Druid - Decap Druid

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The community gave this build a rating, making it second-tier: Good.

Focused on: BunkeringDecap.

Designed for:


A tanky Druid build for sPvP that's meant to win capture points over time by spamming knockbacks.

Skill Bar

Juvenile Jacaranda.png
Juvenile Smokescale.png

Slot Changes


  • over - a good pick if direct damage is a bigger problem in the matchup than condition damage, but you do give up a stun break and some passive healing for it.


Template Code




Superior Sigil of Revocation
Superior Sigil of Revocation.pngSuperior Sigil of Revocation
On hit, remove a boon. (Cooldown: 10s)
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 Sigil of Intelligence
Superior Sigil of Intelligence.pngSuperior Sigil of Intelligence
Your next three attacks after swapping to this weapon while in combat has a 100% critical chance. (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 Melandru
Superior Rune of Melandru.pngSuperior Rune of Melandru
(1): +25 Toughness (2): +35 Vitality (3): +50 Toughness (4): -10% Incoming Condition Duration; -10% Incoming Stun Duration (5): +100 Toughness (6): -15% Incoming Condition Duration; -15% Incoming Stun Duration
Avatar Amulet
Avatar Amulet.pngAvatar Amulet
+1000 Power +1000 Precision +500 Vitality +500 Healing power



  • Your role is simple: look for 1v1s, keep knocking people off the capture point and root them while outside, then repeat. Win the cap over time without having to kill your opponent. Focus on knockbacks and survival.
  • is a very versatile trait beyond just reducing the CD of your knockbacks:
    • This trait procs even when swapping into and can be used to get some extra healing out of the build, mostly via .
    • With you can squeeze out some extra mobility from Greatsword while leaving a fight.
  • Set your pet to avoid combat and manage it manually. This is especially important for Jacaranda, because the first attack it does is an AoE lightning strike that does damage in set intervals. You want the pet to begin attacking once the target is immobilized from one of your skills to get maximum value out of this skill.


  • As a decap build, there are plenty of knockback skills in your arsenal to help push enemies off the point and slowly capture it:
    • on Longbow.
    • on Greatsword (chain sequence of skill #4).
    • which is a utility skill. Note: normally this skill pushes foes away (which is what we want), but when used in it'll instead pull them in. Don't use this skill in Celestial Avatar unless you either desperately need to interrupt something or you're not standing on the point.
    • The aforementioned skills should often be used right after swapping weapons in order to reduce their CD via .
  • Once the target is outside the capture point you should use your many sources of Immobilize Immobilize to keep them out as long as possible:
    • which is a trait proc. The target is rooted when it's hit by either you or your pet while CC'd. Try landing hits after a knockback as soon as possible.
    • , your elite skill.
    • Jacaranda's Embrace, the Jacaranda pet's F2 ability.


  • Aside from major cooldowns, condition cleansing in this build is limited mostly to staying inside .
    • Being a Water Field, you can combo Healing Spring with skills like or for more healing.
  • On the other hand there are plenty of passive ways of mitigating condition pressure: , and .
  • Out of the 2 stun breaks in the build, use first unless conditions are killing you. Try to keep 's passive bonus going as long as possible. This signet provides both passive healing and (by extension) Astral Force building while not on CD.
  • Usually survival is a bigger priority than holding a point - you can come back and neutralize it in seconds anyway. While Stealth Stealth does prevent capture point contribution, it can save your life in emergency situations.
    • is the most straightforward way of getting Stealth.
    • is a combo field created by Smokescale's F2 that you could utilize even in Celestial Avatar while healing yourself by making the pet drop it under you. With you could even stack AoE Stealth Stealth for allies
  • Dodge rolling applies Protection Protection, and Protection regenerates health via .

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 via . Even if you're not going to spend much time in thsi form, just entering for a brief moment is already a powerful sustain tool.
  • 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 if you're not taking too much damage during the channeling.
  • is excellent for cleaving downed enemies. Note: this skill can be used defensively just for the Stability Stability alone. 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 if need be.

Top Streamers

Build rating - 4 stars
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3 Ratings
4 stars
Hanz gave this build 4 stars August 2021

Niche but definitely workable. Can find its place in some comps and pull its weight, quite possibly the best decap build around.

August update: still one of the most popular ranger builds in ATs, but that doesn't say much for a class that's unpopular.

5 stars
Ikyro gave this build 5 stars April 2021

Healing power is useless. Demolisher is the way to go on this.

3 stars
Acedia1092 gave this build 3 stars December 2020

Playable, yet neither a good bunker nor duelist. As a bunker its sustain is rather weak when getting +1'd and often means a death (just like most duelists) and its dueling ability isnt that good either as it does very little damage.