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The Druid

Become what survives.

A keeper of lost seasons who borrows predatory, guardian, and grove forms.

Max HP
70
Growth
up to 6
Cards
30
Play the Druid
The Druid

How the Druid plays

Fight in one of three forms: Guardian (bear) adds Block, Thorns and Counter; Stalker (cat) adds damage and Bleed; Grove adds healing, draw and Growth. A card's form bonus is added on top while you are in that form. Your first shift each turn grants 1 Growth. Cards that say Spend Growth use it for extra damage, Block or healing. Growth caps at 6 and persists.

Starting deck

Every Druid run begins with these ten cards.

A few rare cards

2

Cycle Harvest

Cycle Harvest card art

Rare attack

Deal 4 damage. Spend all Growth: +3 damage per Growth.

1

Season's Turn

Season's Turn card art

Rare skill

Draw 2 cards. Shift to the next form (Grove → Guardian → Stalker → Grove). Gain 1 Growth. Your first shift each turn grants 1 Growth.

1

Wild Spiral

Wild Spiral card art

Rare attack

Shift to the next form (Grove → Guardian → Stalker → Grove). Deal 6 damage. Spend up to 2 Growth: +3 damage per Growth. Your first shift each turn grants 1 Growth.

1

Primal Wake

Primal Wake card art

Rare attack

Shift to Stalker. Deal 7 damage. If you shifted this turn: +3 damage. Your first shift each turn grants 1 Growth.

See all 30 Druid cards

Disciplines

At the start of a run, and again at the start of each new act, you choose one of three Disciplines. They last for the rest of the run.

Builds to try

Druid relics