Level 1-2
Level 3-4
Summary
- The Druid is the eleventh Dark Elixir Troop in the game, unlocked when the Dark Barracks is upgraded to level 11, which requires Town Hall level 14.
- He is the only troop that has both attacking and healing capabilities. In his human form, he heals both grounded and aerial troops unlike the Healer which only heals ground troops and cannot attack, and in his animal form, as the Bear, he is a relatively tanky defense-targeting troop.
- For the first 25 seconds after the Druid is deployed, he heals allied troops with his staff. His healing projectiles bounce between up to 4 targets, and can target both ground and air.
- The Druid's healing cannot bounce to Siege Machines, since they are immune to them. The healing is not reduced on Heroes, unlike Healers.
- The 25-second timer is represented by a blue bar above his head that slowly fills up over time. When this bar fills, the Druid transforms into a Bear. The Druid also transforms if his health bar is depleted before the 25 seconds are up. However, if he is defeated by a Spring Trap, he will be unable to transform into the Bear.
- Druids cannot attack at all. They are completely unable to defend themselves, and will totally ignore any enemy buildings or troops attacking them. If they have no target to heal, they will simply remain stationary even if they are taking damage.
- However, once they transform into Bears, they will go for defenses until they are destroyed.
Strategies
Offensive Strategies
- The Druid is similar to the Healer, but with major differences: he is a ground troop which means he is completely safe from high damage hazards like Air Defenses and Seeking Air Mines. and unlike Healers, his healing can bounce to up to 5 troops, however he has a limited time to heal other units.
- Druids are useful for Hero Walks, especially Queen Walks, as like Healers they can keep the Archer Queen healed just as effectively, if not more than a group of Healers can. The drawback for this strategy is that their healing will only last for a certain amount of time until they change into their Bear form, at which point they will ignore the Hero and go for the nearest defensive building.
- In addition, as Druids do not receive a reduced rate of healing like Healers, this can make them a more ideal option when using Hero Walks in areas with lots of Air Defenses and other defensive buildings that target air units.
- The Druid is very useful for healing air units such as Dragons and Electro Dragons, unlike regular Healers.
- However, he is susceptible to ground defenses such as Cannons and ground-mode X-Bows, so he might get taken out quickly.
- If you want to use Druids in an air attack, use a tanky unit which jumps over Walls such as the Royal Champion to protect them.
- However, he is susceptible to ground defenses such as Cannons and ground-mode X-Bows, so he might get taken out quickly.
Defensive Strategies
- Due to his moderately high highpoints and being a ground troop that stays behind, it is quite hard to dispose of Druids as quickly as one would dispatch Healers. even if one manages to kill the Druid in his human form, he will then proceed to morph into the defense-targeting Bear form.
- Spring Traps are the only form of defense that can kill Druids without triggering his Bear form, so place them in areas where Druids are likely to approach the base.
- Although the Druid's human form can jump over Walls, his Bear form cannot. High-leveled Walls are great at keeping out Druids in their Bear form, as it can take them a while to break through them on their own.
Upgrade Differences
The Druid undergoes significant visual changes at level 3.
- Initially, the Druid is a bare-chested man with a green loincloth around his waist kept in place by rope. In the middle of his loincloth is a belt loop with a small horn on it and a yellow flap beneath. He also carries a bear pelt on his back. He has long, light blonde hair and red paint on his face and arms. He wields a long wooden staff with a glowing yellow crystal, which he uses to heal troops.
- At level 3, his hair and bear pelt turn golden-yellow in color, and his loincloth is now pinkish-purple. His belt loop also turns a bright pink.
Statistics
Statistic Modifiers
Input values into these modifiers below to modify the statistics in the tables below accordingly
Gold Pass modifiers
ApplyReset |
Preferred Target |
Effect Type |
Number of Targets |
Housing Space |
Movement Speed |
Heal Speed |
Dark Barracks Level Required |
Range |
Evolve Time: |
---|---|---|---|---|---|---|---|---|
None | Ranged (Ground & Air) Chain Healing |
4 | 16 | 24 | 1s | 11 | 5 tiles | 25s |
Training Time of Druids | |
---|---|
Dark Barracks available | Dark Barracks upgrading |
2m 30s | 5m |
Level |
Healing per Second |
Healing per Pulse |
Hitpoints |
Research Cost |
Research Time |
Laboratory Level Required |
---|---|---|---|---|---|---|
1 | 65 | 65 | 1,300 | N/A | N/A | N/A |
2 | 70 | 70 | 1,400 | 250,000 | 12d | 12 |
3 | 75 | 75 | 1,500 | 350,000 | 14d | 13 |
4 | 80 | 80 | 1,600 | 375,000 | 16d | 14 |
Effectiveness of multiple Druids
The table below shows the effectiveness of adding another Druid when multiple are healing the same target(s). This table is shared with Healers and the Unicorn, with priority given to whoever heals the target first.
Total Number of Healing Units | Effectiveness of Additional Druid | Overall Efficiency |
---|---|---|
1 | 100% | 100% |
2 | 100% | 100% |
3 | 90% | 96.7% |
4 | 90% | 95% |
5 | 70% | 90% |
6 | 40% | 81.7% |
7 | 10% | 71.4% |
8 | 0% | 62.5% |
History
Patch | Type | Description |
---|---|---|
June 18, 2024 | Update | The Druid was added to the game, with 4 levels. |
September 9, 2024 | Update | Reduced number of targets from 5 to 4. |
October 2, 2024 | Maintenance break |
|
Gallery
Trivia
General
- You can have a maximum of 20 Druids at one time in a complete set of fully upgraded Army Camps. This number increases to 23 if you include 3 that can fit into a fully upgraded Clan Castle. On the battlefield, you can clone an additional 8 Druids with four level 6 or higher Clone Spells (three from the regular spell inventory and one from a level 10 or higher Clan Castle), for a total of 31 Druids.
- When you tap on an Army Camp, all the Druids stationed there will briefly lift their staffs into the air, and can be seen chanting.
- If the Druid is the last unit in the battle, the battle will not end and he will stand still, but will transform into the Bear if the timer is up or is destroyed to damage buildings, if not finishing them off, unless if he is bounced from a Spring Trap.
- The word "druid" can refer to Druidry (or Druidism), a spiritual or religious movement that promotes the cultivation of honorable relationships with nature, plants and animals, flora, fauna, and diverse peoples of the world, as well as with deities based on nature.
- A druid was also a member of the high-ranking priestly class in ancient Celtic cultures. They play a prominent role in Irish folklore.
Comparisons
- The Druid is one of the three troops that uses the chain mechanic, the others being the Electro Dragon and the Super Wizard.
- Of the three, the Druid is the only one that heals using the chain mechanic, on which he heals units by throwing healing projectiles which bounces to other nearby units (Siege Machines are not included).
- Out of all the troops in the game, the Druid is the only healing unit to transform into an attacking unit after a specified period of time.