This guide for the Druid in Diablo 4 focuses on a post-campaign Endgame Boulder build that functions without too many Aspects, but becomes much more potent with the completed build!
This guide is up-to-date for Season 4 and Patch 1.4.0.
Check our Diablo 4 Builds Catalog of uniquely crafted builds for each class.
Table of contents
Between Shapeshifting and Nature Skills, the Druid has a fair amount of options available to them. This build combines Shapeshifting with Earth Magic to result in a build that deals great ranged damage.
This Druid build guide assumes you’re at least level 50 and have completed enough of your Renown to have gained the 10 additional Skill Points available.
If you want a great leveling build to reach this point with, try our Friends of the Forest Druid Leveling Build – A companion-focused Druid that works well without any aspects. If you want to level up as Druid, at the end of this guide, we have a leveling section showing you how to develop a new character from level 1 with this build.
Build Overview
This Boulder Druid build focuses on the Boulder skill and some interesting interactions to greatly boost its damage, making use of the fact that it repeatedly Crowd Controls targets and can hit several times per cast for most enemies. This means despite the low Lucky Hit Chance, we’ll be able to trigger important effects often enough to take advantage of them.
The primary combo we’re looking to use often is the Constricting Tendrils Paragon node, which poisons for an amount of our base damage, and Aspect of the Changeling’s Debt, which immediately detonate this poison for more burst damage.
On the defensive side of things, we have Earthen Bulwark combined with Debilitating Roar. This gives us a solid Barrier, while also allowing us to debuff enemies in tough situations to minimize damage taken.
Skill and Passive Breakdown
In this section, we’ll be talking about each skill we use. This is the whys and hows of how the build works, and then we’ll cover the skill point distribution.
Skills
These are the main skills for the build. We’ll explain what purpose each serves and how they fit the build
Earth Spike
Earth Spike is our basic skill to generate Spirit as needed. We’ll probably still need to use it often due to higher Spirit Costs, but it’s a better option compared to the Melee-ranged Maul, but either could be used here.
Maul can be a useful swap when you get Vasily’s Prayer, as it can provide the added utility of building Fortify for the same 2-point cost we’re putting here. Though it’s much more limited in range
Boulder
We don’t have access to our main skill very early on, as it was placed further into the tree. However we’re looking to take advantage of Boulder’s unique ability to repeatedly deal damage and knockback foes.
Debilitating Roar
Debilitating Roar is a great skill for those moments when we’re getting super overwhelmed by mobs in multiple directions. This heavily debuffs enemies to deal significantly less damage and in combination with our defenses, means we’ll be taking heavily reduced damage.
Earthen Bulwark
Earthen Bulwark is our defensive tool, offering both a Barrier and Unstoppable. We’ll also make use of the Aspect of Mending Stone to extend the duration of both effects and enable us to maintain the barrier.
Trample
Trample is our movement ability but also doubles as an emergency Unstoppable. It’s also upgraded so that it grants Spirit recovery as well, to help manage our Spirit.
Grizzly Rage
Grizzly Rage is where a lot of our damage will come from. Between the ramping damage bonus of this effect and the ramping Critical Damage of the Aspect of the Rampaging Werebeast, we’ll be able to very easily deal tons of damage.
We also highly recommend using Petrify or Cataclysm until you obtain Vasily’s Prayer, as without Vasily’s Prayer, you’ll lose access to Earth Skills in Werebear form
Passives
Here we’re only going to talk about the main passives we absolutely want as well as our Key passive. There are unfortunately a couple we will need to take to get access to these though.
Key Passive – Earthen Might
Earthen Might is a strong Key passive for us, as our main skill is an Earth Skill that hits multiple times. Between Critical Strikes and the constant Crowd Control it applies, we’ll have a fairly high chance of activating this on a regular basis. This allows us to both Critically strike even more, as well as being an occasional way of recovering Spirit.
Wild Impulses
This is one of the better damage boosts we have access to for this build, however, it will not work without the Aspect of Metamorphic Stone. The Aspect of Metamorphic Stone adds the Core tag to Boulder, which allows this work as intended.
Iron Fur
This grants us Damage Reduction while in Werebear Form. We’ll be in Werebear Form often, if not permanently, thanks to Vasily’s Prayer. We could also use Unsatiated Fury and guarantee we always have this active.
Vigilance
While we only have just a single Defensive skill in Earthen Bulwark, this makes the barrier a much strong defensive skill by adding damage reduction to it as well. While this won’t last the full increased duration, it lasts long enough to help the Barrier ward off more damage.
Nature’s Reach
Since Boulder will push most enemies away by knocking them back, Nature’s Reach adds a ton of damage for us. Since it’s a Knock Back pushing them away we’ll almost always gain the benefit of the effect being doubled.
Crushing Earth
Similarly to Nature’s Reach, since our main skill applies a Knock back, we’ll always benefit from this for another easy damage bonus. We’ll even be looking to get further levels of this on our amulet.
Stone Guard
In combination with Safeguard, we’ll almost always have enough Fortify to benefit from this damage bonus.
Envenom
While we’ll benefit from this effect very rarely outside of Constricting Tendrils on our Paragon board, it’ll still be a decent enough damage boost when it triggers.
Defiance
Since the build focuses on Earth Magic primarily, this bonus damage is worth taking as any extra damage towards Elites is always beneficial.
Natural Disaster
While we only use Earth Magic, we’ll be able to get Vulnerable through our Paragon board which allows this passive to be useful. Until you get and activate the Exploit Glyph, these points can be put into Debilitating Roar instead for a lower cooldown.
Unrestrained
Since we’re relying almost entirely on just Earthen Bulwark and Trample to gain Unstoppable on demand, it’s best we save them for the moments we really need it. This passive helps to heavily reduce the amount of time we need to suffer Stuns, Freezes, or other control impairment effects; so long as we’re at least 50% Fortified this reduces them by nearly 30%.
Skill Point Distribution
This is an easy-to-reference table for where we’ll be placing all of our Skill points. These are listed in the order they appear on the skill tree.
Icon | Skill Name | Skill Tree | Points |
---|---|---|---|
Earth Spike | Basic | 1 | |
Enhanced Earth Spike | Basic | 1 | |
Heart of the Wild | Core | 1 | |
Wild Impulses | Core | 3 | |
Predatory Instincts | Core | 1 | |
Iron Fur | Core | 3 | |
Earthen Bulwark | Defensive | 1 | |
Enhanced Earthen Bulwark | Defensive | 1 | |
Debilitating Roar | Defensive | 1 | |
Enhanced Debilitating Roar | Defensive | 1 | |
Preserving Debilitating Roar | Defensive | 1 | |
Ancestral Fortitude | Defensive | 1 | |
Vigilance | Defensive | 3 | |
Nature’s Reach | Companion | 3 | |
Boulder | Wrath | 5 | |
Enhanced Boulder | Wrath | 1 | |
Savage Boulder | Wrath | 1 | |
Trample | Wrath | 1 | |
Enhanced Trample | Wrath | 1 | |
Savage Trample | Wrath | 1 | |
Crushing Earth | Wrath | 3 | |
Safeguard | Wrath | 1 | |
Stone Guard | Wrath | 3 | |
Neurotoxin | Wrath | 1 | |
Envenom | Wrath | 3 | |
Grizzly Rage | Ultimate | 1 | |
Prime Grizzly Rage | Ultimate | 1 | |
Supreme Grizzly Rage | Ultimate | 1 | |
Defiance | Ultimate | 3 | |
Natural Disaster | Ultimate | 3 | |
Defensive Posture | Ultimate | 1 | |
Nature’s Resolve | Ultimate | 1 | |
Unrestrained | Ultimate | 3 | |
Earthen Might | Key Passive | 1 |
Gearing and Stats
In this section, we’ll cover all the things you’d want to keep an eye out for to enhance the final build. This includes our Recommended Weapons, Spirit Boons, Aspects, and of course, Uniques.
Recommended Weapons
We recommend a 1H Weapon and Totem for this build. Our Weapon can be a Mace or an Axe, both work just fine, and both bonuses are pretty negligible overall. This is a small sacrifice we need to make for a Totem, which allows us to stack more Spirit Cost Reduction, Lucky Hit Chance, and Cooldown Reduction.
Now, a Staff can actually be an option on this build. It means dropping the Crashstone Aspect though which can reduce the consistency of the build. However, since we run Aspect of the Rampaging Werebeast and aren’t starting from minimal Critical Strike Damage already, it’s not a massive loss.
Ideal Stats
The table below details the ideal stats for our gear, be on the lookout for gear that matches at least three of the four rolls below.
Due to the width of the table, we highly recommend mobile users rotate their devices to view it properly.
Slot | Stat 1 | Stat 2 | Stat 3 | Stat 4 |
---|---|---|---|---|
1H Weapon | Critical Strike Damage | Vulnerable Damage | Critical Strike With Earth Skills | Core Skill Damage |
Off-hand | Cooldown Reduction | Critical Strike Chance | Lucky Hit Chance | Spirit Cost Reduction |
Helm (pre-Vasily’s) | Maximum Life | Cooldown Reduction | Resistance | Total Armor |
Chest | Maximum Life | Damage Reduction | Resistance | Ranks to Debilitating Roar |
Gloves | Critical Strike Chance | Lucky Hit Chance | Critical Strike Damage With Earth Skills | Attack Speed |
Pants | Maximum Life | Damage Reduction | Resistance | Ranks to Boulder |
Boots | Movement Speed | Spirit Cost Reduction | Resistance | Resistance |
Amulet | Cooldown Reduction | Ranks to Crushing Earth | Ranks to All Wrath Skills | Spirit Cost Reduction |
Rings | Critical Strike Chance | Critical Strike Damage | Maximum Life | Lucky Hit Chance |
Recommended Gems
This build uses Emeralds in our Weapons, Topaz in our Armor, and Diamonds in Jewelry.
We opt for Emeralds in our Weapons as while we only really have access to Vulnerable from our Paragon Board, it’s a more consistent bonus across all content, and isn’t prevented by the enemy being a Boss or Unstoppable.
We use Topaz in our Armor, as while we have multiple options for on-demand Unstoppable, we can’t guarantee they’re up when we need them. This is a nice insurance policy against chain-stunning mobs.
We go with Diamonds for Our Jewelry as the Resistances they provide make it even easier to soak up elemental damage. We can swap these out once we’re gear up to with other resistance gaps to fill anything not covered by our gear and Paragon Boards.
Vampiric Powers
During the Season of Blood, we’ll have access to Vampiric Powers, which allow us to slot up to five unique powers into our Sanguine Circle to increase the power of the build. We’ll include more than the maximum in the selection below to offer alternatives, but they will be listed in order of their relative strength.
Name | Effect | Reason |
---|---|---|
Accursed Touch | Grants a chance to apply Vampric Curse on Hit with any skill. Vampiric Curse can spread to nearby enemies. | Boulders can hit multiple times, giving them multiple opportunities to apply Vampiric Curse |
Prey on the Weak | Increases Vulnerable Damage. Enemies are Vulnerable when afflicted with Vampiric Curse. | Pairs with Accursed Touch to allow boulder to also apply Vulnerable more consistently |
Resilience | Increases damage Reduction based on missing Life. | Gives a solid chunk of durability to the build. |
Sanguine Brace | Defeating enemies grants Fortify. While Fortify is greater than 50% Maximum Life, gain Critical Strike Chance. | While we build Fortify plenty already, this grants additional Critical Strike Chance more often as a result. |
Metamorphosis | Turn into a cloud of bats, becoming unstoppable for 4 seconds. Additionally enemies you pass though take Physical Damage and are afflicted with Vampiric Curse. | Gives us a great alternative to Trample for Unstoppable, letting us use Trample freely for extra Spirit sustain. |
Infection | Direct damage infects enemies with a stack of Pox. When 8 stacks are reaches, enemies lose Pox and take Poison Damage. | This grants another source of poison to take advantage of with Aspect of the Changling’s Debt. |
Ravenous | Grants a chance to increase Attack Speed by a percentage of Total Movement Speed. | Attack Speed lets us cast skills faster, increasing overall DPS as long as we have the Spirit. |
Spirit Boons
The Druid’s Spirit Boons give us a lot of tools to solve potential issues with the build. We’re able to take one effect from each Animal Spirit, and a second from any one Animal Spirit.
From the Deer, we’ll take Wariness. Elites are our biggest threat, so reducing their damage is always beneficial.
From the Eagle, we’ll take Avian Wrath. Since we’re heavily scaling our Crit Damage from Items, having a multiplicative bonus to that stat will always be good. For the early game, we can also use Scythe Talons instead, for high consistency with Critical Strikes.
From the Wolf, we’ll take Energize and Calamity. Energize helps to offset Boulder’s high cost, and works better in combination with Earthen Might to keep our Spirit reserves filled. Since Grizzly Rage provides us tons of damage, we’ll want to take Calamity. This gives Grizzly Rage a whopping 15-second base duration and a maximum of 25 seconds in total.
From the Snake, we’ll take Calm Before the Storm. This allows our Boulder to quite often reduce the cooldown of Grizzly Rage. In combination with out higher duration, this can enable us to keep the skill up 100% of the time, so long as we get the Lucky Hits.
Aspects
We’ll cover the Aspects that are recommended for maximizing the potential of the build. We’ll also suggest which gear slot you should look to place them in.
Aspect of Metamorphic Stone
This Aspect is required for the build, and allows us to freely cast Boulder while also making it consider a Core Skill. In addition, it grants a very high damage boost.
We’ll want to slot this in our Amulet for maximum effect. If playing a Staff variation, this will go in the Staff instead.
Aspect of the Changeling’s Debt
This aspect isn’t required until we get deeper into our Paragon Board and pick up Constricting Tendrils. Once we do, however, it can allow Boulder to trigger and detonate the poison of that effect.
We’ll place this Aspect in one of our Weapons, as we don’t really need to boost its effect. In the Staff variation, this will move to our gloves instead.
Aspect of the Rampaging Werebeast
Aspect of the Rampaging Werebeast is a core part of this build, giving us high Critical Strike Damage scaling, despite not fully stacking up on both crit rolls in every slot we can. It can almost eliminate the need for any Critical Strike Damage on gear, but having some makes it more consistent.
We’ll place this in our Gloves, as great gloves don’t really ever need to be replaced for this build. In a Staff variation, we’ll want this in the Amulet to make up for the loss of Cooldown Reduction of our off-hand.
Crashstone Aspect
Almost every Earth Skill build should run this aspect. Since many Earth Skill can apply Crowd Control very easily, it’s a great damage boost. Maybe a little redundant with Rampaging Werebeast, but helps with consistency.
We’ll place this in one of our Weapons, as we don’t really need to boost it. In the Staff variation, we’ll drop this entirely as Rampaging Werebeast provides a similar effect that also scales.
Ballistic Aspect
The Ballistic Aspect gives us extra levels of Boulder and Earthen Bulwark if we have any Fortify at all. This is a small damage bonus for Boulder overall, but doesn’t really do too much for Earthen Bulwark.
We’ll place this in our Boots, as we have Trample for mobility and don’t really need an Aspect to boost movement speed as much.
Exploiter’s Aspect
Exploiter’s Aspect is an optional thing we pick up so we can deal with Unstoppable enemies easier. We don’t really do much in terms of Crowd Control for it to extend.
We’ll place this in our Helmet to fill the slot until we get Vasily’s Prayer.
Aspect of the Umbral
Aspect of the Umbral is great for us, since each Knockback can trigger this effect. This allows Boulder to recoup a good bit of its initial cost and combined with the Balanced Aspect, can do a lot to help the build.
As a Resource Aspect, this can only be slotted into one of our Rings.
Balanced Aspect
The Balanced Aspect is incredibly helpful for the build, as not only does it give us a good boost to our Maximum Spirit, it also boost our Resource Generation allowing the Energize Spirit Boon and Umbral Aspect to cover much of our Spirit Costs.
As a Resource Aspect, this can only be slotted into one of our Rings.
Aspect of Mending Stone
The Aspect of Mending Stone not only allows us to maintain our Earthen Bulwark by defeating enemies, but also triples its duration. By extension, this alow means tripling the Unstoppable Duration of Enhanced Earthen Bulwark.
We’ll place this in our Chest, as our helm will carry a more temporary aspect until we get Vasily’s Prayer.
Aspect of Disobedience
With a Multi-hit skill like Boulder, Aspect of Disobedience is a great defensive boost as it’ll stack up quickly. It’ll fall a little short in bosses but most boss attacks can be dodged.
Unique Items
We’re only going to talk about the few that offer the strongest effects on the build. While there are others that help, these are the ones you really want to slot into your build if you get the chance. These will drop starting in Tier 3 content, but decent upgrades for the build once you get them.
Vasily’s Prayer
Vasily’s Prayer is required for the full build to work properly, as it enables us to use Earth Skills during Grizzly Rage. Without it, we have to run a different Ultimate or no Ultimate at all until we get it as we’ll, be locked out of Earth Skills.
Insatiable Fury
This is a great placeholder unique until you get a great defensive chest piece. While it will result in a boost in the levels of all of our skills, it’s ultimately never worth the defense loss. We’d end up losing any stats from the gear as well as one of our limited Defensvie Aspect slots.
Tibault’s Will
Tibault’s Will is a pair of Unique Pants that grant use increased damage while Unstoppable. Each time we gain (not refresh) Unstoppable, we also gain 50 Spirit, which helps a ton with the high Spirit costs of the build.
The biggest downside is that we lose a lot of defensive power, losing not only a Defensive Aspect Slot but also Defensive affixes that are common for pants. This means usually dropping the Aspect of Mending Stone and getting more defensive affixes on other slots.
Dolmen Stone
Dolmen Stone is a Unique Amulet that supports Boulder well, though works best in a build focused around it. We can still use it for the fantastic stat bonuses, including additional levels of Boulder as well as Maximum Life which Amulets don’t usually roll.
We’ll have to move the Aspect of Metamorphic Stone and it will lose some power in the process of doing so. We’ll also have to drop another offensive Aspect, which in the case of the current setup would mean dropping the Crashstone Aspect or Aspect of the Changling’s Debt.
Paragon Boards and Glyphs
These two endgame options are part of the Paragon System which is available starting at level 50.
Paragon Boards
Paragon Boards are a feature that becomes available at level 50. These boards allow us to spend the Paragon points we earn for leveling and Renown to strengthen our character. Each of these has a single Glyph Slot to place a glyph of our Choice.
Starter Board
Like all starter boards, this one offers generic damage and defenses.
As usual, we’ll path up the right side through Prime to our Glyph Node taking the Dexterity below it. After this, we’ll quickly grab the Resolve cluster for the defensive boost and all the Dexterity that leads up to it for our glyph. then continue up the left side through Impel and head to the next board.
Ancestral Guidance
Ancestral Guidance is a great bonus for the build as our higher spirit costs will mean we have this up fairly often. Beyond this, the board offers a lot of Core and Basic Skill damage, as well as some additional Sprit and Spirit on Kill.
For this board, we’ll rotate it so that our glyph node is in the bottom left of the board. We’ll head up to the Spiritual Power cluster first, taking the whole thing. From here, we’ll grab our Glyph Node. The nearby Harmony cluster in addition to an extra Intelligence node here will allow the glyph we’re going to place here to work. Then we can head out the left gate to our next board.
At any point we can come back and path up from Spiritual Power and through Reclamation to grab Ancestral Guidance.
Constricting Tendrils
Constricting Tendrils is a great bonus that enables a bit of extra burst for us. There are also a ton of great damage nodes for us on this board that we’ll want to grab as well.
We’ll rotate this board so that our glyph slot is in the upper right. We’ll head straight to our Glyph Node, pathing through the Willpower nodes directly below it for our glyph. Then we can pick up Nature’s Will and Courage for the stats they provide. Then path through the line of Willpower nodes before taking Devastation and connecting to the upper gate.
When we get Vasily’s Prayer and the Aspect of Changeling’s Debt, we can come back and pick up Constricting Tendrils, circling from the bottom to pick up the Resistance of the Suffused Resilience and Denial clusters.
Heightened Malice
We’re mostly using this board for access to a quick glyph node, as we don’t apply enough poison to consistently benefit from much of this board. The damage bonuses however will be able to boost our damage later.
We’ll rotate this board so that the glyph in in the lower right of the board. We’ll path straight to that Glyph Node, grabbing the Dexterity near it, as well as the Dexterity in the Sinking Fangs cluster. Then we’ll path up to Overturn cluster for the Elite Damage before heading out the right gate.
Earthen Devastation
Earthen Devastation is our final board and it’s definitely a bonus we want for the build since we’re fairly heavy on crowd control. There’s a ton of Critical Strike Damage and Earth Skill Damage here that make this board super valuable as well.
We’ll rotate this board so that Crushing Earth is in the lower left. We’re going to path straight to Earthen Power and take the Glyph Node just below it. From here we’ll grab the Resolve cluster, then circle up to Earthen Devastation. After this, we can wrap up by heading to the Crushing Earth cluster, taking a path from our glyph down through Willpower nodes for our glyph.
Glyphs
Each of our Paragon Boards has a Glyph Slot, where we can socket one of our Glyphs. These Glyphs provide powerful bonuses that can be leveled up by completing Nightmare Dungeons to increase their power. Below are the Glyphs we recommend and what board to place them on.
Exploit
Exploit increases our Vulnerable for every 5 Dexterity allocated in range. With 25 Dexterity allocated in range, we also apply Vulnerable for a short duration the first time we attack an enemy.
We place this in our Starter Board, as we can activate it super early and very easily. As a bonus we also get to pick up Resolve for extra stats.
Undaunted
Undaunted increases our Damage while Fortified for every 5 Intelligence allocated in range. With at least 25 Intelligence allocated in rang, we’ll also gain additional Damage Reduction while Fortified.
We’ll place this in the Ancestral Guidance board, as the Harmony cluster there makes this super easy to activate.
Werebear
Werebear increases our damage in Werebear form for every 5 Willpower allocated in range. with at least 40 Willpower allocated in rage, we’ll also gain Damage Reduction in Werebear Form.
We’ll place this on the Constricting Tendrils board as it has plenty of very conveniently placed Willpower to grab on the way to and from the glyph node.
Spirit
Spirit increases our Critical Strike Damage for every 5 Dexterity allocated in range. With at least 25 Dexterity allocated in range, we gain a stacking damage buff against enemies when we deal Critical Strikes.
We’ll place this on the Heightened Malice board, as is has a lot of easily accessible Dexterity along the path to and from the glyph node.
Tectonic
Tectonic increases our Critical Strike Damage with Earth Skills for every 5 Dexterity allocated in range. With 25 Dexterity allocated in range, we gain additional Lucky hit Chance.
We’ll place this in Earthen Devastation, as it has a good amount of Dexterity available making this an extremely effective placement for the build.
Leveling Order
If you want to play this build from level 1, the next segment of this build guide is for you. Below you will see the exact leveling order in which you should acquire your skills and passives to maximize damage and overall performance.
Due to the build’s reliance on a less common Aspect and Unique Item to function at its best, we recommend against leveling with this build. That said, it can still be used starting from obtaining an Aspect of Metamorphic Stone, with Landslide used until then.
Levels | Icon | Skill | Purpose |
---|---|---|---|
2-3 | Earth Spike | Upgrade to Enhanced for small Stun Chance. | |
4-6 | Landslide | Upgrade to Primal Landslide for more Crits. Respec to Boulder after leveling and getting Aspect of Metamorphic Stone. | |
7 | Predatory Instincts | Small Crit Chance bonus, used to reach Iron Fur later. | |
8-9 | Earthen Bulwark | Upgrade to Enhanced Earthen Bulwark for Unstoppable | |
10-12 | Debilitating Roar | Upgrade to Perservering Debilitating Roar for Fortify and Healing. | |
13 | Ancestral Fortitude | Taken to reach Vigilance. | |
14-16 | Vigilance | Additional Damage reduction when using Earthen Bulwark or Debilitating Roar. | |
17-19 | Nature’s Reach | Increases damage vs Distant. | |
20-22 | Trample | Upgrade to Savage for Spirit Generation. | |
23-26 | Landslide | Max our DPS Skill. Respec to Boulder if you have Metamorphic Stone. | |
27-29 | Petrify | Upgrade for increased Duration Spirit Generation. Respec to Grizzly Rage after obtaining Vasily’s Prayer. | |
30 | Heart of the Wild | Taken to reach Wild Impulses. | |
31-33 | Wild Impulses | Increased damage in exchange for high Spirit Costs. | |
34 | Defensive Posture | Taken to reach Unrestrained later. | |
35 | Earthen Might | Key passive that helps build function well. | |
36-38 | Defiance | Great damage boost for the build. | |
39-41 | Crushing Earth | Another fantastic damage bonus. | |
42 | Safeguard | Additional Foritfy generation. | |
43-45 | Stone Guard | Bonus damage with at least 50% Fortified. | |
46-48 | Naural Disaster | Damage bonus we’ll be able to activate very early into Paragon Board. | |
49 | Nature’s Resolve | Taken to reach Unrestrained. | |
Renown | Unrestrained | Heavily reduce Crowd Control effects against us while 50% Fortified. | |
Renown | Neurotoxin | One point to reach Envenom. | |
Renown | Envenom | Damage boost when triggering Constricting Tendrils. | |
Renown | Iron Fur | Damage Reduction in Werebear Form. |
This concludes our Diablo 4 Druid Build focusing on the Boulder skill. You can find more leveling and endgame Diablo 4 builds here on VULKK.com to try new things with your characters and spice up your gameplay.
To learn how to maximize your damage in Diablo 4, consult with our guide on that topic. Learning how to deal the highest possible damage with your build is crucial to succeeding in the Endgame and highest tiers.
Check out some of our other Druid Builds for Diablo 4: