The Shred Druid Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4 Season 10.
Shred is an incredibly mobile and fun build that is also very strong.
The Shred Druid Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4 Season 10.
Shred is an incredibly mobile and fun build that is also very strong.
The Requirements to start playing this variant are:

























0 (0)No Glyphs Installed
Stats
On the Shred Druid build, we take advantage of the massive multipliers inherent to Grizzly Rage. We utilize Rampaging Warbeast, Dire Wolf and Rapid Bear. To make our Grizzly Rage a Dire Wolf instead of a Bear and we use the Grizzly Rage Cooldown Reduction Tempering Affix to ensure that it is always online.
Shred also has access to many damaging Aspects, such as Stormclaw, Unsatiated and Blurred Beast.
Overall, Shred is an amazing build that is quick to get on its feet and keeps its place as a fantastic speedfarmer.
Huge thanks to Khazu for helping me test and optimize the build <3.
Stormclaw Aspect has a lot of multipliers that affect your damage twice.
The known list of double dips is:
We will use Raheir with Shield Charge to give us Fortify and Provoke to deal more damage.
Once we have dropped Retaliation in the endgame, we will swap him with Subo to be able to see Elites on the Minimap.
Varyana secondary is used with Ancient Harpoon to group up enemies. Another option is Aldkin with Fields of Languish for more survivability.
We will use A Beast Cornered with Marred Guard initially, for survivability and damage. Once we get Xan online, we will swap to Brawn Over Brains and Accelerating Chaos. Our new Armor cap with Brawns Over Brains is 795.
We will also use Purge the Infected to guarantee Crits and get more Damage. Later on, it will also help us spend more Spirit to enable Banished Lord's Talisman.
Lastly, Overabundance, the star of the show, provides [x]800% more damage if we can stack it up fully.
Wild Transformations allows us to cast Cyclone Armor when we convert into Human, which we do with the Que Rune**. This provides us with a pulling effect and later gives us more damage when we transform back into Werewolf Form.
Initially, we use Cir + Thul to get more damage and Moni + Que to cast Bulwark and pull mobs together with Wild Transformations + Cyclone Armor.
Later, once we get access to Legendary Runes, we will use Moni + Xan to Overpower.
In the end, when we can use Chaotic Banished Lord's Talisman to generate Overpower, we use Moni + Qax.
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.
For Incenses, you will use Spiral Morning for All Stats, Song of the Mountain for Armor, or 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.
800 with Brawn Over Brains.
Become a Creator
Want to earn rewards by sharing your builds with your community?