Best Druid Build in Azeroth Survivors

Every number below is estimated from the data tables.

How it plays

Druid clear is a storm you leave on the ground and dots you keep refreshing while something holds the pack in place. Hurricane deals 7 damage per tick across a 7 second duration in radius 8, cooldown 10, slows to 60 percent speed for 1.5 seconds, and scores 41.2 on 8 targets. That is the largest Druid number. Insect Swarm has no direct damage, 4 damage over time, three applications over 10 seconds, range 20, cooldown 3, clear score 40.0. Moonfire is 10 damage plus 3 damage over time for 9 seconds, two applications, range 22, cooldown 2, clear score 37.5. Hurricane, Insect Swarm, and Moonfire are three different shapes, and the highest and lowest differ by 3.7.

Wrath is the bolt you start on. It hits for 13, reaches 24 yards, returns in 1.2 seconds, and scores 11.4. Starfire looks heavier at 40 damage and the same reach, but a 4 second cooldown leaves it at 10.5. The bigger hit loses to the faster bolt. Entangling Roots is in the six at 6.7. Entangling Roots ticks 2 damage over time across four applications and lasts 5 seconds, reaches 16 yards, and roots for 4 seconds. You are taking the root, not a big clear number.

Rejuvenation heals 30 over 10 seconds and scores 0.0. Thorns is 8 damage for 15 seconds and also scores 0.0. Healing and thorns do not move the six. A Druid who spends picks there is spending them on survival, and the clear score drops by whatever damaging skill you removed.

Early and late

Wrath is the starting skill and it stays fourth in the six, at 11.4. Hurricane, Insect Swarm, and Moonfire have scores and no learned-level field. Walk speed is 7 on 135 health. The bolt reaches 24 yards. There is no blink on the class, so the distance you keep is the distance Wrath already has.

Dash is learned at level 5. It multiplies speed by 1.8 for 4 seconds, an 80 percent boost, then waits 15 seconds. Hurricane ticks for 7 seconds and cannot be placed again until 10, so the storm is down for 3 seconds between casts. Roots reach 16 yards and hold for 4 seconds. Rejuvenation can spend its 30 healing on the 135 health pool, and that heal still contributes 0.0 to the six-skill 147.2.

Insect Swarm keeps ticking for 10 seconds and can be sent again at 3, so the dot is easy to refresh. Moonfire lasts 9 seconds against a 2 second cooldown, the same refresh shape with a shorter wait. Wrath is back every 1.2 seconds and has no duration at all. The bolts fill the hole in the storm. The storm is the button with the hole.

Tradeoffs

Mage ground clear is higher, 164.1, with Blink instead of a speed buff. Druid Hurricane is radius 8 against Mage Blizzard radius 7, and Druid then adds Insect Swarm and Moonfire, dots Mage does not have in the same way. Mage can leave. Druid can run faster for 4 seconds and then walks at 7 again.

Hunter is one of the other two A classes, the one people compare when they want range. Hunter Aimed Shot reaches 32 yards and the Hunter six is 122.8. Druid bolts stop at 24. Druid wins if the pack sits in Hurricane. Hunter wins if the pack never arrives. Paladin Consecration is a similar "stand in your circle" spell and only helps a 118.3 total, with 160 health instead of 135.

Recommended Druid build

Hurricane, Insect Swarm, Moonfire, Wrath, Starfire, and Entangling Roots together score 147.2. The tier list power reads 152.6 after the small extras. Rejuvenation and Thorns are the two zeros and they are the ones to leave out when the goal is clear. Roots stays even though 6.7 is small, because the next options are those zeros.

  1. 1
    Hurricane
    • Ground
    • 10s cooldown
    • clear score 41.2
  2. 2
    Insect Swarm
    • Dot
    • 3s cooldown
    • clear score 40.0
  3. 3
    Moonfire
    • Strike
    • 2s cooldown
    • clear score 37.5
  4. 4
    Wrath
    • Bolt
    • 1.2s cooldown
    • clear score 11.4
  5. 5
    Starfire
    • Strike
    • 4s cooldown
    • clear score 10.5
  6. 6
    Entangling Roots
    • Dot
    • 6s cooldown
    • clear score 6.7

Passives

Haste is the passive that matters, and Arcane Intellect at level 5 is worth +98.1 to a Druid. Behind that, Blessing of Might is worth +73.6. Blessing of Kings only manages +17.5. Area does not move this six enough to list, even with Hurricane on it. Crit stays small because so much of the score is damage over time, and damage over time does not take the crit term.

PassiveStatPer levelClear score change
Arcane IntellectHaste0.08+98.1
Blessing of MightMight0.1+73.6
Blessing of KingsCrit0.05+17.5

Mistakes

Putting Rejuvenation in the six because 30 healing looks like a defensive pick with value. It contributes nothing to clear, a flat 0.0, and you lose Hurricane, a dot, or Wrath to do it.

Preferring Starfire because 40 damage beats Wrath at 13. Wrath scores 11.4 and Starfire scores 10.5. The longer cooldown loses.

Dash

Dash is a speed multiplier of 1.8 for 4 seconds, cooldown 15, learned at level 5. Use the 4 seconds to move Hurricane onto the pack or to step out of a bad clump. It will not root, and it will not replace Entangling Roots.

Skill numbers

SkillKindDamageCooldownRangeRadiusClear score
WrathBolt131.2s24011.4None
MoonfireStrike10 + 3/s2s22037.5None
StarfireStrike404s24010.5None
HurricaneGround710s20841.2Slow 0.6 for 1.5s
Insect SwarmDot0 + 4/s3s20040.0None
Entangling RootsDot0 + 2/s6s1606.7root 4s
ThornsThorns815s2000.0None
RejuvenationHeal3015s2000.0None

Other classes

Same tier

FAQ

Do Druid heals belong in the six?

Rejuvenation scores 0.0. Thorns scores 0.0. They can keep a 135 health body up. They do not add to the 147.2 clear score, and taking one means dropping a skill that does.

Why is Wrath ahead of Starfire?

Wrath is 13 damage every 1.2 seconds at range 24, clear score 11.4. Starfire is 40 damage every 4 seconds at the same range, clear score 10.5. Cooldown beats hit size here.

What is Dash for if Hurricane already slows?

Hurricane slows to 60 percent speed for 1.5 seconds inside radius 8. Dash is your own speed, 1.8 times, for 4 seconds, on a 15 second cooldown. One controls them. The other moves you.

How hard does Entangling Roots hit?

Clear score 6.7, from 2 damage over time over 5 seconds at range 16, plus a 4 second root. It is in the six because the skills below it score 0.0.