Druid

Overview
Druid is a hybrid between mage and tank, with long-ranged magical basic attacks and high defense. The Druid pays for that flexibility by having only 4 skills in total, unlike a proper mage.

Druid is best known for stalling opponents and freezing lanes, mainly in the early game. Gaia's Protection provides a big shield from Lv.1, but its value scales slowly with level and becomes less useful in the later parts of the game. The same goes for the efficiency of Ents, whose ability to tank a couple Turret shots is highly valued in the early/mid game when each shot is deadly for a player. In the later parts of the game, the Druid mostly helps the team by pulling key targets with Nature's Grasp.

Since Nature's Grasp pierces through minions, capable of damaging a whole wave, and Gaia's Protection provides a lot of sustain, Druid is sometimes picked as a Top Laner. Most of the time, this is done in order to freeze the lane against an enemy Top Laner with a strong early game.

Synergy
Druid is a good Support pick for a Carry Ranger. Ranger needs to get close to its targets to CC them with Wolf Companion and Gaia's Protection allows the Ranger to do so with reduced risk. In addition, the Ranger's basic attacks aren't as fast as those of a real Carry during the early game. Therefore, being able to attack a Turret for a little longer with the help of Ents prevents the Ranger from falling behind the enemy Carry.

In the Novel
During the StormBlitz entry exam, Yuel picked Druid to synergize with Trever's Ranger. Aside from using the standard synergy between the two classes, he also predicted the movements of the enemy Pirate and pulled him with Nature's Grasp into Trever's Beartrap.