Druid
Balanced nature caster with the smoothest escape
Start: Wrath F: Dash 8 abilities
Playstyle
Druid is the all-rounder: Wrath and Starfire for steady bolts, Moonfire and Insect Swarm for rolling DoTs, Entangling Roots to pin chasers, Hurricane for dense waves, and Rejuvenation to heal it back. Dash (+80% for 4s on a 15-second cooldown) makes the druid one of the safest classes to learn the map rhythms with.
Mobility — Dash (level 5, key F)
Run 80% faster for 4 sec. Cooldown: 15s.
Full ability table
Starting ability marked ★. Values from the community rebuild (data source); the original game may differ.
| Ability | Type | Damage | Cooldown | Range / Area | Effect |
|---|---|---|---|---|---|
| ★ Wrath (start) | Missile | 13 | 1.2s | 24 yd | — |
| Moonfire | Instant hit | 10 +3/s ×2 | 2s | 22 yd | — |
| Starfire | Instant hit | 40 | 4s | 24 yd | — |
| Hurricane | Ground area | 7 | 10s | 20 yd · 8 yd area | Slows enemies by 60% for 1.5s |
| Insect Swarm | Damage over time | +4/s ×3 | 3s | 20 yd | — |
| Entangling Roots | Damage over time | +2/s ×4 | 6s | 16 yd | Roots enemies for 4s |
| Thorns | Reflect | 8 | 15s | — | — |
| Rejuvenation | Heal over time | 30 | 15s | — | — |
Level-up priorities
Editorial picks for the opening minutes — adapt to what the cards offer.
- Hurricane — Sustained channel damage into the densest part of the wave.
- Moonfire — Cheap DoT that spreads your damage across everything you kite past.
- Entangling Roots — A 4-second root is a dead chaser (bosses resist).
Passive synergies
- Renew (Health regen, +0.5 per level, max 5) — Rejuvenation plus regen makes you the tankiest caster.
- Amplify Magic (Area of effect, +10% per level, max 5) — Wider Hurricane and Roots cover more of your escape routes.
- Blessing of Wisdom (XP gain, +8% per level, max 5) — A balanced kit wants levels fast; +8% XP smooths the curve.
How to play Druid
Opening: Wrath is dependable; take Moonfire early so everything you pass keeps bleeding.
Level-ups: Hurricane is your wave-clear answer once spawns thicken around minute four.
Bosses: Roots do not hold bosses — keep them for the adds and chunk the boss with Starfire.
Emergency: Entangling Roots the closest threat, then Dash through the gap it leaves.