The idea: To strike as many times as possible while preventing any hero damage from happening.
Roots prevent the enemy from attacking for up to four turns, hit on their own, and spread each hit to other rooted enemies without upgrade. This effectively turns a hit from any source into AoE, albeit weakly.
Ents each hit once per turn for a max of 5 times. They also provide a meat shield for when enemies unroot, allowing more opportunities to attack before the druid is in any danger. Nature’s Embrace perk can hit for a max of 5 times depending on ent position.
The gold rogue set an extra projectile and 5% chance of headshot – 1 in 20. With fully maxed ents(5x), roots (4 turns), and projectiles (6x), along with the Verdant Ally and Nature’s Embrace perk, the Druid can hit a boss or group of enemies almost 60 times before they can move. All of these listed damage sources are eligible to become headshots.
NE only triggers 33% of the time, so realistically you hit 45-50 times before they’re unrooted. There is a 92.3% of hitting a headshot in 50 tries. You will likely get a couple more turns as the boss kills the ents, giving opportunity for at least another 10 hits or so, granting a 95.4% chance of hitting a headshot in 60 tries.
Cup Heroes Druid Headshot Build – Perks, Decks, Gear

Deck importance:
Top priority: +1 ent, +1 root duration. Ideally, you want to have 5 ents by the time you are seeing waves of 5+ enemies.
Second priority: +1 projectile
Third priority: Ball multipliers (deck can get expensive), Attack+
Perks
Lvl 7: Verdant Ally
Lvl 8: Nature’s Embrace
Lvl 9: +1 Ent
Lvl 10: All of them on every hero all the time
Lvl 11: Don’t buy
Gear
Rogue weapon and ring are a must.
I usually go all rogue, as I find the increased crit rate and damage help with the lower waves before the upgrades are bought. Optionally, swapping in tactician body and boot can help with consistency in purchasing, and continuing with tactician gloves and hat for the set bonus may help with card purchase further.

