The Boulder Druid Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4 Season 10.
Boulder is an easy-to-play, mobile and one of the strongest builds in the entire game.
The Boulder Druid Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4 Season 10.
Boulder is an easy-to-play, mobile and one of the strongest builds in the entire game.























Dolmen Stone,
Mjölnic Ryng and
Vasily's Prayer are needed to start playing this build.
Ultimate Skills Restore Primary Resources is needed on your Ring to sustain Abundance.
0 (0)No Glyphs Installed
Stats
Boulder Druid functions by using Dolmen Stone, to allow our Boulders to oribt around our Hurricane, and Aspect of Metamorphic Stone making it a Core Skill.
By using a combination of Hurricane Duration, Nature Magic Cooldown Reduction and Ranks to Endless Tempest, we get to keep Hurricane up indefinitely.
Likewise, with Cataclysm, we use Ranks to Endless Tempest, Nature Magic Cooldown Reduction and Calamity to keep it up indefinitely. In combination with Mjölnic Ryng, we get damage and more importantly, infinite Spirit.
The Chaos Perk: Overabundance, is the cornerstone of every Druid build in Season 10. Fully stacked, it amounts to [x]800% more damage! The way we stack it is by using a Casting Wrath Skills Restores Primary Resource Tempering Affix. Since we have Infinite Spirit from Mjölnic Ryng, all Spirit we gain is above our maximum and counts for Overabundance.
Banished Lord's Talisman, when combined with Purge the Infested, will be up almost indefinitely, as every time we hit an enemy, the game will think we spent 5 Spirit.
It is not really possible to level with Boulder Druid as it requires specific Uniques to function. I recommend you level with Shred, Companions or Earth Spike instead.
We use Subo with Wire Trap for Movement Speed and Cover Fire for Critical Strike Damage. In addition, Subo provides us with the invaluable ability to see Elites on our Minimap.
Our secondary Mercenary is Raheir with Crater to pull in.
Initially, we use:
Later on, we swap Wild Transformations for Power Siphon because it's free [x]100% damage with Mjölnic Ryng.
Initially, we use Moni + Que to get better uptime on Bulwark while we Shred around for mobility. We also use Cir + Zec to help keep Cataclysm up.
Later on, we swap to Igni + Que and Cir + Ohm for more damage.
For Speedfarming, we can use Bac + Jah instead of Cir + Ohm.
It's important to run Elixirs and Incenses at all times. Not only because they increase your Experience gain, but also because they provide very strong combat boosts.
For Elixirs, you will use Elixir of Advantage for Attack Speed, or Elixir of Fortitude for more Maximum Life.
For Incenses, you will use Spiral Morning for All Stats, Reddamine Buzz for Maximum Life and Soothing Spices for All Resistances and more Armor.
Masterworking (MW) enhances an item's stats. Each MW rank boosts all affixes by 5%. Ranks 4,8,12 give a 25% bonus to a random affix (MW Crit).
In this planner, the color blue on an item denotes that the affix got one MW Crit, the color yellow denotes that the item got two MW crits and the color orange denotes that the item got three MW crits.
For future reference the amount of MW Crits on an affix will be denoted by 1MW, 2MW, 3MW.
Greater Affixes (GA) on an item force the affix to roll at the top of it's range of possible values and then applies a 50% increase to its value. GA increases are additive with Masterworking increases.
In this planner, the yellow star to the left of an affix denotes that is a GA.
To put it all in to practice, let's calculate what stat increase a GA Affix on a 12/12 Masterworked item with 2 MW Crits gets:
Ranks 1-3, 5-7, 9-11 all give 5% -> 9 * 5% = 45%
Two MW Crits -> 2 * 25% = 50%
GA = 50%
Total = 45% + 50% + 50% = 145%
Unless a certain amount of a stat is required and no more, like in the case of Attack Speed Breakpoints, Armor and Resistances, GA and MW priority should be easy to follow.
Guides, which follow a Starter -> Midgame -> Endgame progression, are structured such that the difficulty of the MWing outcome and amount of GAs on items also progresses as expected.
For example, a Starter variant will generally have 1GA items with three 1MW affixes. A Midgame variant will generally have 2GA items with a 2MW Affix and a 1MW affix. An Endgame variant will generally have 2GA/3GA items with a 3MW affix.
From this you can derive that the GA on the starter version is the most important, the second GA added is the second most important and the third GA added is the third most important affix.
In the case of Masterworking, 3MW = most important affix, the 1MW in the Midgame variant is the second most important affix and from the Starter variant with three 1 MW affixes you can know which is the third most important affix.
When GA and MW don't align you are most likely in the presence of a stat with a certain threshold you have to meet or a cap and those will be explicitly stated in the guide anyways.
In the case of Uniques GA and MW, progression standards are generally shifted by one as they are easier to MW because they have 4 affixes and also easier to acquire with multiple GAs.
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