Build Introduction
The Earth Spike Druid is a Basic Skill brawler, sending out lines of of Earth Spike with
Seismic-shift Aspect. This is a
Grizzly Rage Dire Werebear build that tanks as well as it kills.
Just starting on your druid adventure? Try out any of our Druid Leveling Guide and swap to this one at Level 60.
Strengths and Weaknesses
- Basic Skill gameplay
- Simple management
- Somewhat limited range
- Requires some aiming
Build Requirements
The following Legendary Aspects and Unique Items are required for build functionality to get started on the Earth Spike Druid:



Several Unique Items enhance the gameplay for the build but are not required for function. Check out the Uniques section for more information.
This is a Grizzly Rage build! Read up on managing your Ultimate Skill here.
Quick Navigation
This guide covers everything necessary to get started on the Earth Spike Druid including Skill Tree points, Paragon, Gearing, and Seasonal updates. Jump to the sections you’re looking for here:
Skill Bar and Skill Tree Points
If you are missing skill points, complete Renown events in each zone. See how these Skills play in the Rotation and Gameplay section.
Druid Class Mechanic – Spirit Boons
Druids unlock powerful Spirit Boon passives, giving offerings to the animal spirits to receive their blessing. Once fully unlocked, you can activate the final boon by Spirit Bonding with one of the four animal spirits to take two passives from that row.
Boon Name | Animal | Effect |
---|---|---|
Gift of the Stag | Deer | Gain 30 Maximum Spirit. Gain 10 Spirit Per Second. |
Swooping Attack | Eagle | Gain 20% Attack Speed. |
Avian Wrath | Eagle | Gain x40% Critical Strike damage. |
Calamity | Wolf | Gain 35% Ultimate Duration. |
Obsidian Slam | Snake | Every 6th attack cast will cause your next Earth Skill to Overpower. |
Druid’s primary resource is Spirit. Check the Spirit Management Section on how to keep casting even with Shard of Verathiel!
Gear, Stats, Gems, and Runes
Check these sections for all important Earth Spike gearing considerations to improve the power of your character in the endgame.
Legendary Aspects
Gear Slots with multiple options are listed in recommended priority. Any slot with an Optional Mythic Unique or Unique Item will include a valid alternative legendary power to use while still leveling and gearing. Combine these with the right stat priorities.
Slot | Gem | Aspect | Unique/Legendary Power |
---|---|---|---|
1 Handed Sword | ![]() | ![]() | Basic Skills deal 50-200% increased damage but additionally cost 25 Primary Resource. |
Totem | ![]() | ![]() | Earth Spike deals 50-70% increased damage and launches 2 rows of spikes in a line. |
Helm | ![]() ![]() | ![]() | Your Earth Skills are now also Werebear Skills and Fortify you for 2-5% of your Maximum Health. |
Chest | ![]() ![]() | (Recommended Mythic) ![]() (recommended Unique) ![]() ![]() | If you haven’t attacked in the last 2 seconds, gain Stealth and 40% Movement Speed. |
Gloves | ![]() | While Grizzy Rage is active, your direct damage is converted into Poison damage, you deal 40-80% more Poison damage, and you passively spread Rabies. | |
Pants | ![]() | Unique – ![]() ![]() | You deal 10-20% increased damage while Unstoppable and for 5 seconds after. When you become Unstoppable, gain 50 of your Primary Resource. |
Boots | ![]() | When you have Fortify your Earth Skills gain +2 Ranks. | |
Amulet | ![]() | ![]() | Basic Skills generate 5 additional Primary Resource, once per Skill. Basic Skills deal 0.4-0.6% increased damage for each point of Primary Resource you have. |
Ring 1 | ![]() | ![]() | The duration of Grizzly Rage is increased by 3-10 seconds. In addition, Critical Strikes while Grizzly Rage is active increase your Critical Strike Damage by 5% for the duration, up to a maximum of 100%. |
Ring 2 | ![]() | Mythic – ![]() ![]() | Spending your Primary Resource reduces the Resource cost of your Skills and increases your damage by 10% for 3 seconds, up to 50%. |
See how this build compares to the rest at our Endgame Build Tier List.
Stat Priority and Tempering Affixes
Each line of affixes is listed in order of importance, and some alternatives are given. The bolded affixes are the most important targets for Masterworking upgrades. Unique Items cannot be Tempered, but can be Masterworked. Check the Tempering guide and Masterworking guide for more details about these topics.
Slot | Gearing Affixes | Tempering Affixes |
---|---|---|
1 Handed Sword – ![]() | All Stats Ranks to Basic Skills Basic Attack Speed Maximum Resource | |
Totem – Legendary Aspect | Cooldown Reduction Willpower Critical Strike Chance Maximum Life Resource Cost Reduction | ![]() ![]() ![]() ![]() |
Helm –![]() | Max Life Willpower% Ranks to ![]() Armor | |
Chest – ![]() | All Stats Maximum Life Damage on Next Attack After Entering Stealth Resource Generation | |
Chest – ![]() | Max Life Werebear Overpower Damage Ursine Strength’s Bonuses Ranks to ![]() | |
Chest – Legendary Aspect | Willpower Max Life Armor All Resistances Spirit Per Second | ![]() ![]() |
Gloves – Legendary Aspect | Willpower Attack Speed Critical Strike Chance Max Life All Resistances | ![]() ![]() |
Pants –![]() | All Stats Maximum Life Maximum Resource Damage Reduction While Unstoppable | |
Pants – Legendary Aspect | Willpower Ranks in ![]() Ranks in Basic Skills All Resistances Max Life | ![]() ![]() |
Boots – Legendary Aspect | Willpower Maximum Life Movement Speed Armor All Resistances | |
Amulet – Legendary Aspect | Willpower% Ranks to ![]() Ranks to ![]() Ranks to ![]() | |
Ring – ![]() | Attack Speed Critical Strike Chance Lucky Hit Chance Ranks to Core Skills | |
Ring – Legendary Aspect | Critical Strike Chance Attack Speed Chance to Apply Vulnerable Maximum Life Resource Cost Reduction | ![]() ![]() |
Armor cap is 1000 for up to 85% Physical Damage Reduction. This is generally reached with either one Armor Gear Affix and one Total Armor% Temper or using a Juggernaut’s Aspect.
For information on Legendary Aspects and the updated Codex of Power, see here.
After gearing, look at progression systems like Paragon next.
Uniques and Mythic Uniques
These Unique Items are useful for the Earth Spike Druid:
Shard of Verathiel is a hefty multiplier for Basic Skills, including
Earth Spike. It makes it cost 25 Spirit but this is mitigated with Spirit Generators or Cost Reductions.
Vasily’s Prayer gives Earth Skills the Werebear Tag, which gives it favorable multipliers and allows
Earth Spike to be cast during
Grizzly Rage.
- (Before Mythic)
Insatiable Fury, thanks to
Vasily’s Prayer gives Skill Ranks in
Earth Spike.
Tibault’s Will has favorable gear affixes and a permanent damage buff during Grizzly Rage thanks to
Prime Grizzly Rage always providing Unstoppable.
Mythic Unique Items
Shroud of False Death gives +1 rank to all Skill Passives which means several bonuses to Damage Multipliers, Damage Reductions, Resistances, Fortify, Healing and Critical Strike Chance.
Ring of Starless Skies is a powerful Resource Cost Reduction tool and damage multiplier, with strong Gear Affixes.
Check our Unique Item Target-farming guide for information on where to find everything you need.
Gems and Runewords
The following are the recommended Gem and Runeword setups for the Earth Spike Druid:
Gems
Weapon Gems | Armor Gems | Jewelry Gems |
---|---|---|
![]() | ![]() | ![]() |
Horadric Jewels
Seasonal Players can use these Horadric Jewels, placed in jewelry gear slots. Check out the Horadric Spell section for all available options.
Jewel | Description |
---|---|
![]() | You deal 20% more Elemental damage and take 10% more. |
![]() | You gain 6% primary stat, 6% maximum life and you are always Unhindered. However, you will be hunted in Sanctuary’s darkest places by Jewel Guardians who were entombed to protect this relic. |
![]() | Your Catalytic Skill deals 33% damage of your Infusion’s element over 3 seconds. Lucky Hit: Dealing damage of your Infusion’s element has up to a 33% chance to trigger its secondary effect. |
Runewords
Use these Runeword combinations, placed in 2-Handed Weapon and one Armor slot:
Runeword Combination | Runeword Effects |
---|---|
Igni Xan | ![]() ![]() |
Lith Gar | ![]() ![]() |
Runewords use a conditional Rune of Ritual to generate Offering. The Offering is consumed by the Rune of Invocation to trigger its effect. Runes replace Gems in gear with two sockets. Up to two sets of Runeword Pairs can be placed at a time.
Xan will provide a high volume of periodic Critical Overpowers.
Gar is an easy way to access Critical Strike Chance.
Other options are available depending on level of gearing and content:
Kry would be helpful for gathering.
Lum could help with Spirit Management in early gearing, as necessary.
Paragon Board
The following are the preferred Glyphs, Boards, and pathing recommended for making the most of the Earth Spike Druid.
The road to max paragon level is long. The above Paragon tabs show the following:
- The BASE SETUP tab spends 50 fewer points than the max 328 points, taking stricter pathing to take all most all Legendary, Rare and Magic Nodes, and activates all Glyph Nodes with their secondary effects.
- The FULL SETUP tab completes the paragon board in its final form, filling in the rest of the board to give additional additive bonuses especially within the Glyph areas.
Glyphs have two significant breakpoint increases. At level 15, the glyph grows in radius and gains a special effect. At level 46, the glyph grows to its max radius and gains a strong conditional damage multiplier.
Glyphs are placed as if they are at least level 15+ in radius. Total Boards placed are now limited to a max of 5; the Starter Board and four Class Boards. Rotate boards as necessary.
Horadric Spell (Season 9)
Season 9: Sins of the Horadrim offers seasonal Powers accessed from a Powers tab on the character Sheet and Horadric Jewels placed into Jewelry slots to augment these Powers.
The Horadric Catalyst is equipped to a Skill on the Skill Bar, triggered on the Skill’s use. One Infusion adds effects and modifies the damage type of the Catalyst, and three Arcana enhance the Catalyst or provide extra effects on Catalyst trigger.
Pushing
Type | Power | Description |
---|---|---|
Catalyst, Attached to ![]() | ![]() | Shape an Ethereal Column that Taunts for 3.0 seconds. Piercing waves flow from it and deal damage, until you create another one or move too far away. |
Infusion | ![]() | Your Spell Catalyst now deals Poison and or Poisoning damage. Bonus: Enemies damaged by it take 150% Poisoning damage over 4 seconds. This effect can only happen on each enemy every 3 seconds. While equipped, your Poison Damage Bonus is equal to that of your highest Damage Type Bonus. Rank 5: Deactivates monster Vampiric effects for 5 seconds. |
Arcana | ![]() | Denial – Your Catalyst deactivates monster Damage Resistance Aura effects for 2.5 seconds, but you take 10% more stacking damage for the same time (+0.5 each rank). |
Arcana | ![]() | Control – Lucky Hit: Damage from your Catalyst has up to a 35% chance to Immobilize for 5 seconds (+5% each rank). |
Arcana | ![]() | Denial – Your Catalyst gains a specialized Execute effect for non-Boss enemies with 10% or less Life. (+2% each rank). Astral Pillar: Will launch additional waves towards Executable non-Boss enemies to Execute them. |
Tendrilous Bundle should interact favorably with
Wild Earth Spike.
Most Catalysts are functional and can be played by preference. Other setups can work outside push content, such as:
- (Speedfarm)
Propulsion with
Floaty Bobble,
Gleaming Conduit and
Bloody Charm blinks to enemies, and grants movement speed on execute.
Horadric Jewels
Use these Jewels, placed in jewelry gear slots, to enhance the Horadric Spell:
Jewel | Description |
---|---|
![]() | You deal 20% more Elemental damage and take 10% more. |
![]() | You gain 6% primary stat, 6% maximum life and you are always Unhindered. However, you will be hunted in Sanctuary’s darkest places by Jewel Guardians who were entombed to protect this relic. |
![]() | Your Catalytic Skill deals 33% damage of your Infusion’s element over 3 seconds. Lucky Hit: Dealing damage of your Infusion’s element has up to a 33% chance to trigger its secondary effect. |
There are some situationally useful Jewels to consider:
- (Resource) In Early Gearing,
Spark of Creation can be useful Resource generation.
- (Qol) While
Idol From Below is powerful, If the Jeweled Guardians are bothersome, replace it with another.
Mercenaries
Main Mercenary – Varyana, the Berserker
- Skills:
Cleave,
Hysteria,
Bloodthirst,
Bloodlust
Reinforcement – Raheir, the Shieldbearer
- Reinforcement Ability:
Crater
- Opportunity:
Earth Spike
Once unlocked, Mercenaries are followers that aid the Player in combat. A main mercenary is chosen to fight alongside you, granting strong buffs or perks, and a secondary Mercenary is chosen to periodically Reinforce you under a chosen Opportunity condition.
Hysteria and Bloodlust will both give strong Attack Speed bonuses. Crater will help group enemies.
Other Mercenary Setups are viable, such as Subo’s Cover Fire and minimap tracking, or Rahier if you still need Armor or Resistance.
Build Mechanics
Rotation and Playstyle
The Earth Spike Druid is a simple Basic Skill build with minor buff maintenance
- Prebuild stacks of
Quickshift with
Claw and
Earth Spike.
- Enter
Grizzly Rage and become the Dire Werebear.
Debilitating Roar for a damage gain and to apply a damage taken debuff on enemies.
- Line up your enemies and immobilize them with
Poison Creeper.
- Send waves of
Earth Spikes to kill your foes.
Cyclone Armor‘s Active use will not be available during
Grizzly Rage, but you will still recieve its passive defense.
Skills, Support and Synergies
The primary damage for this build is Earth Spike.
With Seismic-shift Aspect, two waves of
Earth Spike will be sent out in a medium range from the player. There’s a few modifiers to this:
Enhanced Earth Spike gives a small chance to Stun enemies.
Wild Earth Spike summons another Spike when hitting Stunned or Immobilized Enemies.
- Other sources of Immobilize or Stun can include
Poison Creeper or Seasonal Powers like
Tendrilous Bundle.
- Other sources of Immobilize or Stun can include
Earth Augments Gives a chance for Earth Spike to Cast Twice. With the two waves from Seismic already, that can be 4 lines per cast!
Shard of Verathiel adds a 25 Spirit Cost to
Earth Spike. Not hitting a target can mean no Spirit Generation but still costing. Try not to get into an Out of Spirit situation. Read more on Spirit Management below.
Lining up the Shot
The line of Earth Spikes sent out can be narrow. In push, you will often find the easiest way to hit lots of enemies is Orbwalking; moving ahead of enemies and then moving or aiming back to attack behind as they trail you. This also leverages being slightly Distant from enemies for the Nature’s Reach extra multiplier.
Grizzly Rage
This build uses Grizzly Rage as its Ultimate Skill. Grizzly Rage grants Unstoppable for its duration, grants Damage Reduction, and a large Damage multiplier that grows over time. With
Aspect of the Rabid Bear, our damage type for all attacks becomes Poison, which helps unify several multipliers.
Grizzly Rage’s cooldown cannot be reduced while Grizzly Rage is active. Any Skill not tuned to Grizzly Rage, such as Storm or Wolf Skills will be unavailable while Grizzly Rage is active. Certain Skills like Cyclone Armor with a passive effect will still be up, but the Skill will be unavailable for Active Use. Companion Skills are always available.
Only one point is invested into Grizzly Rage because further points only reduce the cooldown, and we do not need the Rank 5 effect since we should always be already Armor capped without the effect.
Grizzly Rage has a capped duration, but we gain or extend Grizzly Rage duration with:
Aspect of the Rampaging Werebeast gives up to 10 seconds extra duration
- Kills extend the duration by 1 second.
- Overpowering Bosses extends duration by 5 seconds. With
Xan and other sources of Overpower like Obsidian Slam Spirit Boon and
Provocation, this is handled easily.
- Offensive Tempers on gear give more duration.
If this is not sufficient to maintain Grizzly Rage for most of the time or your downtime becomes too disruptive, consider one or more of the following options:
- Exchange the Swooping Attacks Spirit Boon for Calm Before the Storm.
- Target your Mastercrafts towards Grizzly Rage Duration or Cooldown.
- Put more Skill Points into
Grizzly Rage for cooldown.
Earthen Might
Earthen Might is our Ultimate Skill. It is a Lucky Hit chance to Restore Spirit, guarantee Critical Strikes and increase Critical Strike Damage by 70% for 5 seconds.
The Lucky Hit Chance is increased if the attacks are Critical Strikes or if the enemy is affected by the Stun, Immobilize or Knocked Back Crowd Control conditions.
Earthen Might has a slight lockout from being able to trigger it again, but you can overlap a refresh. It is unfortunate that you gear for Critical Strike just to guarantee Critical Strike, but that’s how it is.
Our kit has various working Crowd Controls, such as the Stun Chance on Enhanced Earth Spike.
Spirit Management
With Shard of Verathiel, Basic Skills cost 25 Spirit to cast, including
Earth Spike.
We gain Spirit from a number of sources:
- Gift of the Stag gives 10 Spirit Per Second
- Casting
Earth Spike generates Spirit, natively and +5 from
Aspect of Adaptability.
- Intelligence stat scales Resource Generation.
- Gear Affixes with Resource Cost Reduction, Resource Generation or Chance to Restore Spirit.
- Triggers of
Earthen Might fully refresh Spirit.
Tibault’s Will gives Spirit on gaining Unstoppable. Since we are perma-Unstoppable with
Grizzly Rage this will not be that useful.
If this is not sufficient while leveling and gearing, consider one or more of the following:
- Use Energize Spirit Boon, replacing Swooping Attacks
- Seasonal players can use
Spark of Creation for Spirit refund on casts of
Earth Spike.
- Place Skill Points in
Abundance, removing them from
Provocation.
- Use
Aspect of the Umbral for Spirit against Crowd-controlled enemies.
Elixirs, Incense and Health Potions
The Alchemist offers helpful consumables at the cost of foraged materials found throughout Sanctuary.
- Craft your Elixir:
- (Offensive)
Elixir of Advantage II For Attack Speed and Lucky Hit bonuses.
- (Defensive)
Elixir of Fortitude II For Max Life.
- (Offensive)
- One of each Incense Category can be used, for a total of three active Incenses at a time. In priority:
- Defensive –
Reddamine Buzz for Max Life, or
Song of the Mountain if you need the Armor, up to 1000 armor cap.
- Core Stat –
Blessed Guide for Willpower.
- Resistance –
Soothing Spices for All Resist, All Resist Maximum, and Armor.
- Defensive –
- Upgrade your Potion as you level, increasing the instant healing of the potion!
Season 9 Updates
Earth Spike is stronger than ever, with the updated Seismic-shift Aspect sending out a second line. Which can be up to 4 with
Earth Augments! It will be good to have a solid and competitive Basic Attack build out there again. It will likely not be meta on the leaderboard, but will function in all other content.
A couple or things being considered:
- Is the updated
Paingorger’s Gauntlets good? probably not. It’s only one burst instance per cast of Earth Spike, which is multiple attacks at once so likely better to just scale the Earth Spike directly with multipliers.
- While
Aspect of Adaptability scales with Max Resource, the Ancestral Guidance board’s other nodes are not so great compared to other boards.
The following are important changes in the Season 9 Patch Updates that are specific to the Earth Spike Druid. For general Season 9 information, check out our Season 9 Hub.
Itemization:
Seismic-shift Aspect
- Previous: Earth Spike deals 50-70% increased damage and launches spikes in a line.
- Now: Earth Spike deals 50-70% increased damage and launches 2 rows of spikes in a line.
Aspect of the Rabid Bear
- Previous: While Grizzy Rage is active, Skills that Critically Strike apply Rabies and your Poison damage is increased by 60-105%.
- Now: While Grizzy Rage is active, your direct damage is converted into Poison damage, you deal 40-80% more Poison damage, and you passively spread Rabies.
Aspect of the Rampaging Werebeast – Damage bonus per stack increased from 3% to 5%, up to 100% from 60%.
- Overpower bonus scaling removed.
Skills and Stats:
Earth Spike Damage increased to 90%.
Vigilance Damage Reduction reduced from 7/14/21% to 5/10/15%.
Toxic Claws
- Previously: Shred and Lacerate deals an additional 24/48/72% of their Base damage as Poisoning damage over 4 seconds.
- Now: You deal 5/10/15% increased Poison damage. This is doubled while in Werewolf form and for 8 seconds after leaving it.
Enhanced Debilitating Roar Fortify amount increased from 22% to 30%.
Innate Debilitating Roar Damage bonus increased from 15% to 25%.
Provocation
- Previous: When you remain in Werebear form for at least 20/16/12 seconds, your next non-Defensive Skill will Overpower.
- Now: After 10 seconds of Werebear form, your next non-Defensive Skill will Overpower and deal 5/10/15% increased damage.
Grizzly Rage Damage bonus per second in the form increased from 3% to 4%. Companion Skills are now always usable during Grizzly Rage.
Grizzly Rage Rank 5 Bonus
- Previous: Companion Skills can be Cast during Grizzly Rage.
- Now: You gain 30% increased Armor while Grizzly Rage is active.
Prime Grizzly Rage
- Previously: Grizzly Rage makes you Unstoppable for 6 seconds.
- Now: You are Unstoppable while Grizzly Rage is active.
Bug Fixes:
- Fixed an issue where Aspect of the Rabid Bear would not always work for the entire duration of Grizzly Rage.
- Fixed an issue where Shroud of False Death also granted bonuses to Spirit Boons.
Changelog
27 June, 2025: Build created for Season 9 and Patch 2.3.