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The group heal for Restoration Druids — party members within 15 yards healed over 7 seconds.
The SoD Wild Growth rune boost gets Wild Growth for your Druid in Season of Discovery, a heal over time that lands on every party member within 15 yards of your target. It runs for 7 seconds and is engraved on your gloves. A booster picks up the order within roughly 15 minutes.
On this card you only decide the play method, Piloted or Remote Control. After buying, write your Druid's level and current zone in the order chat, and the booster maps out the rune steps before the first login.
Healers often want a chest rune too. Order it as a separate card and mention in the chat that both should be done in one session.
Wild Growth is a Restoration Druid spell that came to Season of Discovery as a hand rune. You cast it on one player, and every member of that player's party within 15 yards starts to heal over 7 seconds. Most of the healing arrives early and slows toward the end, so it is strongest right after a big hit to the group.
Before runes, a Classic Druid had no efficient way to top up several people at once outside of Tranquility. Wild Growth fills that gap for dungeons and raids, and the SoD Wild Growth rune boost saves you the time it takes to find it.
The rune pays off whenever damage hits the group at the same time: area attacks in dungeons, raid-wide pulses, or a pack pull where everyone takes a bit. One cast covers the whole party, which saves mana compared to single-target heals. Leveling Druids also use it in dungeon groups to keep the tank and melee healthy with fewer casts.
| Point | Detail |
|---|---|
| Rune slot | Hands |
| Area | Party members within 15 yards of the target |
| Duration | 7 seconds, front-loaded |
| Play method | Piloted or Remote Control |
| Proof | Screenshot of the learned rune |
After you buy the boost, the highest-rated booster available is assigned and you agree on a start time. The booster completes the rune steps on your Druid and learns Wild Growth through the Rune Engraving panel.
Expect most of the time to go into travel and the rune steps. A Druid already at a suitable level is done faster than a new one. The booster sends an estimate before logging in, and you can ask for a pause any time you want to play.
Healers pair this rune with the Living Seed healing rune on the chest. If you also play Balance, the Sunfire rune uses the same hand slot and stays learned next to Wild Growth. Runes for the other classes are on the SoD runes boost page.
Usually a booster takes the order within 15 minutes of payment. The first session starts at the time you confirm in the order chat.
It depends on your Druid's level and location. An estimate comes in the order chat before the booster logs in.
It heals the party of the player you target, as long as they stand within 15 yards of that player. To cover more groups, cast it on players in different parties.
Yes. Both runes stay learned. Only one can be engraved on the gloves at a time, and you switch at the Rune Engraving panel.

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“I always knew what was going on with my char and they fulfilled the order very quick and easy for me. Will recommend!”
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