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Diablo > Diablo Immortal > MobileJun 26, 2025 3:25 pm CT

The Druid joins Diablo Immortal, with a new take on the classic class that embraces the chaos of nature

Last week I had the pleasure to talk with Ryan Quinn (Diablo Immortal’s Senior Narrative Designer) and John Yoo (Diablo Immortal’s Lead Systems Designer)  about Diablo Immortal’s newest class, a fresh take on the fan-favorite Druid! While this class will feel familiar to players who enjoyed the Druid in Diablo 2 or Diablo 4, it’s a new take on the Druid: Diablo Immortal’s Druids are members of the Talons of Ifeh, a Druidic sect that followed Ifeh to Sharval. But Ifeh didn’t seek harmony with nature like her fellow Druids: instead she surrendered body and soul to the wilds, gaining “a great yet ravenous power.” The result is a fast-paced class that embraces the chaos of nature.

So far, classes added to Immortal post-launch have been new to the game itself — the Blood Knight and the Tempest — so why did the team decide to bring in a class that we’ve seen in Diablo 2 and Diablo 4? Certainly, the Druid is a favorite, but it can be tough to fit an old class into a new game, making fresh gameplay that will feel familiar to fans while also still being accessible to newcomers. Diablo Immortal chose to make its Druids part of a splinter faction, allowing them to make something with same roots as a traditional Druid, but has developed into something different. This is how Ryan Quinn explained the new Druid:

So the Druid — whether we’re talking about our Druids in Diablo Immortal or Druids in past Diablo games — they’ve always been guardians and protectors of the land; people who seek balance and harmony with nature. Specifically in Immortal, our Druid is part of a splinter faction called the Talons of Ifeh that broke with what was the sort of Nephalem progenitor of all Druids many centuries ago and sailed to Sharval to try and protect this kind of once in a world special place, this primeval forest of strange nature spirits called Fae.

What that connection does for them is similar and different from what it does for other Druids. The Druids in Diablo Immortal — this group in Sharval — they sort of open their minds and bodies up to the rampant power of Nature, so their use of life magic and elemental magic and transformations is very powerful, very potent. But it’s also sometimes unpredictable and sporadic, because it’s as chaotic as the elements of nature are.

The developers are excited about their new take on the Druid, joking that maybe they should have called them Chaos Druids. And the result is certainly something different. Even though I knew this would be a different kind of Druid, the class played nothing like I expected it to. As someone who has played Druid a great deal in Diablo 4, I went in expecting this to be similar, perhaps mixed with a Dungeons & Dragons Sorcerer. The class is very fun, but it was nothing like what I was expecting.

Let’s talk about what these new Druids can do, and how this class manages to feel like the class you’re used to while still bringing something new to the table.




 

Here’s a rundown of the skills for this new version of Druid. Their abilities are fueled by Primal Power: most abilities generate it, while transformations and Surging Stone consume Primal Power to stay active.

Primary Attacks

  • Ferocious Strike: Swing and slam your staff, dealing damage over three attacks. Enemies other than your primary target take only 25% damage.
  • Landslide (unlocks at level 34): Crack the earth and call forth jagged rocks, projecting them forward in a line that bursts with spikes when it hits an enemy, dealing damage in a small area.

Transformations

  • Werewolf (unlocks at level 3): Transform into a werewolf and dash forward, dealing damage and marking enemies along your path. When a marked enemy’s Life drops below 50%, they will take additional damage. Movement speed is increased by 30% and you consume 5 Primal Power per second while transformed. Werewolf form replaces your equipped skills while active.
  • Werebear (unlocks at level 38): Transform into a werebear and roar, dealing damage and Stunning nearby enemies for 2 seconds. Each time you are attacked while transformed, you gain 1 stack of Ursine Endurance, reducing the damage you take and the duration of loss of control effects by 3%, stacking up to 10 times. You consume 5 Primal Power per second while transformed. Werebear form replaces your equipped skills while active.

Skills

  • Fire Tornado: Conjure a tornado of flame at a target location for 4 seconds that continuously pulls in, damages, and Burns enemies. Generate 9 Primal Power when used.
  • Stag Charge: Become a noble stag to perform 3 successive leaps, dealing damage to enemies upon landing. The first two leaps also Slow enemies, reducing their Movement Speed by 40%, which can stack. The final leap also causes knockback. You are immune to loss of control and knockback while the skill is active. Generate 6 Primal Power when used.
  • Summon Wolves (unlocks at level 8): Passively summon 2 wolf companions to fight alongside you. If lost, wolf companions resummon after 6 seconds. Activate to command your wolf companions to pounce on a target, damaging enemies near the location and causing them to Bleed. Generate 6 Primal Power when used.
  • Earthquake (unlocks at level 15): Create an earth-shattering tremor at a target location, dealing damage and knocking enemies airborne. Affected enemies fall back to the earth with great force, dealing damage to nearby enemies where they land. Charge this skill to increase its area by up to 50%. Generate 9 Primal Power when used.
  • Raven Swarm (unlocks at level 20): Become a flock of ravens and fly to a target location, during which you are untargetable. You deal damage to nearby enemies when you arrive at the target location, reverting to your original form. Maximum 2 charges. Generate 6 Primal Power when used.
  • Thorn Armor (unlocks at level 28): Grant nearby allies thorn armor for 5 seconds that absorbs damage. Thorns will erupt from you when attacked, dealing damage to nearby enemies and Slowing them by 40% (Cannot occur more often than once per second). Generate 9 Primal Power when used.
  • Summon Grizzly (unlocks at level 41): Summon a grizzly companion for 24 seconds that leaps to a target location and roars, dealing damage to nearby enemies and Stunning them for 4 seconds. The grizzly companion strikes enemies with its claws and every 5 seconds they can smash the ground, dealing damage and knocking back nearby enemies. Generate 36 Primal Power when used.
  • Summon Oak Sage (unlocks at level 44): Passively summon one Oak Sage for every 3 Primary Attacks that hit an enemy, up to a maximum of 3 Oak Sages who fire projectiles at your enemies. Actively command an Oak Sage to self-destruct at a target location, damaging enemies and Immobilizing them for 4 seconds. Generate 9 Primal Power when used.
  • Circle of Life (unlocks at level 47): Strike the ground, causing vines to quickly grow and create a field of restorative flora for 10 seconds, healing you and allies within each second. The vines produce a healing blossom every 1.5 seconds, and you or your allies may touch them to heal, consuming the blossom. Generate 15 Primal Power when used.
  • Surging Stone (unlocks at level 50): Tap into the raw strength of the earth, consuming Primal Power to cause thorned spires of rock to erupt from the earth every second, dealing damage to nearby enemies and causing them to Bleed. The spires of rock also knock enemies airborne, but no more than once every 6 seconds. Consume 10 Primal Power per second while active.
  • Rabid Might (unlocks at level 53): Unleash a savage roar that inspires and invigorates, increasing the maximum Life of nearby allies by 12.5% and your maximum Life by 25% for 180 seconds. Those affected are also immune to the next 3 total loss of control effects for 6 seconds. Generate 15 Primal Power when used.

Some of these skills we’ve seen before, like Werewolf, but some of these are brand new and really freaking cool, like Summon Oak Sage. This ability summons a floating flower that hovers around you and shoots attacks at enemies; for every few primary attacks you will summon another one, up to a maximum of 3. While cool, this is just their passive state and they can be commanded to attack specific enemies, charging and self-destructing when they hit their target, dealing damage and immobilizing them. If the Oak Sage’s timer expires and enemies are nearby, it will self-destruct to deal damage as well.

Stag Charge is also a neat ability, turning you into an awesome stag that leaps multiple times, dealing progressively more damage when it lands, while slowing enemies on the first two hits and knocking enemies airborne on the final hit. Yet that’s not all! You’re also immune to loss of control and knockback while you’re being a rad stag, so it’s a good way to reposition in combat and deal damage at once.

But even abilities that look familiar have their own spin. Let’s look at Werewolf as an example. Using this skill transforms you into a sleek, fast-moving Werewolf with a few new abilities:

  • Rend and Tear, a dash attack that deals additional damage and does a knock up to enemies under 50% health
  • Lunge, which boosts your speed by 30%, then when you release the ability you jump forward and knock back all enemies in your path dealing damage
  • Howl, which deals AOE damage and marks enemies, who take additional damage once their health drops below 50%

This ain’t your daddy’s Druid is what I’m saying. These are fast and ferocious on the battlefield, with a hybrid playstyle that shifts between melee, spellcasting, and summoning.

It should also be noted that when this version of the Druid was being worked on, the Immortal team spent a lot of time doing research on places like Woodhenge and other megaliths from around the world to make sure that the abilities looked unique for our new Druids, and this certainly shows. Immortal’s animations are crisp and extremely well suited to this new kind of Druid — and their abilities look amazing in game.

Perhaps most importantly, which players is this new class for? Is the Druid appropriate for newcomers, or is it best played by experienced players? John Yoo says this is a class for everyone:

In terms of the beginner: the Druid is easy to pick up – like, if you just want to mash buttons, you can totally do that with the Druid. If you want to go get involved and max your DPS, there are ways to like weave in and out and be mindful of your cooldowns and primal power and all of that to maximize your DPS, so — I’d say it’s actually catered for both!

So even if you haven’t tried Immortal before, this is class should still be easy to pick up — like most Blizzard games, it aims to be easy to learn but difficult to master.

I couldn’t help but ask John and Ryan when we’d get Immortal’s new classes in Diablo 4, seeing the Immortal team has a solid track record of adding new and interesting classes to the game. Unfortunately they didn’t have an answer for me — but the question itself did get a laugh and smile out of both of them, so I’ll consider my mission a success in letting them know that they’re doing a great job fleshing out the game’s classes.

The Druid will be available in Diablo Immortal starting on July 3, when you’ll be able to create a new Druid character or Class Change an existing character to Druid. (Completing the Druid Origin Quest, “Grovekeeper’s Call,” will reset your Class Change Cooldown.) If you aren’t quite ready to become a Druid yourself, you can enter the Primal Plane in a three-week-long event like the Fractured Plane, but in this variation, everyone plays a Druid.

Druids arrive in Immortal next week, on July 3.

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