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Druid

Druid

40Spells
10BalanceFire
10GuardianEarth
11RestorationWater

Common spells are available whatever the specialization; each specialization adds its own, from level 10. The level shown is the one at which the spell unlocks.

The essentials

Eclipse

Each Solar spell makes your next Lunar spell 30% stronger, and each Lunar spell does the same for the next Solar one: alternate the two schools. Your other spells do not affect the Eclipse.

SolarWrathStarfireStellar Wrath

LunarMoonfireStarfallLunar Rain

Poisons

A poison hits the target at the start of each of its turns, until it runs out.

MoonfireLunar RainSunfire

AP and MP removal

Each point removed is rolled on its own: your Removal against the target's Dodge, with Wisdom counting on both sides. A dodged point is not removed.

RootsCrash

Summons

Your summons play right after you, and their life is a share of your max HP. A summoned body is a destructible obstacle that lasts a few turns.

Force of NatureRampart Plant

Specialization passives

Balance

Selene Form: +1 Range on your Fire spells.

Guardian

Bear Form: +20% max HP, +2 Lock.

Restoration

Tree Form: outgoing healing +15%; your HoTs last +1 turn. Garden: your HoTs on an ally in contact with one of your plants also heal the other allies in contact with that plant.

The numbers are each spell's base at level 100, before your characteristics and the target's resistances. The base grows with your level (×0.55 at level 1); every cast varies by ±15%, a critical hit does ×1.5. Click a spell's effect to open its full card.

Common spells

LevelSpellAP RangeElementEffect
1 WrathSolar 3 1–6 Fire
20 to 28 (Fire damage)
  • On a critical hit: 30 to 42
  • Solar: +30% damage if it follows a Lunar spell (Eclipse)
  • Cells in range
  • Line of sight required
  • 2 casts per turn
1 MoonfireLunar 3 1–6 Fire
9 to 12 (Fire damage)6 Fire damage per turn (2 turns)
  • On a critical hit: 14 to 18
  • Lunar: +30% damage if it follows a Solar spell (Eclipse)
  • Cells in range
  • Line of sight required
1 Scratch 2 1–1 Earth
12 to 16 (Earth damage)
  • On a critical hit: 18 to 24
  • Cells in range
2 Travel Form 2 0–0 Neutral
+2 MP (1 turn)+3 Dodge (1 turn)
  • Cooldown: 2 turns
4 Rejuvenation 3 0–5 Water
Heals 10 HP per turn (3 turns)
  • Recast on the same target, it refreshes your effect
  • Cells in range
  • Line of sight required
6 Swipe 3 0–0 Earth
13 to 17 (Earth damage)Circle of radius 1 around you
  • On a critical hit: 20 to 26
    9 Bark Ward 2 0–3 Earth
    −20% damage taken (1 turn)
    • Cells in range
    • Line of sight required
    • Cooldown: 3 turns
    9 Roots 3 1–4 Neutral
    Removes all MPRooted (1 turn)
    • Cells in range
    • Line of sight required
    • Cooldown: 3 turns
    13 Living Sap 2 0–0 Neutral
    Heals 8% of your max HP
    • Cooldown: 3 turns

    Balance

    LevelSpellAP RangeElementEffect
    10 StarfireSolar 5 2–7 Fire
    39 to 53 (Fire damage)+50% damage on a target below 25% HP
    • On a critical hit: 59 to 80
    • Solar: +30% damage if it follows a Lunar spell (Eclipse)
    • Cells in range
    • Line of sight required
    • Cooldown: 1 turn
    10 StarfallLunar 5 1–5 Fire
    26 to 35 (Fire damage)Circle of radius 2
    • On a critical hit: 39 to 53
    • Lunar: +30% damage if it follows a Solar spell (Eclipse)
    • Cells in range
    • Line of sight required
    • Cooldown: 2 turns
    20 Solar Eruption 3 1–5 Fire
    10 to 14 (Fire damage)
    • On a critical hit: 15 to 21
    • Cells in range
    • Line of sight required
    • Cooldown: 1 turn
    20 Celestial Alignment 2 0–0 Neutral
    Solar and Lunar Eclipse at once: all your Solar and Lunar spells are empowered (2 turns)
    • Cooldown: 4 turns
    35 Stellar WrathSolar 2 1–6 Fire
    12 to 16 (Fire damage)
    • On a critical hit: 18 to 24
    • Solar: +30% damage if it follows a Lunar spell (Eclipse)
    • Cells in range
    • Line of sight required
    35 Lunar RainLunar 4 1–5 Fire
    15 to 21 (Fire damage)4 Fire damage per turn (2 turns)Circle of radius 1
    • On a critical hit: 23 to 32
    • Lunar: +30% damage if it follows a Solar spell (Eclipse)
    • Cells in range
    • Line of sight required
    • Cooldown: 1 turn
    50 Typhoon 4 1–3 Air
    12 to 16 (Air damage)Pushes back 2 cellsCircle of radius 1
    • On a critical hit: 18 to 24
    • Cells in range
    • Line of sight required
    • Cooldown: 2 turns
    50 Force of Nature 4 1–3 Fire
    Summons a creature (25% of your max HP, 4 AP, 3 MP)Hits for 11 damage, 1 times per turn
    • Cells in range
    • Line of sight required
    • Cooldown: 6 turns
    • 1 cast per turn
    SummonBranch Strike — 3 AP · 11 damage
    65 Sunfire 3 1–5 Fire
    9 to 12 (Fire damage)6 Fire damage per turn (3 turns)Circle of radius 1
    • On a critical hit: 14 to 18
    • Cells in range
    • Line of sight required
    80 Elune's Fury 5 1–4 Air
    Leaves a ground zone dealing 16 damage per turn (2 turns)Circle of radius 1
    • Cells in range
    • Line of sight required
    • Cooldown: 3 turns

    Guardian

    LevelSpellAP RangeElementEffect
    10 Mangle 4 1–1 Earth
    31 to 41 (Earth damage)Shield equal to 40% of the damage dealt
    • Split over 2 hits
    • On a critical hit: 47 to 62
    • Stacked shields: at most 50% of the target’s max HP
    • Cells in range
    10 Challenging Roar 3 0–0 Earth
    10 to 14 (Earth damage)Taunted (1 turn)Circle of radius 2 around you
    • On a critical hit: 15 to 21
    • Cooldown: 2 turns
    20 Barkskin 2 0–0 Neutral
    +25% resistance to every element (1 turn)
    • Cooldown: 2 turns
    20 Frenzied Regeneration 3 0–0 Neutral
    Heals 5% of your max HP
    • Cooldown: 3 turns
    35 Paw Swipe 2 1–1 Earth
    10 to 14 (Earth damage)Shield equal to 40% of the damage dealtPushes back 1 cell
    • On a critical hit: 15 to 21
    • Stacked shields: at most 50% of the target’s max HP
    • Cells in range
    35 Crash 4 0–0 Earth
    14 to 18 (Earth damage)Shield equal to 40% of the damage dealtRemoves 1 MPCircle of radius 1 around you
    • On a critical hit: 21 to 27
    • Stacked shields: at most 50% of the target’s max HP
    • Cooldown: 1 turn
    50 Survival Instinct 2 0–0 Neutral
    −50% damage taken (2 turns)
    • Cooldown: 5 turns
    50 Wild Charge 3 2–5 Earth
    15 to 21 (Earth damage)Rooted (1 turn)Charges next to the targetLine of 4 cells
    • On a critical hit: 23 to 32
    • Cells in range
    • Line of sight required
    • Cooldown: 2 turns
    65 Stampeding Roar 3 0–0 Earth
    +2 MP (1 turn)Circle of radius 2 around you
    • Cooldown: 4 turns
    80 Ravenous Shred 4 1–1 Earth
    27 to 37 (Earth damage)Life steal: 40% of the damage dealt
    • Split over 2 hits
    • On a critical hit: 41 to 56
    • Cells in range

    Restoration

    LevelSpellAP RangeElementEffect
    10 Efflorescence 4 1–4 Water
    Heals 30 HPLeaves a ground zone that heals 8 HP per turn (2 turns)Circle of radius 2
    • Cells in range
    • Line of sight required
    • Cooldown: 2 turns
    10 Budding 4 0–0 Water
    Heals 14 HPHeals 6 HP per turn (2 turns)Circle of radius 4 around you
    • Recast on the same target, it refreshes your effect
    • Cooldown: 1 turn
    20 Lifebloom 2 0–5 Water
    Heals 12 HP
    • Cells in range
    • Line of sight required
    20 Tranquility 6 0–99 Water
    Heals 35 HPThe whole fight
    • Cooldown: 5 turns
    20 Rampart Plant 3 1–4 Water
    Summons a body (20% of your max HP)Destructible body (2 turns): heals adjacent allies for 8 HP per turn
    • Cells in range
    • Line of sight required
    • Cooldown: 4 turns
    Invocation, fixe
    35 Living Seed 3 1–4 Water
    Leaves a ground zone that heals 24 HP per turn (2 turns)
    • An enemy that walks in is Rooted for 1 turn
    • Cells in range
    • Line of sight required
    • Cooldown: 2 turns
    35 Entangling Brambles 3 1–5 Earth
    12 to 16 (Earth damage)
    • On a critical hit: 18 to 24
    • Cells in range
    • Line of sight required
    50 Incarnation: Tree of Life 3 0–0 Water
    +40% healing done (3 turns)
    • Cooldown: 6 turns
    50 Bloom 3 0–5 Water
    Heals 30 HPConsumes your weakest healing effect: +15 healing
    • Cells in range
    • Line of sight required
    • Cooldown: 2 turns
    65 Nature's Healing 2 1–5 Water
    Heals 10 HPRemoves 1 debuff from an ally
    • Cells in range
    • Line of sight required
    80 Photosynthesis 2 0–0 Neutral
    Each of your heals over time heals once, right away
    • Cooldown: 3 turns