal dealing [39%] harm, and making use of a further [74%] Poisoning harm over 6 seconds.

Contaminated enemies unfold Rabies to different surrounding targets.

Enhanced Rabies (1)

Rabies’ Poisoning harm additionally will increase over the lifetime of the illness, dealing 30% bonus harm at max length.

Pure Rabies (1)

Rabies spreads 100% quicker.

Savage Rabies (1)

Rabies offers its complete Poisoning harm in 4 seconds as an alternative of 6.

Trample (5) *

Energetic | Werebear | Shapeshifting | Bodily Harm

Cooldown: 14 seconds

Fortunate Hit: 20%

Shapeshift right into a Werebear, grow to be Unstoppable, and cost ahead, dealing [105%] harm and Knocking Again enemies.

Enemies who’re Knocked Again into terrain take a further [63%] harm and are Shocked for 3 seconds.

Enhanced Trample (1)

Trample offers 150% bonus harm. This bonus is diminished by 50% for every enemy hit after the primary.

Pure Trample (1)

Casting Trample grants 20% Base Life as Fortify.

Savage Trample (1)

Casting Trample grants 20 Spirit.

Elemental Publicity (3)

Passive

Fortunate Hit: Your Storm abilities have as much as a 20% probability to make enemies Weak for 1 seconds.

Charged Environment (3)

Passive

Each 18 seconds, a Lightning Strike hits a Close by enemy dealing X harm.

Electrical Shock (3)

Passive

Fortunate Hit: Dealing Lightning harm to enemies has a 5% probability to Immobilize them for 3 seconds.

If the goal is already Immobilized, the Lightning harm dealt to them is elevated by 5% as an alternative.

Dangerous Omen (3)

Passive

Fortunate Hit: As much as a ten% probability when dealing harm to a Weak, Immobilized or Shocked enemy {that a} Lightning Strike additionally hits dealing X harm.

Countless Tempest (3)

Passive

Enhance the length of Hurricane and Cataclysm by 5%.

Crushing Earth (3)

Passive

Earth abilities deal 5% elevated harm to Slowed, Shocked, Immobilized or Knocked Again enemies.

Safeguard (3)

Passive

Vital Strikes with Earth abilities Fortify you for two% Base Life.

Stone Guard (3)

Passive

Whilst you have Fortify for over 50% of your Most Life, your Earth Abilities deal 4% elevated harm.

Mending (3)

Passive

Whereas in Werebear kind, you obtain 5% further Therapeutic from all sources.

Provocation (3)

Passive

Whenever you stay in Werebear kind for no less than 25 seconds, your subsequent Ability will Overpower.

Neurotoxin (3)

Passive

Poisoned enemies are slowed by 8%.

Poisonous Claws (3)

Passive

Vital strikes with Werewolf abilities deal 8% of their base harm as Poison harm over 4 seconds.

Envenom (3)

Passive

Poisoned enemies take 10% further Vital Strike Harm.

Final Node

Cataclysm (1) *

Energetic | Storm | Nature Magic | Lightning Harm

Cooldown: 60 seconds

Fortunate Hit: 72%

A large storm follows you for 10 seconds. Twisters Knock Again enemies, and lightning strikes wildly dealing 52% harm.

Prime Cataclysm (1)

Cataclysm’s length is elevated by 2 seconds.

Supreme Cataclysm (1)

Lightning strikes from Cataclysm make enemies Weak for two seconds.

Grizzly Rage (1)

Energetic | Werebear | Shapeshifting

Cooldown: 50 seconds

Shapeshift right into a Dire Werebear for 12 seconds gaining 20% bonus harm and 20% Harm Discount. Harm bonus is elevated by 3% every second whereas on this kind.

Kills lengthen the length by 1 second as much as 10 further seconds.

Prime Grizzly Rage (1)

You might be Unstoppable whereas Grizzly Rage is energetic.

Supreme Grizzly Rage (1)

Acquire 8% Base Life as Fortify per second whereas Grizzly Rage is energetic.

Lacerate (1)

Energetic | Werewolf | Shapeshifting

Cooldown: 45 seconds

Fortunate Hit: 7%

Shapeshift right into a Werewolf, grow to be Immune and rapidly sprint 12 instances between enemies within the space dealing as much as 500% harm.

Prime Lacerate (1)

Every time Lacerate offers a Vital Strike, Heal for 3% Most Life.

Supreme Lacerate (1)

Lacerate’s preliminary strike is assured to Critically Strike and offers x150% elevated harm.

Petrify (1) *

Energetic | Nature Magic | Earth | Bodily Harm

Cooldown: 50 seconds

Encase all Close by enemies in stone, Beautiful them for 3.75 seconds. You deal x25% elevated Vital Strike Harm to enemies affected by Petrify.

Towards Bosses, the Vital Strike Harm bonus is elevated to x50% and its length is elevated to 7.5 seconds.

Prime Petrify (1)

Petrify’s impact durations are elevated by 1 second.

Supreme Petrify (1)

Killing an enemy affected by Petrify grants 25 Spirit.

Defiance (3)

Passive

Nature Magic abilities deal 4% elevated harm to Elites.

Circle of Life (3)

Passive

Nature Magic abilities that devour Spirit restore {1/2/3}% of your most Life.

Pure Catastrophe (3)

Passive

Your Earth abilities deal 4% elevated harm to Weak enemies.

Your Storm abilities deal 4% elevated harm to enemies which are Shocked, Immobilized, or Knocked Again.

Resonance (3)

Passive

Nature Magic abilities deal 2% elevated harm. Triple this bonus if an Earth ability is the following ability solid after a Storm ability, or a Storm ability is the following ability solid after an Earth ability.

Defensive Posture (3)

Passive

Will increase the quantity of Fortify you achieve from all sources by 5%.

Thick Cover (3)

Passive

Every time you’re Shocked, Immobilized, or Knocked Down, Fortify for six% Base Life (X).

Nature’s Resolve (3)

Passive

5% probability when struck to Fortify you for 4% Base Life (X).

Unrestrained (3)

Passive

Cut back the length of management impairing results by 3%. Triple this impact when you are Fortify for over 50% of your Most Life.

Quickshift (3)

Passive

When a Shapeshifting ability transforms you into a special kind, it offers 5% elevated harm.

Pure Fortitude (3)

Passive

Shapeshifting Fortifies you for 1% Base Life (X).

Heightened Senses (3)

Passive

Upon shapeshifting right into a Werewolf or Werebear, achieve 4% harm discount in opposition to Elites for five seconds.

Key Passives Node

Nature’s Fury (1)

Passive

Casting an Earth ability has a 20% probability to set off a free Storm ability of the identical class.

As well as, casting a Storm ability has a 20% probability to set off a free Earth ability of the identical class.

Earthen Would possibly (1)

Passive

Fortunate Hit: Damaging enemies with Earth Abilities has as much as a 5% probability to:

Restore your entire Spirit

Trigger your assaults to be assured Vital Strikes for five secondsThis probability is elevated by:

10% for Vital Strikes

10% if the goal is Shocked, Immobilized, or Knocked Again

Lupine Ferocity (1) *

Passive

Each sixth Werewolf ability hit Critically Strikes and offers 60% elevated harm.

Bestial Rampage (1) *

Passive

After being a Werewolf for two.5 seconds, achieve 20% Assault Velocity for 15 seconds.

After being a Werebear for two.5 seconds, deal 20% elevated harm for 15 seconds.

Good Storm (1)

Passive

Your Storm abilities grant 2 Spirit and deal 20% elevated harm when damaging a Weak, immobilized or slowed enemy.

Ursine Energy (1) *

Passive

Acquire 20% further Most Life whereas in Werebear kind and for 3 seconds after leaving Werebear kind.

Whereas Wholesome, deal 30% elevated harm.

That’s each energetic and passive ability within the Druid ability tree in Diablo 4.


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