Druid
"One with nature! Incredible stability with animal summons."
Unlock Requirement
Beating The Crater
Strengths
- Base attack heals allies and buffs damage
- Starts with a free, hyper-aggressive Crow summon
- Transformations offer huge power spikes
Weaknesses
- Card skills cost HP
- Too many useless plant-growing skills in pool
Recommended Meta Build
Meta Build: Pick a cat with high base STR so the starting Crow hits hard. Keep SPD slightly higher than your DPS so you can buff them before they act. The Crow's wind can blow out candles in the Tormentor boss fight!
druid Ability Codex
Melee Attack / Heal
Heals allies but damages enemies.
Ranged Attack / Heal
Heals allies but damages enemies.
Sing
Heal and give +1 Temporary Damage to units in a wide area.
Sing
Heal and give +1 Temporary Damage to units in a wide area.
cm_Gizzard
Enter Mockingbird Form, gaining flying movement, +2 , and -2 . Your basic attack becomes Mock Song and this becomes Tease.
Flutter
Fly over 3 tiles.
Flutter
Fly over 3-4 tiles.
Flutter
Fly over 2-5 tiles.
Aeroblast
A wind gust that deals 1 damage and 1 Knockback in a line.
Aeroblast
A wind gust that deals 2 damage and 2 Knockback in a line.
Aeroblast
A wind gust that deals 3 damage and 10 Knockback in a line.
Bloom
Give 5 mana to allies in an area.
Bloom
Give 5 mana to allies in a large area.
Song of Spring
Spawn flower tiles in an area.
Song of Spring
Spawn flower tiles in a large area.
Grant Life
Give a unit All Stats Up. You get All Stats Down.
Grant Life
Give a unit All Stats Up, Charge 2, and heal them 2. You get All Stats Down.
Squirrel Squad
Summon 5 baby squirrels.
Squirrel Squad
Summon 5 adult squirrels.
Squirrel Swipes
A melee attack that hits 1-3 times.
Bear Swipes
A melee attack that hits 1-3 times.
Summon Squirrel
Summon a squirrel.
Summon Squirrel
Summon a squirrel to any tile.
Summon Snake
Summon a snake.
Summon Snake
Summon a slippery snake! (It has a 66% dodge chance.)
Summon Turtle
Summon a turtle.
Summon Turtle
Summon a turtle to any tile in range 6.
Summon Toad
Summon a toad.
Summon Toad
Summon a super toad! (It has more damage, health, and can move an extra time each turn)
Summon Bear
Summon a bear.
Summon Bear
Summon a furious bear! (It has Fury Swipes.)
Step In
Swap positions with a familiar.
Step In
Swap positions with any unit.
Battle Cry
Give all familiars in an area +2 Damage.
Battle Cry
Give all familiars +3 Damage.
Stand By Me
Teleport an ally to you.
Stand By Me
Teleport any unit to you.
Bramble Burst
Explode a familiar causing damage to all adjacent units and spawning brambles.
Bramble Burst
Explode a familiar causing damage to all units in range 2 and spawning brambles.
Flower Feet
Move 3 tiles. Plant flowers as you move.
Flower Feet
Move 5 tiles. Plant flowers as you move and where you end up.
Thorny Feet
Move 3 tiles. Plant brambles as you move.
Thorny Feet
Move 3 tiles. Plant brambles as you move. (This spell costs less.)
Encourage
Give a familiar an extra turn after this one.
Encourage
Give a familiar an extra turn after this one. (This spell costs less and has increased range.)
Protection
Give a familiar +1 .
Protection
Give familiars in a large area +1 .
Promote
The next familiar you spawn becomes a champion.
Promote
The next familiar you spawn becomes an elite.
Safety Dance
Give all allies +1 .
Safety Dance
Give all allies +2 .
War Cry
Each familiar attacks their closest enemy immediately if they can.
War Cry
Your allies and familiars all attack their closest enemy immediately if they can.
Form of the Wolf
Enter Wolf Form, gaining +2 , +2 , -2 , and -2 . Your basic attack becomes Wolf Claws and this becomes Pounce.
Form of the Wolf
Enter Wolf Form, gaining +2 , +2 , -2 , and -2 . Your basic attack becomes Wolf Claws+ and this becomes Pounce+.
Wolf Claws
A 2-hit melee attack.
Wolf Claws
A 2-hit melee attack that inflicts bleed.
Pounce
Jump on a unit, damaging and displacing it.
Pounce
Jump on a unit, damaging, displacing and inflicting Bleed 1 to it.
Form of the Monkey
Enter Monkey Form, gaining +2 , +2 , -2 , and -2 . Your basic attack becomes Throw Poop and this becomes Monkey Toss.
Form of the Monkey
Enter Monkey Form, gaining +2 and +2 . Your basic attack becomes Throw Poop and this becomes Monkey Toss+.
Throw Poop
Throw poop.
Monkey Toss
Throw an adjacent unit to another tile. It takes damage if it's thrown onto something.
Monkey Toss
Throw an adjacent unit to another tile. It takes damage if it's thrown onto something. (This spell costs less.)
Form of the Turtle
Enter Turtle Form, getting +2 , +10 , -2 , and -2 . Your basic attack becomes Head Bash and this becomes Harden Shell.
Form of the Turtle
Enter Turtle Form, getting +2 , +10 , and -2 . Your basic attack becomes Head Bash and this becomes Harden Shell+.
Harden Shell
Gain +1 , +1 Thorns, and +1 temporary Brace.
Harden Shell
Gain +1 , +1 Thorns, and +1 temporary Brace. (This spell costs less.)
Head Bash
Dash forward one tile, then attack. This attack deals Knockback and has a chance to inflict Stun.
Summon Caterpillar
Summon a caterpillar. It gains All Stats Up at the end of each turn. It becomes a moth at All Stats Up 5.
Summon Caterpillar
Summon a caterpillar with All Stats Up 2. It gains All Stats Up at the end of each turn. It becomes a moth at All Stats Up 5.
Sleep Powder
Inflict Sleep on a unit.
Call the Wind
Blow all units back one tile.
Call the Wind
Blow all units back three tiles. Allies are immune to knockback damage during this.
Inspirational Song
Heal all allies and give them +1 Temporary Damage.
Inspirational Song
Heal all allies and give them +2 Temporary Damage.
Death Metal
A song that explodes a random enemy. If this hits a boss, it instead inflicts Fear.
Death Metal
A song that explodes a random enemy. If this hits a boss, it instead inflicts Fear. Inflict Madness on each other enemy.
Cha Cha Slide
Deal 10 Knockback to all units in a random direction. Allies are immune to Thorns, tile and Knockback damage during this effect.
Cha Cha Slide
Deal 10 Knockback to all units in a random direction. Allies gain +3 temporary Thorns and are immune to Thorns, tile and Knockback damage during this effect.
Bestow Wisdom
Give +1 to a unit.
Bestow Wisdom
Give +1 and +2 mana to a unit.
Form of the Raccoon
Enter Raccoon Form, gaining +2 , and -2 . Your basic attack becomes Pilfer and this becomes Scavenge.
Form of the Raccoon
Enter Raccoon Form, gaining +2 , and +2 . Your basic attack becomes Pilfer and this becomes Scavenge+.
Pilfer
A melee attack that scatters two random pickups when it hits.
Scavenge
Run to any pickup and collect it.
Scavenge
Run to any pickup and collect it. The effects of that pickup are doubled.
Resummon Crow
Summon a new crow. Castable only if your crow is dead.
Resummon Crow
Summon a crow.
We Will Rock You
Inflict Petrify on a familiar and give it +6 .
We Will Rock You
Inflict Petrify on a familiar and give it +6 and +2 Thorns.
Form of the Tree
Enter Tree Form, gaining -2 , +5 , and Brace 2. You become immobile and immune to Knockback. Your basic attack becomes Timber and this becomes Synthesize.
Form of the Tree
Enter Tree Form, gaining -2 , +5 , and Brace 4. You become immobile and immune to Knockback. Your basic attack becomes Timber and this becomes Synthesize+.
Timber
Fall into an adjacent tile, dealing massive damage to units you displace.
Synthesize
Heal 2 HP and gain Charge 2.
Synthesize
You and allies within 3 tiles gain 2 HP and 2 Charge.
Hydro Pump
Shoot a blast of water that deals 3 Knockback. This spell has recoil.
Hydro Pump
Shoot a long blast of water that deals 10 Knockback. This spell has recoil.
Control Plants
Create a tall grass tile, then all enemies on grass element tiles take 1 damage.
Control Plants
Create a tall grass tile, then all enemies on grass element tiles take 1 damage and gain Poison 1.
Control Water
Create a water tile, then all allies on water element tiles heal 2 HP.
Control Water
Create a water tile, then all allies on water element tiles heal 2 HP and have their debuffs cleansed.
Control Air
Blow a unit ten tiles away from you. This doesn't deal Knockback damage.
Control Air
Blow a unit ten tiles away from you. This doesn't deal Knockback damage. (This spell costs less and has infinite range.)
Self-destruct
Explode.
Self-destruct
Explode.
Feral Attack
A melee attack. (This spell costs 0 mana. Castable once per turn.)
Entangle
Entangle units in an area.
Entangle
Entangle units in an area and spawn bramble tiles.
Lullaby
Inflicts Sleep on units in an area.
Lullaby
Inflicts Sleep on units in an area. (This spell costs less and has increased range.)
We Are the Champions
Each familiar gains All Stats Up 2 and heals to full. (Castable once per battle.)
We Are the Champions
Each familiar gains All Stats Up 2 and heals to full. (This spell costs 0 mana. Castable once per battle.)
Cheerlead
Make a target unit The Alpha. PASSIVE: The first spell the Alpha casts each turn is cast twice.
Cheerlead
Make a target unit The Alpha. PASSIVE: The first spell the Alpha casts each turn is cast twice. (This spell costs less.)
Nature's Blessing
Grow tall grass tiles in an area and give units in that area +3 Diminishing Health Regeneration
Nature's Blessing
Grow tall grass tiles in an area and give units in that area +3 Diminishing Health Regeneration (This spell costs less and has infinite range.)
Throw Egg
Throw an egg. If the egg lands in an empty tile, it hatches into a random animal friend at the start of its second turn.
Throw Egg
Throw an egg. If the egg lands in an empty tile, it hatches into a random animal friend at the start of its first turn.
Form of the Squirrel
Spawn squirrels on each adjacent tile, then enter Squirrel Form. Your basic attack becomes Chitter and this becomes Birth Squirrel.
Form of the Squirrel
Spawn squirrels on each adjacent tile, then enter Squirrel Form. Your basic attack becomes Chitter and this becomes Birth Squirrel+. (This spell costs less.)
Birth Squirrel
Summon a squirrel. (Castable once per turn.)
Birth Squirrel
Summon a squirrel. (Castable once per turn.)
Chitter
Each squirrel gains +2 Damage and +2 .
Plant Mushroom
Spawn a glowing mushroom that restores mana to nearby units on its turn.
Plant Mushroom
Spawn a glowing mushroom anywhere that restores mana and health to nearby units on its turn.
Serenade
Give Health Regeneration 1 to units in an area.
Serenade
Give Health Regeneration 1 to units in a larger area. (This spell costs less.)
Windy Step
Give a unit +1 Bonus Move.
Windy Step
Give a unit +1 Bonus Move and +1 . They take their next turn earlier.
Form of the Elk
Enter Elk Form, gaining +8 , -2 , -2 , and Trample 3. You ignore tile effects while moving. Your basic attack becomes Antler Swipe and this becomes Prance.
Form of the Elk
Enter Elk Form, gaining +8 and Trample 3. You ignore tile effects while moving. Your basic attack becomes Antler Swipe+ and this becomes Prance+.
Antler Swipe
Toss a unit up to four tiles away. Inflict Bruise on it and any unit it lands on.
Antler Swipe
Toss a unit up to four tiles away. Deal damage to and inflict Bruise on it and any unit it lands on.
Prance
Refresh your movement action.
Prance
Refresh your movement action. (This spell costs less.)
Form of the Mockingbird
Enter Mockingbird Form, gaining flying movement, +2 , and -2 . Your basic attack becomes Mock Song and this becomes Tease.
Form of the Mockingbird
Enter Mockingbird Form, gaining flying movement and +2 . Your basic attack becomes Mock Song+ and this becomes Tease+.
Mock Song
Give each unit within an area All Stats Down 2 until the end of their next turn.
Mock Song
Give enemies within an area All Stats Down 2 (and allies All Stats Up 2) until the the end of their next turn.
Tease
Inflict Madness 1 on a unit.
Tease
Inflict Madness 1 on a unit. It immediately attacks a unit if it can.
From the Trees!
Summon a random animal that falls from the sky onto a random enemy, dealing damage.
From the Trees!
Summon a random animal that falls from the sky onto a random enemy, dealing more damage. (This spell costs less.)
Healing Word
Heal a unit at range.
Healing Word
Heal other units in an area at range.
Cure Wounds
Heal an adjacent unit.
Cure Wounds
Heal all adjacent units.
Malaise
Inflict Weakness on units in an area.
Malaise
Inflict Weakness and Poison on units in an area.
Open Wounds
An attack that deals more damage the less health the target unit has. (based on their health percent)
Open Wounds
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Prayer
Heal units in an area.
Prayer
Heal units in a larger area. Infinite range.
Convert
Inflict Charm 2 on an adjacent unit.
Convert
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Cleanse
Remove all debuffs from units in an area.
Cleanse
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Purge
Remove all buffs from a unit.
Purge
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Heretic Mark
Inflict Ostracized 2 on a unit.
Heretic Mark
Inflict Ostracized 4 on a unit.
Zealot
Gain +1 .
Zealot
Gain +1 . (This spell costs less.)
Haste
Give a unit +10 until the end of its next turn.
Haste
Give units in an area +10 until the end of their next turns.
Rally
Force a unit to attack one of its enemies.
Rally
Force units in an area to each attack one of their enemies.
Buddy Up
Jump to an open tile next to an ally.
Buddy Up
Jump to an open tile next to an ally. (This spell costs less.)
Healing Fall
Jump to an open tile, then heal each adjacent unit.
Healing Fall
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Holy Dash
Dash forward, heal a unit and give it a random stat up.
Holy Dash
Dash forward, heal a unit and give it 3 random stat ups.
Reverse Damage
Reverse the last damage an adjacent unit took.
Reverse Damage
Reverse the last damage a unit within range took.
Rebuke
Deal damage to a unit equal to the damage that unit last dealt.
Rebuke
Deal damage to a unit equal to twice the damage that unit last dealt.
Wish
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Wish
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Witch Hunt
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Witch Hunt
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
Friend or Foe
A ranged spell that heals allies and damages enemies.
Friend or Foe
An infinitely ranged spell that heals allies and damages enemies.
Revive
Revive a body to 50% HP and cure one of its injuries.
Revive
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Ethereal
Gain 4 , 3 , heal 2 HP, and Brace 1.
Ethereal
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Born Again
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Born Again
Revive a body to 100% HP and give it All Stats Up.
Benediction
Heal EVERYTHING for 2 HP.
Benediction
Heal EVERYTHING for 2 HP. (This spell costs less.)
Crusade
You and your allies move toward the nearest enemy.
Crusade
You and your allies move toward the nearest enemy and gain +1 .
Hallowed Ground
Spawn a blessing pickup on an empty tile in range.
Hallowed Ground
Spawn a blessing pickup on any empty tile.
Enlighten
Another unit's next spell is free.
Enlighten
Another unit's next spell is free. Infinite range. (This spell costs less.)
Anoint
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Anoint
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
An Eye for an Eye
A melee attack that inflicts Blind 5 and Bleed 1.
An Eye for an Eye
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Wrath of God
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Wrath of God
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Adoubment
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Adoubment
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Divine Protection
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Divine Protection
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Chosen Warrior
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Chosen Warrior
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Divine Gift
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Divine Gift
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Stand In
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Stand In
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Awaken
Revive a body to 1 HP.
Awaken
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Fury Heal
Heal an adjacent unit 2 to 6 times.
Fury Heal
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Pray
Give another unit +5 until the end of its next turn.
Pray
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Emergency
Run next to the ally with the most missing health. Trample all in the way.
Emergency
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Guardian Angel
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Guardian Angel
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Booster
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Booster
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
Stimulants
You and adjacent units gain +2 .
Stimulants
You and adjacent units gain +2 and +1 .
Blinding Lights
Inflict Blind 1 on each unit in an area.
Blinding Lights
Inflict Blind 2 on each unit in a larger area.
Circle of Protection
Give +1 to each unit within 2 tiles of you.
Circle of Protection
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Call Over
Make an ally move toward you.
Call Over
Make an ally move toward you. Infinite range.
Grace
You or an adjacent unit gains a random positive effect.
Grace
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Turn Foe
Force a nearby unit to move away from you.
Turn Foe
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
Healing Salve
You or an adjacent unit gains +1 Health Regeneration.
Healing Salve
You or an adjacent unit gains +2 Health Regeneration.
Sing
Heal and give +1 Temporary Damage to units in a wide area.
Birth Squirrel
Summon a squirrel. (Castable once per turn.)
Aeroblast
A wind gust that deals 1 damage and 1 Knockback in a line.
???
Becomes a random Cleric starter ability when you lock in your team's collars.
???
Becomes a random Druid starter ability when you lock in your team's collars.