The Cataclysm Druid Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4 Season 10.
Cataclysm is a fully AFK build that can't die and clears everything in your vecinity.
The Cataclysm Druid Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4 Season 10.
Cataclysm is a fully AFK build that can't die and clears everything in your vecinity.

























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On the Speedfarm variant, use Cyclone Armor to group up Elites and Protector Mobs, as your Lightning Bolts have a small AoE component to them.
Also, cast Debilitating Roar whenever it is available to stay in Werebear Form.
Remember to cast Earthen Bulwark before Cataclysm for the Resonance Passive to triple in value.
Cataclysm Druid functions by managing to get 100% uptime on Catacylsm for damage and auto-casting Bulwark for survivability.
We use the Neo + Que combo to sustain our Bulwark and Vasily's Prayer so it doesn't shift us out of Werebear Form.
The Nagu + Zec Runeword is used early on to sustain our Cataclysm Cooldown. Later on, when we get access to better gear, it is not required and we can use Bac + Jah for mobility.
Instatiable Fury is used so that we don't turn back into Human and lose Quickshift stacks when there are no monsters to kill.
Always being in Werebear Form allows our Provocation to always be stacking and ready for our next Cataclysm. Provocation is incredibly important because it makes our entire Cataclysm Overpower.
To infinitely cast Cataclysm without having to do anything you have to bind Cataclysm to a Numpad # like THIS. Then, you will press that keybind, HOLD, and then Numlock at the same time, then release both at the same time. That should make it so you automatically cast Cataclysm every time it's off Cooldown.
The Starter and Endgame Variants are perfect for Torment 4 Content (Hordes, Undercity, Helltides, etc), but are not the best for Pit Speedfarming. You will need to upgrade to one of the Speedfarm variants for that.
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 Provoke because why not.
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, Elixir of Fortitude for more Maximum Life or Elixir of Resourcefulness for more Damage.
For Incenses, you will use Blessed Guide for Willpower, Song of the Mountain for Armor and Soothing Spices for All Resistances and more Armor.
We use Neo + Que to auto cast Bulwark constantly.
We also use Nagu + Zec to help recover our Cataclysm Cooldown.
In the Speedfarm Variant, we swap Nagu + Zec for Jah and Bac. Only do so if your Cataclysm duration is longer than your Cataclysm Cooldown.
We use Brawn over Brains because we always Overpower by snapshotting Provocation.
Overabundance is used because it is a massive [x]800% multiplier. We stack it with Nagu + Lum in the AFK variant or Energize in the Speedfarm variant.
The last Chaos Perk is mostly useless. Marred Guard can be used for survivability at the cost of damage, Accelerating Chaos can be used to help lower the Cooldown of Cataclysm.
We opt to take Wild Transformations so we cast Bloodrage and get [x]20% Damage and then [x]25% Damage when swapping back to Werebear.
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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