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Druid

Normal Melee Attack, Unarmored

The Druid is a sort of melee/caster hybrid, calling upon forces of nature for aid. His attack type and armor type make him effective in battle against enemy casters, such as the Conjurer and Priestess, and he can cut heroes off from magic entirely.

Druids also have a variety of support abilities that allow them to control the flow of combat.

 

Druid Stats

Level 1 Stats:

Strength*: 22
Agility: 10
Intelligence: 17
   
Health: 650
Mana: 300
Armor: 3
Damage: 24-34
Cooldown: 2.2 sec (before agility speed bonus)
Range: Melee
Move Speed: 200

*Primary Attribute

At Level Up:

+2.4 Strength
+0.9 Agility
+2.6 Intelligence

 

Druid Abilities

Camouflage
Grants a friendly unit invisibility until they move, attack, or cast a spell.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 10 min. 0 sec. 100 200 Unit Friend, Self Immobile Invisibility 1
2 10 min. 0 sec. 60 200 Unit Friend, Self Immobile Invisibility 2
3 10 min. 0 sec. 36 200 Unit Friend, Self Immobile Invisibility 3
4 10 min. 0 sec. 22 200 Unit Friend, Self Immobile Invisibility 4
5 10 min. 0 sec. 13 200 Unit Friend, Self Immobile Invisibility 5
Camouflage Information
Using Camouflage on a unit will force that unit to stop whatever it is doing and hold still, so that the Camouflage is not immediately broken. However, if the player orders their unit to move, attack, or use a spell after being Camouflaged, the effect will be broken.

Camouflage allows units to be invisible that normally cannot be. If you want, you can make your entire team invisible and lie in wait for your enemy (remember to use Camouflage on yourself last).

Use Camouflage to hide weakened allies so that they cannot be attacked.

 

Tree Wall
Creates a wall of trees.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 Unlimited 10 sec. 105 500 Irregular Air, Ground, Structure 3 Trees 1
2 Unlimited 10 sec. 105 500 Irregular Air, Ground, Structure 5 Trees 3
3 Unlimited 10 sec. 105 500 Irregular Air, Ground, Structure 7 Trees 5
4 Unlimited 10 sec. 105 500 Irregular Air, Ground, Structure 9 Trees 7
5 Unlimited 10 sec. 105 500 Irregular Air, Ground, Structure 11 Trees 9
6 Unlimited 10 sec. 105 500 Irregular Air, Ground, Structure 13 Trees 6
7 Unlimited 10 sec. 105 500 Irregular Air, Ground, Structure 15 Trees 7
8 Unlimited 10 sec. 105 500 Irregular Air, Ground, Structure 17 Trees 8
9 Unlimited 10 sec. 105 500 Irregular Air, Ground, Structure 19 Trees 9
10 Unlimited 10 sec. 105 500 Irregular Air, Ground, Structure 21 Trees 10

Tree Wall Information
Tree Wall causes trees to grow out of natural ground (grass, dirt, etc.), blocking movement and line of sight. All heroes and towers can attack trees. The trees have 50 HP each.

Trees cannot grow out of artificial surfaces, such as tile, marble, or pavement. Also, trees cannot grow too close to living units or structures, so try to target your tree wall so that it won't overlap another unit.

Use Tree Wall to block off enemy escape, or raise trees between yourself and your enemies to avoid an engagement.

Use trees to block off key passages.

As an assassin, if the VIP gets separated from his bodyguards, cast Tree Wall between them to cut off the VIP from support.

At maximum level, the Tree Wall is seven trees wide and three trees thick. All trees may not appear if there is not enough room.

Note that all trees created with Tree Wall will disappear at the end of the round.

 

Might to Magic
Converts a friendly unit's health into mana over time.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 10 sec. 3 sec. 15 400 Unit Friend, Self, Vulnerable, Invulnerable Converts 100 health into 150 mana 1
2 9 sec. 3 sec. 15 400 Unit Friend, Self, Vulnerable, Invulnerable Converts 100 health into 170 mana 2
3 8.1 sec. 3 sec. 15 400 Unit Friend, Self, Vulnerable, Invulnerable Converts 100 health into 190 mana 3
4 7.3 sec. 3 sec. 15 400 Unit Friend, Self, Vulnerable, Invulnerable Converts 100 health into 210 mana 4
5 6.6 sec. 3 sec. 15 400 Unit Friend, Self, Vulnerable, Invulnerable Converts 100 health into 230 mana 5
6 5.9 sec. 3 sec. 15 400 Unit Friend, Self, Vulnerable, Invulnerable Converts 100 health into 250 mana 6
7 5.3 sec. 3 sec. 15 400 Unit Friend, Self, Vulnerable, Invulnerable Converts 100 health into 270 mana 7
8 4.8 sec. 3 sec. 15 400 Unit Friend, Self, Vulnerable, Invulnerable Converts 100 health into 290 mana 8
9 4.3 sec. 3 sec. 15 400 Unit Friend, Self, Vulnerable, Invulnerable Converts 100 health into 310 mana 9
10 3.9 sec. 3 sec. 15 400 Unit Friend, Self, Vulnerable, Invulnerable Converts 100 health into 330 mana 10

Might to Magic Information
Might to Magic can allow a friendly hero to cast longer before running out of mana. Use it on allies that can make use of a lot of mana, such as Conjurers and Priestesses, or on friends who run out of mana.

Have an allied Priestess use Regeneration to counter the health lost in Might to Magic to restore an ally's mana without depleting their health.  Remember that a Priestess cannot cast Regeneration on herself.

Be careful not to overuse Might to Magic. Extra mana doesn't do you any good if you die before you can use it.

 

Mystic Veil
Dispels magic from a unit, and makes it spell-immune, but unable to cast magic.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 4 sec. 8 sec. 70 600 Unit Hero Spell Immunity, unable to cast spells 1
2 5.5 sec. 8 sec. 70 600 Unit Hero Spell Immunity, unable to cast spells 2
3 7 sec. 8 sec. 70 600 Unit Hero Spell Immunity, unable to cast spells 3
4 8.5 sec. 8 sec. 70 600 Unit Hero Spell Immunity, unable to cast spells 4
5 10 sec. 8 sec. 70 600 Unit Hero Spell Immunity, unable to cast spells 5
6 11.5 sec. 8 sec. 70 600 Unit Hero Spell Immunity, unable to cast spells 6
7 13 sec. 8 sec. 70 600 Unit Hero Spell Immunity, unable to cast spells 7
8 14.5 sec. 8 sec. 70 600 Unit Hero Spell Immunity, unable to cast spells 8
9 16 sec. 8 sec. 70 600 Unit Hero Spell Immunity, unable to cast spells 9
10 17.5 sec. 8 sec. 70 600 Unit Hero Spell Immunity, unable to cast spells 10

Mystic Veil Information
Mystic Veil both defends a unit against magic (both spells and magical attacks) and prevents it from casting spells (but allows magical attacks). Use it on allies to protect them from magic, or on enemies to stop them from using magic against you.

Mystic Veil will also dispel current magical effects from a unit, so you can use it to remove effects like Banish or Shadow Soul. However, you cannot use it on Berserkers performing a Death Walk.

Note that if you use Mystic Veil on yourself, you will not be able to cast Mystic Veil again until it wears off.

 

Feral Spirit
Surrounds the Druid with forest spirits that smite nearby enemies.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 20 sec. 30 sec. 130 N/A Unit Self 2 Spirits 1
2 20 sec. 30 sec. 130 N/A Unit Self 3 Spirits 2
3 20 sec. 30 sec. 130 N/A Unit Self 4 Spirits 3
4 20 sec. 30 sec. 130 N/A Unit Self 5 Spirits 4
5 20 sec. 30 sec. 130 N/A Unit Self 6 Spirits 5
6 20 sec. 30 sec. 130 N/A Unit Self 7 Spirits 6
7 20 sec. 30 sec. 130 N/A Unit Self 8 Spirits 7
8 20 sec. 30 sec. 130 N/A Unit Self 9 Spirits 8
9 20 sec. 30 sec. 130 N/A Unit Self 10 Spirits 9
10 20 sec. 30 sec. 130 N/A Unit Self