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Druid Skill Tree: Difference between revisions

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The Druid has access to six groups of [[skills]]:
The Druid has access to six groups of [[skills]]:
* Basic
*[[#Basic|Basic]] -
*Spirit
*[[#Core|Core]] -
*Defensive
*[[#Defensive|Defensive]] -
*Companion
*[[#Companion|Companion]] -
*Wrath
*[[#Wrath|Wrath]] -
*Ultimate
*[[#Ultimate|Ultimate]] -
The tables below show the [[Druid]]'s skills and talents as they appear in the game's skill tree and in the correct order.
*[[#Key Passives|Key Passives]] -


The tables are read from left to right with the upgrades listed to the left of the main skill. All talents are listed in yellow.
The tables below show the [[Druid]]'s skills and passives as they appear in the game's skill tree and in the correct order.
 
The tables are read from left to right with the upgrades listed to the right of the main skill. Passives are listed below each Skill Tree.




Line 186: Line 188:
! colspan="3" |
! colspan="3" |
===Ultimate===
===Ultimate===
Required Points: 33
Required Points: 23 - You can have only one Ultimate active at a time.
|}
|}
{{:Cataclysm}}
{{:Cataclysm}}
Line 239: Line 241:
|+
|+
! colspan="3" |
! colspan="3" |
===Masteries===
===Key Passives===
Required Points: 33 (You can only choose one)
Required Points: 33 - You can have only one of these.
|}
|}
{{:Ursine Strength}}
{{:Ursine Strength}}

Revision as of 16:29, 14 June 2023

The Druid has access to six groups of skills:

The tables below show the Druid's skills and passives as they appear in the game's skill tree and in the correct order.

The tables are read from left to right with the upgrades listed to the right of the main skill. Passives are listed below each Skill Tree.


Basic

Required Points: 0

earth spike

Earth Spike

Sunder the earth, impaling the first enemy hit for 19% damage.

Damage: Physical
Generates: 16 Spirit
Lucky Hit Chance: 35%
Tags: Basic, Nature Magic, Earth

Enhanced Earth Spike Upgrade

Enhanced Earth Spike

Earth Spike has a 15% chance to Stun (CC) for 2.5 seconds.

Upgrade Hub
Wild Earth Spike

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

Upgrade Hub
Fierce Earth Spike

Fortify for 12% of your Maximum Life whenever Earth Spike damages enemies who are Stunned, Immobilized, or Knocked Back.

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Claw

Generate Spirit: 15
Lucky Hit Chance: 50%
Shapeshift into a Werewolf and claw at an enemy for 28% damage.

Damage: Physical Damage
Tags: Basic, Shapeshifting, Werewolf

Enhanced Claw Upgrade

Enhanced Claw

Claw's Attack Speed is increased by 20%[+] .

Upgrade Hub
Wild Claw

Claw has 15% chance to attack twice.

Upgrade Hub
Fierce Claw

Claw applies 19.8% Poisoning Damage over 6 seconds.

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Storm Strike

Generate Spirit: 15
Lucky Hit Chance: 25%
Electricity gathers around your weapon, dealing 20% damage to your target and chaining to up to 3 surrounding enemies.
You gain 15% Damage Reduction for 3 seconds after dealing damage with Storm Strike .

Damage: Lightning Damage
Tags: Basic, Nature Magic, Storm, Chain

Enhanced Storm Strike Upgrade

Enhanced Storm Strike

Storm Strike has a 15% chance to Immobilize (CC) all enemies hit for 2.5 seconds.

Upgrade Hub
Wild Storm Strike

Storm Strike chains to 2 additional targets.

Upgrade Hub
Fierce Storm Strike

Storm Strike has a 50% chance to make enemies Vulnerable for 3 seconds.

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Maul

Generate Spirit: 20
Lucky Hit Chance: 30%
Shapeshift into a Werebear and maul enemies in front of you, dealing 80% damage.

Damage: Physical Damage
Tags: Basic, Shapeshifting, Werebear

Upgrade Hub
Enhanced Maul

If an enemy is hit by Maul, then Fortify for 8% of your Maximum Life.

Wild Maul Upgrade

Wild Maul

Maul has a 20% chance to Knock Down enemies for 2 seconds.

Upgrade Hub
Fierce Maul

Increases the range and radius of Maul by 25%.

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Wind Shear

Generate Spirit: 16
Lucky Hit Chance: 20%
Conjure a piercing blade of wind, dealing 20% damage.

Damage: Physical Damage
Tags: Basic, Nature Magic, Storm

Enhanced Wind Shear Upgrade

Enhanced Wind Shear

Wind Shear has a 20% chance to make enemies Vulnerable for 4 seconds.

Upgrade Hub
Wild Wind Shear

Wind Shear grants 4 additional Spirit for each enemy hit beyond the first.

Upgrade Hub
Fierce Wind Shear

Each enemy hit by Wind Shear increases your Movement Speed by 5% for +5 seconds, up to +20%.

Spirit

Required Points:2

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Pulverize

Spirit Cost: 35
Lucky Hit Chance: 25%
Shapeshift into a Werebear and slam the ground, dealing 150% damage to surrounding enemies.

Damage: Physical Damage
Tags: Core, Shapeshifting, Werebear


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Landslide

Spirit Cost: 30
Lucky Hit Chance: 20%
Crush enemies between 4 pillars of earth, dealing up to 140% damage.

Damage: Physical Damage
Tags: Core, Nature Magic, Earth

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Tornado

Spirit Cost: 35
Lucky Hit Chance: 8%
Conjure a swirling tornado that deals 65% damage.

Damage: Physical Damage
Tags: Core, Nature Magic, Storm

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Lightning Storm

Spirit Cost: 15 per strike
Lucky Hit Chance: 15%
Conjure a growing lightning storm that deals 74% damage per strike. The number of strikes increase the longer the storm is channeled up to a maximum of 5 at once.

Damage: Lightning Damage
Tags: Core, Nature Magic, Storm, Channeled

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Shred

Spirit Cost: 35
Lucky Hit Chance: 20%
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.

Damage: Physical Damage
Tags: Core, Shapeshifting, Werewolf, Mobility


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Abundance

Basic Skills generate 10%[x] more Spirit.

Tags: Basic

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Heart of the Wild

Maximum Spirit is increased by 3.

Defensive

Required Points:2

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Cyclone Armor

Cooldown: 18 seconds
Lucky Hit Chance: 25%
Passive: Powerful winds surround you, granting 15.0% Non-Physical Damage Reduction.
Active: The winds rapidly expand, Knocking Back enemies and dealing 30% damage.

Damage: Physical Damage
Tags: Defensive, Nature Magic, Storm

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Earthen Bulwark

Cooldown: 16 seconds
Lucky Hit Chance: 30%
Rocks surround you for 3 seconds, granting a Barrier that absorbs 45% of your Maximum Life in damage.

Tags: Defensive, Nature Magic, Earth

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Debilitating Roar

Cooldown: 22 seconds
Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies' damage dealt by 40% for 4 seconds.

Damage: N/A
Tags: Defensive, Shapeshifting, Werebear, Shout

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Predatory Instinct

Critical Strike Chance against Close enemies is increased by 2%[+].

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Blood Howl

Cooldown: 15 seconds
Shapeshift into a Werewolf and howl furiously, Healing you for 20.0% of your Maximum Life (332).

Damage: N/A
Tags: Defensive, Shapeshifting, Werewolf, Shout

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Ancestral Fortitude

Increase your Non-Physical Resistances by 5%[+].

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Vigilance

You gain 7% Damage Reduction for 6 seconds after using a Defensive Skill.

Tags: Defensive

Companion

Required Points: 11

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Poison Creeper

Cooldown: 20 seconds
Lucky Hit Chance: 28%
Passive: 1 poison creeper periodically emerges from the ground every 7 seconds, applying 65% 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 180% damage over 2 seconds.

Damage: Poison Damage
Tags: Companion

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Wolves

Cooldown: 11 seconds
Lucky Hit Chance: 50%
Passive: Summon 2 wolf companions that bite enemies for 14% damage.
Active: Direct your wolves to focus an enemy, becoming Unstoppable and leaping at them to strike for 200% damage.

Damage: Physical Damage
Tags: Companion

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Ravens

Cooldown: 15 seconds
Lucky Hit Chance: 45%
Passive: 1 Raven flies above you and periodically attacks your enemies for 90% damage every 5 seconds.
Active: The target area is swarmed with ravens, dealing 300% damage over 6 seconds.

Damage: Physical Damage
Tags: Companion

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Nature's Reach

Deal 5%[x] increased damage to Distant enemies. Double this bonus if they are also Slowed (CC), Stunned (CC), Immobilized (CC), or Knocked Back.

Damage: Physical Damage

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Call of the Wild

Your Companion Skills deal 12%[x] bonus damage.

Tags: Companion

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Clarity

After casting a Companion skill, your next Core or Wrath skill's damage and Critical Strike Chance are increased by x 5%, up to x 15%.

Damage: Physical Damage
Tags: Wrath, Companion

Wrath

Required Points:16

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Hurricane

Cooldown: 20 seconds
Lucky Hit Chance: 21%
Form a hurricane around you that deals 346% damage to surrounding enemies over 8 seconds.

Damage: Physical Damage
Tags: Wrath, Nature Magic, Storm


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Elemental Exposure

Lucky Hit: Your Storm Skills have up to a 10% chance to make enemies Vulnerable for 1.0 seconds.

Damage: Physical Damage
Tags: Storm, Nature Magic

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Endless Tempest

Increase the duration of Hurricane and Cataclysm by 5%[x].

Damage: Physical Damage

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Charged Atmosphere

Every 14 / 11 / 8 seconds, a Lightning Bolt hits a Nearby enemy dealing 45% damage.

Damage: Lightning
Tags: Storm, Nature Magic

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Electric Shock

Lucky Hit: Dealing Lightning damage to enemies has up to a 8% chance to Immobilize (CC) them for 3 seconds. If the target is already Immobilized (CC), the Lightning damage dealt to them is increased by 7%[x] instead.

Damage: Physical Damage

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Bad Omen

Lucky Hit: Up to a 10% chance when dealing damage to a Vulnerable, Immobilized (CC) or Stunned (CC) enemy that a Lightning Bolt also hits dealing 55% damage.

Damage: Lightning Damage
Tags: Nature Magic, Storm

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Trample

Cooldown: 14 seconds
Lucky Hit Chance: 20%
Shapeshift into a Werebear, become Unstoppable, and charge forward, dealing 75% damage and Knocking Back (CC) enemies.
Enemies who are Knocked Back into terrain take an additional 45% damage and are Stunned (CC) for 3 seconds.

Damage: Physical Damage
Tags: Wrath, Shapeshifting, Werebear, Mobility

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Iron Fur

You gain 4% Damage Reduction while in Werebear form. This bonus persists for 3 seconds after leaving Werebear form.

Tags: Werebear, Shapeshifting
Prerequisite: Can also reach Iron Fur via Pulverize.

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Mending

While in Werebear form, you receive 6%[+] additional Healing from all sources and gain 4%[x] increased Maximum Life.

Damage: Physical Damage
Tags: Shapeshifting, Werebear

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Provocation

After 10 seconds of Werebear form, your next non-Defensive Skill will Overpower and deal 5%[x] increased damage..

Tags: Shapeshifting, Werebear
Prerequisite: Can also reach Provocation via Trample.

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Boulder

Cooldown: 10 seconds
Lucky Hit Chance: 4%
Unearth a large rolling boulder that repeatedly Knocks Back (CC) enemies, dealing 70% damage with each hit.

Damage: Physical Damage
Tags: Wrath, Nature Magic, Earth

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Crushing Earth

Earth Skills deal 5%[x] increased damage to Slowed (CC), Stunned (CC), Immobilized (CC) or Knocked Back (CC) enemies.

Tags: Earth, Nature Magic

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Stone Guard

While you have Fortify for over 50% of your Maximum Life, your Earth Skills deal 4%[x] increased damage.

Damage: Physical Damage
Tags: Earth, Nature Magic
Prerequisite: Can also reach Stone Guard via Boulder.

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Safeguard

Critical Strikes with Earth Skills Fortify you for 3% of your Maximum Life (1).

Damage: Physical Damage
Tags: Earth, Nature Magic
Prerequisite: Can also reach Safeguard via Boulder.

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Rabies

Cooldown: 12 seconds
Lucky Hit Chance: 50%
Shapeshift into a Werewolf and perform an infectious bite against enemies in front of you, dealing 28% damage and applying an additional 275% Poisoning damage over 6 seconds. Infected enemies spread Rabies to other surrounding targets.

Damage: Poison
Tags: Wrath, Shapeshifting, Werewolf, Chain


Lycanthropic Speed

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Toxic Claws

You deal 5%[x] increased Poison damage. This is doubled while in Werewolf form and for 8 seconds after leaving it.

Damage: Poison
Tags: Werewolf, Shapeshifting
Prerequisite: Can also reach Toxic Claws via Rabies.

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Neurotoxin

Poisoned enemies are slowed (CC) by 8%.

Damage: Physical Damage


Ultimate

Required Points: 23 - You can have only one Ultimate active at a time.

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Cataclysm

Cooldown: 60 seconds
Lucky Hit Chance: 62%
A massive storm follows you for 8 seconds. Twisters Knock Back (CC) enemies dealing 46% damage, and lightning strikes wildly dealing 115% damage.

Damage: Lightning Damage
Tags: Ultimate, Nature Magic, Storm


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Defiance

Nature Magic Skills deal 4%[x] increased damage to Elites.

Tags: Nature Magic

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Natural Disaster

Your Earth Skills deal 4%[x] increased damage to Vulnerable enemies.
Your Storm Skills deal 4%[x] increased damage to enemies that are Stunned (CC), Immobilized (CC) or Knocked Back (CC).

Tags: Earth, Storm, Nature Magic
Prerequisite: Can also reach Natural Disaster via Petrify.

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Resonance

Nature Magic Skills deal 2%[x] 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.

Tags: Nature Magic, Earth, Storm
Prerequisite: Can also reach Resonance via Petrify.

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Circle of Life

Nature Magic Skills that consume Spirit, Heal you for 1% of your Maximum Life.

Tags: Nature Magic
Prerequisite: Can also reach Circle of Life via Petrify and Cataclysm.

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Petrify

Cooldown: 50 seconds
Encase all Nearby enemies in stone, Stunning (CC) them for 3 seconds. You deal 30%[x] increased Critical Strike Damage to enemies affected by Petrify.
Against Bosses, the Critical Strike Damage bonus is increased to 50%[x] and its duration is increased to 6 seconds.

Damage: N/A
Tags: Ultimate, Nature Magic, Earth


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Defensive Posture

Increases the amount of Fortify you gain from all sources by 5%[+] and you gain 3% Damage Reduction while Fortified.

Damage: Physical Damage

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Thick Hide

Whenever you are Stunned (CC), Immobilized (CC) or Knocked Down (CC), Fortify for 10% of your Maximum Life.

Damage: Physical Damage

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Unrestrained

Reduce the duration of Control Impairing Effects by 5%. Double this effect while you have Fortify for over 50% of your Maximum Life.

Damage: Physical Damage

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Nature's Resolve

5% chance when struck to Fortify you for 4.4% of your Maximum Life.

Damage: Physical Damage

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Grizzly Rage

Cooldown: 50 seconds
Shapeshift into a Dire Werebear for 10 seconds gaining 60%[x] bonus damage and 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form, up to a maximum of 100%[X].

Kills extend the duration by 1 second, and Overpowering Bosses extend the duration by 5 seconds, but the duration cannot go above 10 seconds. Companions can be used during this effect.

Damage: Physical Damage
Tags: Ultimate, Shapeshifting, Werebear


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Quickshift

Shapeshifting into a new animal form grants 1 / 2 / 3%[x] increased damage, up to 6 / 12 / 18%[x]. This bonus is lost after 3 seconds in Human form.

Tags: Shapeshifting

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Heightened Senses

When Shapeshifting, Werebear grants 3 / 6 / 9% Damage Reduction and Werewolf grants 2 / 4 / 6%[+] Movement Speed. Both bonuses persist as long as you are in either animal form and are doubled while both are active. They are lost after 3 seconds in Human form.

Tags: Shapeshifting, Werebear, Werewolf
Prerequisite: Can also reach Heightened Senses via Grizzly Rage and Lacerate.

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Natural Fortitude

Shapeshifting Fortifies you for 2% of your Maximum Life.

Tags: Shapeshifting
Prerequisite: Can also reach Natural Fortitude via Grizzly Rage and Lacerate.

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Lacerate

Cooldown: 35 seconds
Lucky Hit Chance: 7%
Shapeshift into a Werewolf, become Immune and quickly dash 10 times between enemies in the area dealing up to 560% damage.

Damage: Physical Damage
Tags: Ultimate, Shapeshifting, Werewolf

Key Passives

Required Points: 33 - You can have only one of these.

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Ursine Strength

Gain 30.0% Maximum Life, 20.0%[x] more damage, and a 100.0%[x] Overpower bonus while in Werebear form and for 8 seconds after leaving it.

Tags: Shapeshifting, Werebear

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Bestial Rampage

When Shapeshifting, Werebear grants x40% increases damage and Werewolf grants +30% Attack Speed. Both bonuses persist as long as you are in either animal form, but are lost after 3 seconds in Human form.

Tags: Shapeshifting, Werewolf, Werebear

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Lupine Ferocity

Every 3rd Werewolf Skill hit Critically Strikes and deals 100.0%[x] increased damage, doubled to 200.0%[x] against Injured enemies.

Damage: Physical Damage
Tags: Werewolf, Shapeshifting

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Earthen Might

Lucky Hit: Damaging enemies with Earth Skills has up to a 15% chance to:
• Restore all of your Spirit
• Cause your attacks to be guaranteed Critical Strikes and deal 70%[x] increased Critical Strike Damage for 5 seconds
This chance is increased by:
15% for Critical Strikes
15% if the target is Stunned (CC), Immobilized (CC), or Knocked Back (CC)

Tags: Earth, Nature Magic

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Nature's Fury

Casting or Channeling an Earth Skill has a 40% chance to trigger a free Storm Skill of the same category, and vice versa. In addition. You deal 40%[x] more Earth and Storm damage and these free Skills count as both. Skills on your Action Bar are far more likely to trigger.

Tags: Earth, Storm, Nature Magic

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Perfect Storm

Storm Skills that you cast grant 2 Spirit and deal 80%[x] increased damage when damaging a Vulnerable, Immobilized (CC) or Slowed (CC) enemy.

Tags: Storm, Nature Magic