Wiki / Classes / Druid

Healer

Druid

Heals over time, Cyclone

Health 417Heal over timeControlMobile

Overview

Keep Lifebloom and Rejuvenation rolling so damage never lands on a bare target. Swiftmend the spikes and threaten Cyclone.

How to play

  • Keep a heal over time on everyone.
  • Save Swiftmend for the burst.
  • Cyclone their damage when your team is low.

Key passives

  • Living Seed

    Lifebloom's bloom grants a 52 absorb for 4.5 sec (once per 8 sec per ally).

  • Ironbark

    Rejuvenation or Lifebloom on an ally under 64% health: 12% less damage for 3.6 sec.

  • Nature's Ward

    Take 12% less damage while you have a heal-over-time or 2+ Lifebloom stacks.

  • Healing Echo

    Direct heals echo 36% (shields 34%) to the lowest other ally below 88% health.

Action bar

Hover or tap a spell for its in-game tooltip. Default keybinds.

Stock kit

Wrath1
Rejuvenation2
Lifebloom3
SwiftmendE
Cyclone4
Tree of LifeQ
Barkskin5
Feral LeapSpace
Gladiator's MedallionV

Abilities

1

Wrath

Nature

44 yd rangeInstant2 sec cooldown

Deals 22 Nature damage.

2

Rejuvenation

Nature

40 yd rangeInstant2.1 sec cooldown

Heals the target for 60, then 90 over 5.4 sec.

Part of the heal echoes to another injured ally.

3

Lifebloom

Nature

40 yd rangeInstant1.6 sec cooldown

Heals the target over time, stacking up to 3 times. Blooms for 36 when it expires or the target falls low.

E

Swiftmend

Nature

40 yd rangeInstant12 sec cooldown

Heals the target for 70, consuming your Rejuvenation or Lifebloom to add its remaining healing.

4

Cyclone

Nature

33 yd range1.3 sec cast

Tosses the enemy into a cyclone for 4.3 sec. It is immune to all damage but cannot act.

Only a trinket breaks it.

Q

Tree of Life

Instant60 sec cooldown

For 10 sec your healing is increased by 20% and Rejuvenation also lands on your most injured ally.

Off the global cooldown.

5

Barkskin

Instant32 sec cooldown

Reduces damage taken by 30% for 5 sec.

Usable while stunned or rooted.

Space

Feral Leap

Nature

26 yd rangeInstant16 sec cooldown

Leaps to an enemy or an ally.

V

Gladiator's Medallion

Instant50 sec cooldown

Removes all stuns, roots, slows, Polymorph, Fear, Blind, Gouge and Cyclone effects. Only usable while crowd-controlled.

Talents

One pick per row, or leave a row on the stock kit.

1Keystone

Nature's Cure

Swiftmend also removes bleeds and healing cuts.

Swiftmend also removes healing reduction and bleeds.

Swiftmend cooldown is 13.2 sec (was 12).

Take it into Warriors, Death Knights and Rogues.

Typhoon

Feral Leap knocks back enemies around you.

When you Feral Leap to an enemy, every enemy around you gets knocked back.

Feral Leap cooldown is 17.5 sec (was 16).

Leap to their healer to push them and their partner off your team.

Photosynthesis

Lifebloom also stacks on a second ally.

Each Lifebloom also adds a stack to the most injured other ally in range.

Lifebloom's final bloom heals 35% less.

Best when they spread damage across your team.

2Tactics

Mighty Bash

Feral Leap onto an enemy stuns them.

Feral Leap onto an enemy stuns them for 1.5 sec (stun diminishing returns).

Feral Leap cooldown 8 sec longer.

Leap the healer or a casting Mage to set up your partner's go.

Entangling Wrath

Wrath slows the target.

Wrath slows the target by 35% for 2 sec.

Wrath deals 22 damage (was 26).

Keep Wrath on a diving melee so your ally can walk free.

Germination

Rejuvenation can stack twice on one ally.

Rejuvenation can stack twice on the same ally.

Each Rejuvenation heals 20% less.

Double up on the partner taking the go.

3Style

Balance Affinity

Wrath hits harder, but you heal less.

Wrath deals 15% more damage.

Your healing is 5% less effective.

Take it when your partner is healthy and you can add pressure.

Ironbark

Barkskin blocks more damage.

Barkskin reduces damage by 40% (was 30%).

Tree of Life cooldown +15 sec.

A bigger wall when you know the go is coming.

Inner Peace

Feral Leap to an ally frees them from roots and slows.

Feral Leap to an ally removes their roots and slows.

A Leap spent freeing an ally is not there to escape.

Leap to your rooted melee or a snared partner being trained.