Endgame  ·  Level 70+  ·  S to A-Tier

Landslide

A Werebear earth caster that lays Land Mine traps under everything. The strongest Druid build this season, and the one you can start with no uniques at all.

Checked against the live guides on 2026-09-20

Season 15Patch 3.2.1Updated Sept 2026

Illustration of a Druid
01 — The idea

How the engine works

Landslide with the Land Mine variation becomes a trap. It lies dormant for a second, then goes off under enemies for 500% bonus damage split between whatever it hits, and you can have five waiting at once. The Song of the Old Mountain talisman set Fossilizes enemies hit by Earth skills; at four stacks they are Petrified, soak up your damage, and then explode it onto everything nearby. The Basilisk makes Petrified enemies far easier to crit and makes them take much more damage. Around that you run Grizzly Rage for the multiplier, a toggled Lightning Storm with Overcharged for permanent Vulnerable, and Cyclone Armor to drag enemies onto the mines.

Who it's for

The pick if you want the strongest Druid: bosses, Elites, the Pit and deep Tower runs. It is also the friendliest start on the class, because a version of it works at a fresh level 70 with no uniques at all.

Rating
S to A-Tier
Difficulty
Easy — watch Spirit
Key stat
Critical Strike Damage
Must have
Nothing to start — The Basilisk is the first big jump
02 — Skills

The bar

There are two ways to run the ultimate. The Grizzly Rage bar below is the one for bosses and pushing, and the rest of this page follows it. The Cataclysm bar (Landslide, Hurricane, Cataclysm, Trample, Wolves, Poison Creeper) keeps a permanent storm up for area damage; it farms better and needs no uniques. Start on Cataclysm if you have nothing, and move to Grizzly Rage when you want to push.

Landslide (Land Mine)

Rank 15. Take Initial Damage Bonus (+100% to the first enemy hit), Critical Strike Chance (+5%, and up to 15% more from Fortify) and the Werebear form node, which Might of the Ursine needs. 30 Spirit a cast.

Press — constantly
Grizzly Rage

Take Avatar of Nature: Earth and Storm skills can be cast as a Werebear, for 35% more damage. Cornered Beast with more ranks is the alternative if you lean on Calm Before the Storm to keep it up.

Press — on cooldown
Lightning Storm

Hero of the Storm toggle. With Overcharged it keeps everything Vulnerable. It cannot be switched back on during Grizzly Rage, and it switches itself off if Spirit hits zero.

Toggle — before Grizzly Rage
Cyclone Armor

Rank 15 with Reversal, so the active pulls enemies in. That puts them on your mines and chains the Petrify explosions.

Press — to group
Debilitating Roar

Booming Roar. Enemies deal less damage and you gain maximum life.

Keep it up
Wolves

One point, never pressed. Thrill of the Hunt gives 40% attack speed when a wolf crits.

Passive

Passives

The Druid tree has no passive nodes and no Key Passive this season; Ancestral Guidance, Survival Instincts and Constricting Tendrils are Paragon boards now. One skill works off the bar: Earthen Bulwark, cast by the Que rune. Take Unstoppable, Fortify and Healing, and Travertine Bulwark, which gives 3 Resolve and Tectonic Spikes, an Earth hit that feeds the talisman set. Use Nature Magic ranks to push its Barrier to 100% of your maximum life. If Spirit is tight, Earth Spike can take Debilitating Roar's slot: it refills Spirit and stacks Overpower and Resolve, as long as you cast it at least once every 4 seconds.

Spirit Boons

Bond the Snake for Obsidian Slam and Calm Before the Storm. Obsidian Slam is the important one: every Earth cast hands you Resolve, and gaining or losing Resolve gives Earth skills 20% more damage, so Landslide buffs itself constantly. The Eagle slot is a choice. Scythe Talons gives Critical Strike Chance and Lucky Hit; Avian Wrath gives Critical Strike Damage. Take Scythe Talons until The Basilisk is handling your crit, then Avian Wrath. On the Cataclysm bar, bond the Eagle and take both. If you are starved of Spirit, Energize in the Wolf slot helps.

PickWhat it gives you
Deer: Gift of the Stag+30 maximum Spirit and steady Spirit every second.
Eagle: Scythe Talons+10% Critical Strike Chance and +15% Lucky Hit Chance.
Wolf: CalamityUltimates last 35% longer.
Snake: Obsidian SlamCasting an Earth skill grants 1 Resolve. Gaining or losing Resolve gives Earth skills 20% more damage for 4 seconds.
Snake (bonded): Calm Before the StormLucky Hit: Nature Magic skills have up to a 10% chance to cut your Ultimate's cooldown by 2 seconds.
03 — Gear

What to wear

The finished build is gear-hungry, but the road there is gentle. Only two uniques are needed for smooth play, and each has an aspect that stands in for it until it drops.

Uniques

ItemWhat it doesPriority
The BasiliskTwo-handed staff. Petrified enemies are 80–100% more likely to be crit and take 60–90% more damage, and your Earth skills Petrify Healthy enemies for 3 seconds. The heart of the build. Drops from Grigoire, or craft it in the Cube.Core
Tibault's WillPants. 15–20% more damage and 25 Resource Regeneration (your Spirit) while Unstoppable and for 5 seconds after. Earthen Bulwark, Trample or a Jah-rune Teleport all trigger it. Cube only.Core
Ring of Starless SkiesRing. Spending Spirit cuts your skill costs and gives 10% more damage for 3 seconds, stacking to 50%. With Tibault's Will it ends your Spirit problems. Wear Vulpine's Aspect until you have it.Mythic
Leoric's CrownHelm. Counts as jewellery and makes gems in it 35–50% stronger, so it holds your two best Soul Splinters. The seasonal questline guarantees one.Core
Might of the UrsineRing. Werebear skills deal 7–9% more per Resolve stack while you are a Werebear, and you gain 1 Resolve a second. It only counts Werebear-tagged skills, which is why Landslide takes the Werebear form node. Drops from the Harbinger of Hatred.Recommended
Locran's TalismanAmulet. Your crits hit far harder, but you lose 50% Critical Strike Chance. Only worth wearing once The Basilisk and Leoric's Crown are Mythic. Cube only.Optional
Fists of FateGloves. Attacks deal anywhere from 1% to 250–300% of normal damage. Below Mythic quality, legendary gloves with Crushing Aspect are about as good. Cube only.Optional
Mjölnic RyngRing, Cataclysm bar only. While Cataclysm is active you have unlimited Spirit and deal 30–40% more damage. Pair it with Fractured Runestone in the other ring slot.Variant

Before they drop

At a fresh 70 you need no uniques. Craft a rare two-handed polearm and put Crushing Aspect on it. Wear Debilitating Toxins on the helm, Snowveiled on the chest, Archdruid's on the gloves, Anger Management on the pants, Overcharged on the boots, Orange Herald and Vulpine's on the rings and Conceited on the amulet. Run three Den Mother talisman charms, which don't care about your crit chance. Spirit comes from Resource Regeneration affixes, Vulpine's, Gift of the Stag and Energize.

Legendary aspects

AspectWhat it does for you
Overcharged AspectBoots, or moved onto the amulet. Storm skill damage makes enemies Vulnerable for 4 seconds and you deal 20% more to them. With Lightning Storm running, Vulnerable is permanent.
Exploiter's AspectBoots, or the amulet when pushing. +50% crowd control duration and 30–50% more damage to Unstoppable enemies.
Crushing AspectWeapon before The Basilisk, then amulet or gloves. 65% more damage while Fortified, and Earthen Bulwark keeps you Fortified.
Vulpine's AspectRing. 25 Spirit a second while you have a Barrier. Your stand-in for Ring of Starless Skies.
Balanced AspectRing. +50 maximum Spirit, and casting a cooldown skill gives +35 Spirit generation for 8 seconds. A second Spirit stop-gap until Tibault's Will and Ring of Starless Skies are both in.
Glynn's AnvilDefensive slot. +2 maximum Resolve and 4% damage reduction per Resolve stack. Your toughness is Resolve, so this is worth a lot.
Aspect of Anger ManagementPants or boots, Cataclysm bar. Above 50 Spirit you deal 20% more damage and are Berserking, at the cost of 3 Resource Regeneration. It replaces the Berserking you would get from Grizzly Rage.
Aspect of the Orange HeraldRing, Cataclysm bar. Core skill damage cuts a cooldown by 1 second. Landslide and Hurricane both trigger it, which keeps Cataclysm up until your cooldown reduction can do it alone.

Don't wear Locran's Talisman early

It takes away 50% Critical Strike Chance. Until The Basilisk and Leoric's Crown are both Mythic, you can't afford that: a legendary amulet with Crushing Aspect does more damage. Put Locran's on last.

04 — Numbers

Stats, gems and paragon

Roll and masterwork toward these, in this order.

#StatWhere you roll it
1Maximum LifeEvery item. It stops one-shots, and your Barrier scales with it.
2Critical Strike DamageStaff, gloves, amulet and rings. Your main Greater Affix and masterwork target.
3WillpowerStaff and every armour slot, with Sapphires in the sockets.
4Critical Strike ChanceGloves, amulet and rings, plus a temper on the staff. The Basilisk, Scythe Talons and Landslide's own upgrade do a lot of the work; remember Locran's Talisman takes 50% away.
5Attack SpeedHelm and rings.
6Vulnerable DamageGloves and amulet.
7Cooldown ReductionRing temper. Just enough to keep your ultimate up all the time.
8Armour and All ResistancePants. At least one Armour affix somewhere.

Hard targets

Critical Strike Chance does nothing past 100%. Attack speed has two separate +100% caps: one for gear rolls, paragon nodes, Ferocity, Swooping Attacks and Artillery Shrines, and one for cast speed effects such as Overload. Movement speed caps at 200%. Cooldown reduction has no number to hit; stop when your ultimate is permanent.

Tempering & masterworking

Every defensive temper is Maximum Resolve Stacks. Staff: Critical Strike Chance. Gloves: Crowd Control Duration. Ring of Starless Skies: Lucky Hit chance to restore Resource (your Spirit). Might of the Ursine: Cooldown Reduction. Masterwork into Weapon Damage on the staff, Critical Strike Damage on gloves, Critical Strike Chance on jewellery, Willpower on Tibault's Will, Damage Reduction on the chest, Resource Generation on Leoric's Crown and Movement Speed on boots. When you transfigure, aim for multiplicative Physical Damage on weapon and armour.

Gems, runewords & Splinters

Paragon

Starter, then Ancestral Guidance, Survival Instincts, Constricting Tendrils and Earthen Devastation. Take legendary nodes before anything else. Level glyphs in board order, all to 25 and then all to 50. Until you own The Basilisk, run the Werebear glyph in place of Spirit, because your crit is too low for Spirit to pay off. For pushing, swap Headhunter for Outmatch.

GlyphWhere and why
Earth and SkyStarter board. Level it first.
DominateAncestral Guidance.
Fang and ClawSurvival Instincts.
SpiritConstricting Tendrils. Use Werebear here until The Basilisk drops.
HeadhunterEarthen Devastation. Outmatch replaces it when pushing.

Mercenary

On the Grizzly Rage bar hire Raheir for All Resistance, Bastion and Valiance, with Varyana as reinforcement for attack speed, or Aldkin's Field of Languish if you need defence instead. Raheir doesn't appear when you play in a group. On the Cataclysm bar hire Subo: his marks restore Spirit on kills and Thrillseeker cuts Cataclysm's cooldown, with Raheir's Bastion as reinforcement when you are Injured.

05 — Getting there

From fresh 70 to finished

No other Druid build asks for so little on day one. Each unique below is a clear step up, not a gate.

Fresh 70The no-unique start

Play the Cataclysm bar with the aspect set from the gear section, a crafted polearm with Crushing, Cir + Qua and Nagu + Que, three Den Mother charms and the Werebear glyph. Put points into Earthen Bulwark, because its Barrier is most of your defence.

First uniqueThe Basilisk

Farm Grigoire for it, or craft it in the Cube. It brings crit and Petrify, so switch your talisman to Song of the Old Mountain and your glyph from Werebear to Spirit.

Second uniqueTibault's Will

Upgrade Common pants to Unique in the Cube. It turns every Unstoppable into Spirit, which takes most of the pressure off your Spirit aspects.

Spirit solvedStarless Skies or Mjölnic Ryng

Ring of Starless Skies finishes the Grizzly Rage bar; Mjölnic Ryng does the same job for the Cataclysm bar. Either way, the stop-gap Spirit aspects can go and Landslide stops running dry.

Build onlineLeoric's Crown and the full set

Five Old Mountain charms, the crown with two Splinters in it, Might of the Ursine from the Harbinger of Hatred and a unique charm. This is the build at full strength.

FinishedThe last pieces

Make The Basilisk and Leoric's Crown Mythic first. Only then add Locran's Talisman. Fists of Fate and Fractured Runestone (from Duriel) are the final polish.

06 — Playing it

The rotation

Stack up

If you run Earth Spike, cast it to build Overpower and Resolve and keep them at maximum throughout the fight.

Lightning Storm first

Toggle it on before Grizzly Rage. You cannot switch it on once you are in bear form.

Grizzly Rage and Roar

Press Grizzly Rage and keep Debilitating Roar up.

Pull them in

Cyclone Armor with Reversal drags the pack into one spot.

Mine the spot

Lay Land Mines under them and keep pressing Landslide. Petrified enemies absorb the damage and burst it onto their neighbours.

Watch Spirit

If it drops, tap Earth Spike. If it hits zero Lightning Storm turns off, and you lose Vulnerable until Grizzly Rage ends.

On the Cataclysm bar

Toggle Hurricane, cast Cataclysm on cooldown, press Landslide on Elites and bosses, drop Poison Creeper to poison them and use Trample to break crowd control or move. Stay a Werebear for the defences.

On bosses

Land Mines wait for their target, so lay all five where a boss is about to appear and open with a burst. After a Stagger, a boss is five times harder to Stagger for the next 20 seconds, and each party member raises the threshold by 50%. Your defence is Resolve, which starts at zero, so you are at your weakest in the first seconds of a Pit or Tower run.

07 — Verdict

Strengths, weaknesses, mistakes

What it's good at

Where it struggles

Mistakes that ruin it

Not for you? The other Druid builds: Storm Shred · Wolf Companion.