Pulverize Druid Endgame Build Guide
Last Updated:October 7, 2024|Change Log|FAQ
Welcome to the Pulverize Druid Endgame Guide! This build combines massive, ranged AoE damage with a simple playstyle that makes it one of the most efficient Speedfarming builds in Diablo 4!
The combination of Pulverize and the Shockwave Aspect deals damage in a large, cone-shaped area in front of you. To improve single target damage, find the sweet spot between its own radius and the created shockwave to hit enemies twice with each cast.
This build takes advantage of as many as 4 guaranteed Overpower sources and multiplies their damage with the Ursine Strength Key Passive and Raging Pulverize. By endgame, the Pulverize Druid boasts capped Critical Strike Chance and amplifies these hits with 4 powerful multipliers: Envenom, Avian Wrath, Earthen Devastation, and Petrify, combining for upwards of 6 times the damage! In addition, you are fully Fortified in almost all situations thanks to Safeguard and have practically on-command Unstoppable with Metamorphosis.
Except for Shockwave, all essential Legendary Aspects for the Starter version of this build can be found in the Codex of Power, meaning it only takes one item drop to get going! The Pulverize Druid scales to the very end through impactful Paragon progression and Unique item acquisition, making it a great choice both early and late game.
In this guide we teach you all you need to know to be successful with the Pulverize Druid in Diablo 4. Let's dive into it!
Requirements for this build
- Shockwave
Note that the Shroud of False Death has been temporarily disabled for the launch of Season 6. Don't waste your mats trying to get it until fixed!
This build guide assumes you have a Level 60 Character and unlocked Torment 1. To get there, level up with one of our Druid Leveling Guides. See how this Build compares against others with our various Build Tier Lists.
Season Theme
Season 6 is the Season of Hatred Rising. It features the Zakarum Remnants faction which hunts Realmwalkers, massive behemoths that roam outdoor zones and beckon Mephisto's hellspawn. Participate in these zone events and take down the Realmwalkers to spawn a portal to a Seething Realm. There you can acquire Seething Opals, new consumables that stack with Elixirs for a XP buff and the chance to gather extra rewards when defeating enemies. The types of Opals are:
- Seething Opal of Equipment
- Seething Opal of Gold
- Seething Opal of Materials
- Seething Opal of Torment
- Seething Opal of Socketables
Use these Opals at all times to earn reputation with the Zakarum Remnants faction and unlock further rewards.
Learn more details about the season theme in our full Season Guide.
Skills & Gameplay
- Claw serves as your backup Spirit generator. This quick-hitting, Werewolf melee attack is preferred because it accelerates Overpowers from Hunter's Zenith while maintaining our Shapeshifting bonuses.
- Pulverize is your damage Skill. It provides a source of guaranteed Overpower and multiplies all Overpowers by 75%! Shockwave greatly amplifies the damage and area of effect of this skill.
- Blood Howl provides a reliable Heal that is frequently available in density thanks to Enhanced Blood Howl. It also recovers a modest amount of Spirit.
- Debilitating Roar greatly reduces enemy damage in a screen-wide range while amplifying your own damage. Use it as an opener or in moments of high danger.
- Petrify stuns enemies in a large AoE and provides a massive Critical Strike multiplier.
- Poison Creeper sneaks into the rotation as a means to apply Poison (passively on Bosses) and activate Changeling's Debt, Heightened Malice and Envenom, a trio of multipliers too good to pass up.
Passives
- Ursine Strength is the Key Passive of choice, both for the added toughness and to synergize with the build's many guaranteed Overpowers.
- One of these sources comes from Provocation.
- Envenom provides a massive Critical Strike Damage bonus to Poisoned enemies.
Skill Rotation
- For most Speedfarming and Open World content, you should be able to breeze through by just using Pulverize at range.
- Make sure to spam Blood Howl on Cooldown to keep your Spirit topped off, stack Hunter's Zenith, and maintain the bonuses from Vigilance and Backlash.
- When the going gets tough, open with Poison Creeper on packs to activate a number of Poison-related multipliers mentioned above. Its cooldown will reset fairly regularly by your hits thanks to Pack Leader. Note that Creeper's passive effect maintains high Poison uptime in single target situations.
- Debilitating Roar has an offensive and defensive use case. Either use its massive 40% Damage Reduction to soak up damage a pinch, or offensively for a 15% damage multiplier. It has a longer cooldown, so use wisely!
- However, our longest cooldown is Petrify. This skill outright wins most contests between its Stun and Critical Strike Multiplier, but you can also leverage its massive Spirit generation to sustain between packs.
- Claw as needed to recover Spirit.
Spirit Boons
Druids can choose 5 out of 16 Passive bonuses (Boons) from 4 different spirits. You have to bond with one of the Spirits in Túr Dúlra to activate two of its Boons. The remaining Spirits can only have one Boon each. Use the following Boons:
Deer Spirit: Wariness
Eagle Spirit: Avian Wrath
Wolf Spirit: Packleader
Snake Spirit: Obsidian Slam
Bond with the Eagle Spirit and activate Iron Feather.
Learn more details and how to unlock this class specification in our full Druid Spirit Boons Guide.
Paragon & Glyphs
Carefully check your Paragon Boards to ensure correct board rotation. Glyphs go from a radius of 3 to 4 at level 15 and from 4 to 5 at level 46. Some of them cannot be activated before reaching these thresholds! Progress through The Pit to rank up your Glyphs.
Use the slider to see the progression steps. At around Paragon 200, leveling slows down significantly and all important Rare clusters, Legendary nodes and Glyph sockets should be unlocked. Afterwards, you can min/max your build with minor tweaks and by picking up additional smaller nodes.
Some Glyph position swaps, board changes and other pathing adjustments may occur as you unlock your full potential. The setup displayed by default is the final version of the build before spending additional points that do not significantly impact your character's power.
Glyph Leveling Priorities
To Level 15
- Fang and Claw
- Dominate
- Outmatch
- Spirit
- Earth and Sky
To Level 46
- Spirit
- Dominate
- Earth and Sky
- Outmatch
- Fang and Claw
There are a total of 328 Paragon Points. After reaching level 60, you gain up to 300 Paragon Levels, 24 from Renown and 4 from Altars of Lilith. Check out our dedicated in-depth guides to learn more about Paragon Boards and Glyphs.
Runes
You can have up to two Runewords in your setup, each consisting of one Ritual and one Invocation Rune. Socket them in Two-Handed Weapons if your build calls for them, otherwise place them into your Armor pieces to replace normal gems. The Pulverize Druid focuses on the following combos:
Best in Slot
- Bac + Wat - Decrepify helps with stagger, defense and allows you to execute at 10% HP. When combined with Xol in your other runeword, it also generates large amounts of offering.
- Xol + Ohm - War Cry's damage bonus, though nerfed from PTR, is still useful.
Alternative choices
As long as you haven't unlocked the final setup or found the top Runes, you can also benefit from these options:
- Gar - The Crit Chance bonus is great, especially early on.
- Mot - Dark Shroud is a strong and affordable defensive option.
- Xan - Costly to activate, but this build does have a number of Overpower synergies.
- Tam - A reliable Offering generator for Core skill builds.
- Lith - A surprisingly strong Invocation, provided you can afford to stand still.
- Cem - As a Magic Rune, it's a reasonable choice that you're more likely to find.
Learn more about Runes and how they work in our dedicated Runewords Overview and Runewords Tier List.
Mercenaries
Mercenaries are unlocked during the Vessel of Hatred campaign and assist you in battle. There are 4 separate Mercenaries to choose from, each with their own skill trees and abilities. You can have one hired (permanent) mercenary during solo play and a reinforcement who assists you from time to time in certain situations.
- Hired: Raheir
He provides us with passive All Resistance, an area of effect Slow which increases our damage, a 90% damage reduction bubble that also increases damage, and prevents us from getting one shot every 30 seconds thanks to Valiance. Beware that he's not present when playing in groups and make sure you remain resistance capped without him.
- Reinforcement: Varyana
We choose Bloodthirst for a periodic Attack Speed bonus.
Learn more about Mercenaries and how they work in our dedicated Mercenaries Overview.
Stat Priorities & Item Progression
To enable the Pulverize Druid to perform optimally, hunt for these stats on your gear with good rolls and aim to Temper ⚒️ & Masterwork Crit ↑ them accordingly. Keep in mind that certain stats, such as Armor, Resistances, Extra Size Tempers, Attack Speed and more, have caps that may affect your priorities according to the items and Paragon points available at that moment.
Recommended Endgame Stat Thresholds
- 100% Critical Strike Chance, including Earth
- 250% Damage to Crowd Controlled Enemies
- >8 Spirit Per Second
- 6+ Ranks to Envenom
- Armor Capped 1,000
- Resistance Capped 70%
- >10,000 Life (in Werebear form)
- 50% Spirit Cost Reduction
Item Progression Goals
Before you dive into the Endgame with the Pulverize Druid, take a look at this overview of the items used in the build. See below for further details about the different progression steps and variants. Some of your Skill Tree choices depend on what Legendary Aspects and Unique items are available to you. Keep in mind that while we can guarantee that everyone has access to the same Codex of Power Aspects, the exact progression is different for everyone.
Learn more details and how to farm Legendary Aspects and Uniques in our General Farming Guide.
Build Variants
This section is designed to guide your Pulverize Druid from a fresh level 60 into the very late endgame using the three variants Starter, Ancestral and Mythic. At the final step, you should be fully decked out with a great all-rounder build. From there, follow the other min/max variants if you want to optimize around certain activities such as Pit Pushing, Speedfarming and more.
If you are fresh in Torment 1 coming from a leveling guide, this is where you begin. Since only some Aspects can be guaranteed from Dungeon unlocks for the Codex of Power, focus on acquiring the additional aspects via gambling with Murmuring Obols.
Gear & Skills
- Early on in your progression, focus on Armor & Resistances to survive. Each Torment difficulty adds a penalty of -250 Armor and -25% all Res and it's recommended to keep both capped (1000 Armor, 70+ Res) at all times. As you unlock higher power gear, masterworking levels and more Paragon points, you naturally scale your character into the higher difficulties and can start replacing some of these rolls with offensive or utility stats. In this Starter variant, Quicksand can be exchanged for Disobedience if you still need additional Armor.
- After defenses are sorted, capping Movement Speed is another primary goal. To that end, this variant employs Ghostwalker and activates it with a combination of Earthen Bulwark (with Mending Stone) and Trample. Wind Shear grants another Movement Speed bonus for 4 seconds at a time.
- Blood Boiling, as is the case for most flat damage aspects, scales beautifully in the early and mid-game. Grab the created Blood Drops to drastically improve clear time.
- From the time you reach Earthen Devastation in your Paragon Board, be mindful of your Damage to Crowd Controlled Enemies bonus. The target for this stat is 250%, and your personal value will depend on the nodes taken on this board, your Offensive Tempers, and the level of your Earth and Sky glyph. Over time, you'll be able to exchange Offensive tempers from Damage to Crowd Controlled Enemies to Earth Critical Strike Chance.
The goal here is to progress through the Torment difficulties as you unlock Ancestrals, Paragon points, all Legendary Aspects, Temper mods and the most important Uniques to pilot this build. Some Legendary Aspects are used temporarily to fill slots that may be replaced with more Unique items later on.
Gear & Skills
- As you upgrade your gear to Ancestrals with more masterworking levels and reach higher paragon, you can focus more and more on replacing Armor & Resistance rolls with better stats, but be sure to stay capped at 1000 Armor and 70%+ Resistances for the difficulty you're currently in. To make room for some of the new Uniques presented in this variant, seek out an Amulet with %Armor.
- Insatiable Fury is a powerhouse Unique for the Pulverize Druid and is nearly on par to its eventual Mythic replacement. The stat line is amazing, but doesn't really warrant any gameplay changes.
- Hunter's Zenith beats out Blood Boiling as an additional source of Overpower in the late game. Switch your Basic Skill to Claw to improve the frequency of these Overpowers.
- Godslayer Crown has a nice stat line and multiplier and will periodically group mobs together for an easier clear.
- With the new Uniques, we can no longer afford to fit Mending Stone and so drop Earthen Bulwark for Petrify. At that point, may as well exchange Ghostwalker for Metamorphosis to maintain Unstoppable uptime and exchange Trample for Debilitating Roar to arrive at the endgame Skillbar.
- From the time you reach Earthen Devastation in your Paragon Board, be mindful of your Damage to Crowd Controlled Enemies bonus. The target for this stat is 250%, and your personal value will depend on the nodes taken on this board, your Offensive Tempers, and the level of your Earth and Sky glyph. Over time, you'll be able to exchange Offensive tempers from Damage to Crowd Controlled Enemies to Earth Critical Strike Chance.
This is the final version of the build's progression, including all regular Unique items, Mythic Uniques, Legendary Aspects, Temper mods and Masterworking, leaving you with a great all-rounder build for all content in the game. Additional variants use this as a baseline to optimize around certain activities.
Gear & Skills
- Heir of Perdition replaces Godslayer Crown to make that 60% multiplier permanent for solo play and allow you to easily cap Critical Strike Chance and Movement Speed. Harlequin Crest is a strong Defensive option here that will allow you to much more easily cap Armor.
- Ring of Starless Skies is a very popular choice in many builds for its overstatted Critical Strike Chance and Attack Speed rolls and insane Unique effect. The Resource Cost Reduction allows you to replace the roll on your Mace with some additional Crit or Overpower damage.
- Hunter's Zenith remains a a competitive option over Changeling's Debt if you'd prefer more frequent Overpowers, but these and the ranks to Quickshift don't quite stack up to the alternative multiplier and stats. If you do opt for Hunter's Zenith, try to get Lucky Hit: Chance to Vulnerable on your Gloves instead.
- As mentioned in the Ancestral section, Shroud of False Death and Insatiable Fury are about even with each other both Defensively and Offensively, and it's not a big deal if you don't have the Mythic. However, the former's All Stats roll and extra rank to Passive Skills (particularly Provocation and Ancestral Fortitude) sets it apart, as this is helpful for capping Critical Strike Chance, Armor, and Resistances, as well as activating Rare Node bonuses in Paragon. Though not nearly as much damage, Tyrael's Might is always worth consideration as you ascend through Torment Tiers to combat the Resistance penalties.
- Feel free to continue using Juggernaut's over Skinwalker's as needed for additional Armor.
This Speedfarming variant optimizes the build for easy activities like Helltides, Whispers, Nightmare Dungeons and lower Pit Tiers after you have finished the Mythic variant and reached a plateau in your progression.
Gear & Skills
- As the Mythic variant already reaches Movement Speed cap relatively easily and should have plenty of damage for Open World content, the only minor adjustment to make is to replace Debilitating Roar with Trample for some extra mobility and Spirit generation.
This setup optimizes the build to push the highest possible Tiers in The Pit after you have finished the Mythic variant and reached a plateau in your progression.
Gear & Skills
- Again, the Mythic variant is already relatively well-rounded and adequately suited for this game mode. No changes here.
- When fighting monsters in high tiers of the Pit, remember that after crowd controlling elites for 5 seconds, they become Unstoppable for 8 seconds. This may be the right moment to start kiting them around because your damage done goes way down and they can freely retaliate.
- In high tier boss fights, beware that many of your conditional damage and damage reduction modifiers cannot activate outside of stagger phases. This means they generally deal more damage against you than regular monsters and you have to prioritize dodging the attacks from shadow bosses while you can barely scratch them outside of stagger bursts.
FAQ & Mechanics
Once a guide is released, many players have questions on why and how we are approaching certain choices. In this section you can find the answers to the questions that have been asked the most.
What is the best weapon choice?
Mechanics
Shockwave Aspect
Overpower
Stagger
Video Guide
Summary
The Pulverize Druid is a ranged powerhouse pairing incredible AoE-damage at range with massive defenses. With this ranged playstyle, you can dive deep into the Pit. However, the single target can feel underwhelming unless you specialize in Overpower and multiple Uniques.
- Shockwave is THE build-enabling Aspect.
- Stay at range and position yourself to hit as many enemies as possible with each cast of Pulverize.
- Use your skills to stack up a ton of Fortified Life for increased survivability and Overpower damage.
Credits
Written by IBoilerup
Reviewed by Danger