Druid - Bunker Druid

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Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Focused on: SupportBunkeringMobilityDirect damage.

Designed for:


A PvP Druid skirmisher build for holding points and occasionally supporting allies. Repeated nerfs to Staff and pet damage slowly shifted the Druid meta to Longbow for better damage and decap potential.

Skill Bar

Juvenile Jacaranda.png
Juvenile Smokescale.png

Slot Changes


Template Code




Superior Sigil of Separation
Superior Sigil of Separation.pngSuperior Sigil of Separation
Deal 5% extra damage to targets more than 500 distance away.
Superior Sigil of Exposure
Superior Sigil of Exposure.pngSuperior Sigil of Exposure
Your next attack after you swap to this weapon while in combat inflicts 5 stacks of vulnerability for 5 seconds. (Cooldown: 9s)
Superior Sigil of Cleansing
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Energy
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Rune of the Grove
Superior Rune of the Grove.pngSuperior Rune of the Grove
(1): +25 Healing Power (2): +10% Protection Duration (3): +50 Healing Power (4): +20% Protection Duration (5): +100 Healing Power (6): +20% Protection Duration; when struck by a foe, a meadow blooms at your location, granting vigor, regeneration, and protection to allies within it. (Cooldown: 90s)
Avatar Amulet
Avatar Amulet.pngAvatar Amulet
+1000 Power +1000 Precision +500 Vitality +500 Healing power



  • Under General Options / User Interface enable "Thick party health bars" and "Always show health bars". These will make it much easier to keep track of who needs your support.
  • Dodging applies Protection Protection, which also heals thanks to the trait .
  • Survival skills cure 2 conditions and grant Fury. can cleanse 4, because it triggers another Survival skill from .
  • Reviving downed allies is a big part of your role:
    • is an extremely strong tool on a 85s CD that'll almost always guarantee a rez.
    • To make things even easier, you can drop out of when you reach the target in order to cloak them with .
    • Under heavy pressure activating can win you a couple of extra seconds before you'd have to give up on your ally.
  • will leap backwards, while its chain skill will take you forward. To make better use of these, when you need to go in just one direction turn around before using Hornet Sting, then turn back before using . Setting up a keybind for "about face" (Options Control Options Movement) makes turning around much smoother.
  • Signets are some of the strongest defensive skills in the build. Both the actives and passives are fairly valuable.
    • is extremely useful against direct damage spikes, but you have to use it proactively and sometimes even predict when the burst is coming. Use it too late and it's wasted, too soon and your opponent can just delay its plan until the signet runs out.
    • is basically the anti-condition version of the other signet. Biggest difference is, you want to use this after your opponents used up the bulk of their damage. You don't want to get spiked after wasting it on a few throwaway conditions.
  • In combat try to use right before switching pets to provide them with the most Fury/Regeneration possible and to make their opening attacks unblockable.
  • Much of the build's damage will come from pets. Don't start encounters on Smokescale, be on your secondary pet and switch to Smokescale when you need burst or a CC. Optional: stack up Vulnerability with before swapping to Smokescale.
  • In duels always try to keep your pet between you and your target. This way when you're attacking with the pet's going to get healed which yields Astral Force. The pet can also bodyblock hostile projectiles.


  • is your main burst skill.
  • can set up Rapid Fire nicely, or even help you decap an enemy controlled point by pushing them out of it.
    • makes skill even better at decapping nodes or setting up kills.
  • is a defensive skill that can be used to safecast important skill under heavy pressure such as your heal, or just disengage while the Stealth Stealth lasts. The projectile being rather quick also makes this skill good for getting rid of Blind Blind / Aegis Aegis if you're willing to sacrifice this skill's benefits (if the projectile hits nothing or gets blocked, you won't gain stealth).
  • is the go to skill for cleave damage.

Stacking Swiftness/Stealth

  • It's important to start a match with a fair amount of Swiftness Swiftness on every member of the team. You have two options to do that:
    • (if taken) Electric Wyvern's pet ability, , is a Lightning Field which can be used to stack AoE Swiftness by executing Blast Finishers in it.
    • provides very decent Swiftness uptime on its own, even more if you use it in a Lightning Field as this is a Blast Finisher.
  • If your team doesn't have a Thief with a Pistol off hand to stack AoE Stealth just before the first major encounter begins, this task may fall to you:
    • Just like the Wyvern, Smokescale also has a combo field: , which is a Smoke Field. Executing Blast Finishers in it (such as the aforementioned Call of the Wild or ) will apply AoE Stealth.

Celestial Avatar

  • Becomes available once you fill your Astral Force bar, which can be done mostly through healing, and to a lesser extent damage dealing.
  • Entering removes all conditions and breaks stun. Exiting the form applies AoE Superspeed Superspeed and Stealth Stealth. Careful with the stealth however, as it can make you lose the capture point.
    • Sometimes under heavy pressure entering CA just for the mass cleanse and stun break only to almost immediately drop out of it for the stealth is better than trying to use your heals and risk getting bursted down, but at least try to get a off (both for CC and sustain).
  • should usually be used on cooldown. There's a bit of a delay between placing the seed and the cleanse going off, be sure to stand in it when it blossoms.
  • is a quick and huge heal which also CCs enemies. As a Blast Finisher this has many other applications, for example blasting Seed of Life's Light Field results in AoE cleansing 1 condition.
  • is very straightforward, just use it to heal yourself and allies. Can be combo'd with for burst healing or just to reduce the chance of getting interrupted.
  • is excellent for cleaving downed enemies. Note: the channeling can be interrupted by moving or weapon stowing, but the Stability Stability will still remain - you can use that to safely cast another skill.
  • Consider using under heavy pressure before entering Celestial Avatar, the Stability can increase the chance of getting your heals off.


  • Boon removal.
Build rating - 4 stars
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7 Ratings
4 stars
Hanz gave this build 4 stars November 2019

Update: still sees some moderate play in ranked and very rarely in ATs, but it's mostly due to having a few Druid enthusiasts who make it work. Not that great, but playable.

2 stars
Drummermean gave this build 2 stars December 2018

This build just can't cope in the meta. It cannot survive a +1 with the combined extreme burst. Decent in 1v1s, point control, evading attacks, it also has great mobility.

3 stars
Donyajoon gave this build 3 stars September 2018

Great mobility and self sustain. Falls a bit off in damage and in team fights

4 More Ratings
5 stars
Vary gave this build 5 stars June 2018

Still viable in the new season. Provides good emergency options when heavily focused. Also offers a lot of options to support teamfights (heals, projectile ward, condi cleansing). Can carry a game with medium players quite well.

5 stars
Nathanel gave this build 5 stars March 2018

Have to agree. everything else got nerfed infact holosmith got some decent damage nerfs, as did spellbreaker and mirage.

5 stars
Baescons gave this build 5 stars January 2018

Strong 1v1 build. Many people seem to think the burst has gone down after many patches, so it isn't considered good enough to keep up with meta 1v1 builds(though that may be less of a problem since they nerfed chrono, but i still think its fallen alittle in most peoples opinion)

5 stars
Riri70 gave this build 5 stars December 2017

Took this build because I wanted to play a more support build. Turns out it's really great.

The tools are really useful in a variety of situations. When you're mastering this build you can survive most of encounters.

Scourge is indeed a problem but if you keep control and not tilt, you can overcome the condi pressure by using the various condi cleanse at your advantage (Celestial Avatar, Signet of Removal).

Knowing your combos is a necessity, Using the water field at your disposal with blast finisher (Call of the wild, ancestal grace) and quickening zephyr with Rejunevating Tides and Natural Convergence allow you to safely put down some good healing and cleaving damage.

Keep in mind that blast finisher will grant you Lingering Light only if you effectively heal yourself, leap finisher will grand you Lingering Light even if you are at full health.

Having Smokescale allows you to deal damage plus the smoke field can help you in specific situation, I use the jacaranda for a bit of damage & control with immobilize.