Feral can open in
Cat Form, take the return burst in
Bear Form and disengage for another attempt. Boomkin needs room to cast; Resto keeps HoTs rolling and helps the team with CC. Shifting is part of the fight, not just an emergency button. Below are level-60 builds, flag-carrying advice, combos and matchups based on beta 1.60.1.
PvP shorthand: a quick glossary
- Feral / Boomkin / Resto
- Feral Combat / Balance / Restoration. FC means flag carrier, a role rather than a spec.
- Cast / kick
- Casting a spell / interrupting it. Players may say “kick” even when the interrupt is not the Rogue ability Kick.
- Silence / school lockout
- Silence prevents spellcasting; a school lockout blocks the interrupted school. They are different effects.
- CC / DR
- Crowd control / diminishing returns. Repeated control in the same DR category has a shorter duration.
- Burst / cooldowns
- A short damage window / abilities with a cooldown. “Use defensives” means spend defensive cooldowns.
- DoT / HoT
- Damage over time / healing over time.
- Dispel / purge
- Remove an effect. An offensive dispel, often called a purge, removes a buff from an enemy.
- Kite / peel / fake cast
- Keep an enemy at range / help a teammate shake off attackers / cancel your cast to bait an interrupt.
- Opener / reset
- Your opening sequence / disengaging to set up another attempt.
How to play Druid in WoW Forever PvP
Druid is the most flexible class in the game. You can become a Cat, Bear, Moonkin, travel beast or ordinary caster, and every shapeshift removes roots, slows and
Polymorph. That makes Druids hard to catch: while you have mana for shifting, enemies cannot hold you in place; while you are alive, you can retreat and heal.
Mana is a PvP Druid's main resource. Cat or
Bear Form costs 55% of base mana, and every escape from a root costs another shift. Once mana runs out, you become an ordinary fighter without escapes. The first rule is therefore to shift when it genuinely saves you, not for every minor slow.
In animal form, the game treats you as a beast. You cannot be Sapped, Mind Controlled, Seduced or Polymorphed, but another Druid's Hibernate and a Hunter's
Scare Beast work on you. Forms do not free you from stuns, fear, Sap or Blind: you simply cannot activate them while controlled.
Druids have three roles, each viable in battlegrounds, world PvP and duels. Feral Combat means a Cat hunting from stealth and a Bear carrying flags and absorbing damage. Balance is a Moonkin dealing ranged damage and spreading roots. Restoration, or Resto, is a healer and the classic Warsong flag carrier. Each role's plan for each setting is detailed below.
Since October 8, damage absorbed by shields still generates Bear rage, critical hits generate 100% more rage, and Bear's threat bonus is 50%. Since October 15, Moonkin Aura grants spell critical strike chance raid-wide, while
Leader of the Pack grants melee and ranged critical strike chance to the entire raid. This does not make
Innervate or personal effects raid-wide.
Specs: Classic compared with Forever
Restoration was the most common Classic PvP Druid: the best Warsong Gulch flag carrier and an irritating Arathi Basin defender. Wowhead's standard 7/13/31 build took
Nature's Grasp,
Feral Charge,
Nature's Swiftness and Swiftmend. Icy Veins praised the 1/29/21 hybrid, giving Cat and Bear an instant heal. Moonkin 38/0/13 relied on
Starfire crits but was less common. Druids were considered a niche duel class: Warrior was favourable, while Priest, Shaman and Warlock were difficult.
Forever freed roughly 11 points for hybrids.
Nature's Grasp is now baseline at level 10 and always triggers;
Omen of Clarity is baseline too, and
Faerie Fire is free in forms. Swiftmend moved from Restoration's 31st point to its 16th and no longer consumes a HoT. Feral gained the
Berserk capstone, a Cat leap behind the target and Bash every 30 seconds.
Since October 15, Furor preserves Cat energy when entering
Bear Form and shifting back. Energy does not regenerate in Bear, so shifting for a stun or interrupt no longer empties your reserve, but does not build a new one either.
Shifting Power cannot be used at full energy; Wolfshead Helm grants an additional 5 energy when it is used.
Assessments from before the October 15 update: on the level 30 beta, Mobalytics' duel tier list puts Druid in B. Strengths are mobility, healing and Swiftmend; good matchups are Rogue and Mage, difficult ones Priest, Hunter and other Druids. RankedBoost's talent-tree assessment places Feral in S, Balance in A and Restoration in B. At 60, we expect Cat to lead world PvP and duel damage, hybrid Bear and Restoration to carry flags, Restoration to heal battlegrounds, and Balance to remain the most disputed spec in need of adjustments. These rankings predate the latest patch and are not an up-to-date class comparison.
| Spec | In Classic | In Forever | Use |
|---|---|---|---|
| Cat | Stealth ganking; mana is the main problem | Bear preserves Cat energy but pauses its regeneration. | World PvP, duels, hunting healers |
| Bear flag carrier | Deep Restoration with | Barkskin in forms, | Flags and base defence |
| Cat/Restoration hybrid | 1/29/21 | World PvP, fighting casters | |
| Restoration | Healer and flag carrier 8/11/32 | Swiftmend does not consume a HoT; | Battleground healing |
| Moonkin | Can do everything in form except heal; Hurricane has no cooldown, but base damage is lower | Battlegrounds and kiting |
Choosing a race
Four races can be Druids in Forever: Night Elf for the Alliance, Tauren for the Horde, and Skyborne for both factions. Race is not decisive in PvP, so choose the appearance and lore you enjoy. Each has its own form appearances, and you will spend a long time looking at your Druid.
The good news in Forever is that racials work in forms. Tauren can stun in
Bear Form, Night Elves can Shadowmeld in combat, and Skyborne can glide off a cliff. To maximize performance, choose Tauren for the Horde for the stun and +5% health, or Night Elf for the Alliance for critical strikes and in-combat Shadowmeld.
| Race | What matters in PvP | Summary |
|---|---|---|
| Night Elf | Best Alliance choice for Cat | |
| Tauren | Best Horde choice, especially for flag carrying | |
| Skyborne (Alliance) | +3% attack and casting speed. | For fun and gliding |
| Skyborne (Horde) | +3% attack and casting speed. | For fun and gliding |
Forms: what shapeshifting removes and what it does not
Almost everything in Druid PvP revolves around shapeshifting, so it deserves its own explanation.
- Removes: roots, slows and
Polymorph. This is stated in every form's tooltip, including Moonkin. - Does not remove: stuns, fear, sleep, Sap (the Rogue’s out-of-combat incapacitate), Gouge (a short incapacitate that breaks on damage), Blind,
Freezing Trap or silence. You cannot activate a form while affected. - Cost: Cat and Bear cost 55% of base mana, Moonkin 35%, Travel and
Aquatic Form 20%.
Natural Shapeshifter reduces the cost by 30%. Every form triggers a 1.5-second global cooldown. - Animal forms count as beasts. Cats and Bears cannot be Sapped, Mind Controlled, Seduced or Polymorphed, but Hibernate and Hunter
Scare Beast work on them. Moonkin appears to remain a humanoid, but this has not yet been verified. - Since October 15, Furor preserves Cat energy when entering
Bear Form and shifting back. Energy does not regenerate in Bear, so shifting for a stun or interrupt no longer empties your reserve, but does not build a new one either.
Shifting Power cannot be used at full energy; Wolfshead Helm grants an additional 5 energy when it is used. - Consumables in forms. Mana, healing and Free Action potions and Thistle Tea can be used in forms; only the new Engineering grenades work there. You no longer need to leave a form to drink a potion.
- Cannot be disarmed. Since October 1, forms are immune to disarm. Cat and Bear damage now derives from weapon damage, so sharpening stones and weapon enchants work.
Abilities: what to press, when and why
The following sections cover PvP-relevant Druid buttons by form. Figures for the highest ranks at level 60 come from Forever tooltips and may still change before release.
Caster: control and defence
Nature's Grasp is baseline for all Druids from level 10 in Forever. The first enemy to hit you in melee is guaranteed to be rooted. The buff lasts 45 seconds, has a 1-minute cooldown, and works in any form and indoors. Apply it before a Rogue, Warrior or Cat reaches you. The buff is visible, so an experienced opponent may wait or dispel it.
Entangling Roots holds a target for up to 27 seconds, has a 1.5-second cast and works indoors in Forever. Damage can break roots, so avoid rooting a target carrying your DoTs. Overgrowth lets you root up to three targets.
Hibernate sleeps only beasts for 40 seconds: Hunter pets and Druids in Cat, Bear or
Travel Form. It is your main answer to an enemy Druid flag carrier.
Faerie Fire prevents stealth and invisibility for 40 seconds. In Cat and
Bear Form it is free, with a 6-second cooldown. Apply it to Rogues, Night Elves, enemy Cats and Mages.
In Forever,
Barkskin is free, works in any form and has lost its Classic penalties: 15 seconds of 20% reduced physical damage, with damage no longer delaying casts; 1-minute cooldown. It probably cannot be activated while stunned.
Innervate restores a large amount of mana every 6 minutes.
Remove Curse and
Abolish Poison remove curses (and banes in Forever) and poisons, including Rogue Blind.
Spell damage
Moonfire deals instant and periodic damage, keeps Rogues and Cats in combat and works while moving.
Starfire is Moonkin's main cast: 3.5 seconds (3 with the talent), with
Improved Starfire adding a 15% chance to stun for 3 seconds. It is Arcane, so
Nature's Swiftness does not make it instant.
Wrath is weak but cheap in Forever, useful for finishing targets and building Eclipse charges.
The
Insect Swarm talent moved to Balance: a DoT that reduces the enemy's attack hit chance by 2%.
Hurricane has no cooldown in Forever: 10 seconds of area damage and 20% slower enemy attacks inside it, useful on objectives and chokepoints. Remember that Balance's level 60 base damage is substantially lower than in Classic.
Healing
The Druid's level 60 healing toolkit. All heal-over-time effects count as magic and can be dispelled by Priests and Shamans.
| Spell | Cast | Healing | When to use |
|---|---|---|---|
| Instant | 776 over 12 seconds | Pre-apply to yourself and the flag carrier | |
| 2 sec | About 1050 immediately and 994 over 21 seconds | Under Barkskin or while the enemy is controlled | |
| 3.5 sec (3 sec with the talent) | 2175-2562 | Only with | |
| Instant | The full HoT immediately; 15-sec cooldown | Restoration's 16-point talent; the HoT now remains | |
| Off the global cooldown | Next Nature spell is instant; 3-min cooldown | With | |
| Instant | 769 to the group over 7 seconds; 6-sec cooldown | Restoration's 31-point talent | |
| 10-sec channel | Heals the nearby group | 5-minute cooldown, or 2 with the talent |
Cat
Prowl hides you but slows movement (by 30% at level 60); 10-second cooldown.
Feral Instinct makes your stealth effectively 3 levels stronger, and Night Elves gain another level. Dash does not break stealth.
There are two stealth openers, both from behind.
Pounce stuns for 2 seconds (3 with the talent) and applies a bleed: it is Cat's only stun.
Ravage hits very hard and is good against cloth wearers. Then build combo points with
Shred from behind or
Claw from any direction, and spend them on
Rip or
Ferocious Bite.
Rake adds another bleed.
Dash increases Cat movement speed by 60% for 15 seconds, with a 5-minute cooldown.
Feral Charge (Cat) leaps behind a target every 30 seconds, but does not immobilize or interrupt and breaks your stealth.
Shifting Power converts 55% of base mana into 40 energy. That is the same mana needed for forms and healing, so our main builds do not take it.
Berserk is Feral's level 40 capstone. For 15 seconds it removes fear and prevents new fears, while combo-point builders crit much more often. It has a 3-minute cooldown and is Cat's main answer to Warlocks and Priests.
Bear
Dire Bear Form, available at level 40, grants substantial health and 3.6 times as much armour from gear.
Bash stuns for 4 seconds with a 1-minute cooldown;
Brutal Impact increases that to 5 seconds and reduces the cooldown to 30 seconds.
Feral Charge (Bear) charges the target, immobilizes it for 4 seconds and interrupts casting; 15-second cooldown. It is the Druid's only interrupt.
Frenzied Regeneration is very strong in Forever: over 10 seconds, each rage point heals 1% of your health, up to 100%; 3-minute cooldown.
Enrage supplies rage for it, while
Demoralizing Roar reduces nearby enemies' attack power. The remaining Bear attacks are more useful against creatures than players.
Travel, Aquatic and Moonkin Forms
Travel Form, available at level 30, grants 40% movement speed and only works outdoors. It is the main form for carrying flags and escaping.
Aquatic Form grants +50% swim speed and removes slows, so water is always an escape route for a Druid.
Moonkin Form requires Balance's 31st point. Moonkin is immune to
Polymorph, gains substantial armour and grants the raid +3% spell critical strike chance. In Forever, it can do everything except heal: remove curses and poisons, use
Innervate, roots, Hibernate and Barkskin. Healing requires leaving the form, and returning costs 35% of base mana.
Quick reference
| Ability | Level | Cooldown | PvP use |
|---|---|---|---|
| 10 | 1 min | Roots the first enemy to hit you | |
| 8 | - | Hold an enemy in place | |
| 14 | 1 min (30 sec with the talent) | Bear stun | |
| 18 | - | Sleep a shapeshifted Druid or pet | |
| 18 | 6 sec in forms | Prevent stealth | |
| 24 | - | Remove a curse or bane | |
| 26 | - | Remove poisons, including Blind | |
| 30 | - | Escape and flag carrying | |
| 36 | - | Cat stun opener | |
| 36 | 3 min | Up to 100% health in Bear | |
| 40 | 6 min | Mana | |
| 44 | 1 min | 20% less physical damage | |
| Talent, 20 | 15 sec | Interrupt and charge | |
| Talent, 25 | 15 sec | Instant healing | |
| Talent, 30 | 3 min | Instant Nature spell | |
| Talent, 40 | 3 min | Fear immunity and critical strikes |
Combos: building a fight
A combo is a sequence of buttons you repeat in almost every fight. The main Druid rule is to change form to escape control or perform an important action, not out of habit. Every shift costs mana.
- Cat from stealth. Prowl, Pounce from behind, Shred or Claw to five combo points, then Rip for a long fight or
Ferocious Bite to finish. Against cloth, open with Ravage; Night Elves use Light of Elune first. - Cat and healing. Retreat, leave form, apply
Rejuvenation and Swiftmend, then return to Cat. Since October 15, Furor also preserves your stored Cat energy when you enter Bear and shift back, but energy does not regenerate in Bear. You can shift for Bash or an interrupt without losing stored energy, but cannot generate new energy that way. - Bear against a caster.
Feral Charge interrupts casting for 4 seconds, followed by Bash. While the enemy is stunned, you can leave form and heal.
War Stomp and Bash share diminishing returns: do not chain them. - Caster kiting. Roots,
Moonfire and
Insect Swarm,
Travel Form, retreat, then roots again. Players report that Sodapoppin duelled this way in the beta: almost no
Cat Form, just attrition.
Nature's Swiftness. An instant
Healing Touch for 2-2.5 thousand when you or the flag carrier is nearly dead. You can also use it for instant roots or Hibernate.- Against a Rogue. Pre-apply
Nature's Grasp, use
Faerie Fire after the first hit, stay Bear for stuns, use Barkskin for
Kidney Shot and pre-apply
Abolish Poison against Blind. - Against a Mage. Shift out of
Frost Nova immediately, before
Ice Lance. You cannot be Polymorphed in form, and Bear Charge interrupts casting. - Against Warlocks and Priests. Berserk removes fear and grants 15 seconds of fear immunity;
Remove Curse clears curses and banes.
Diminishing returns
Repeated control of the same type on one enemy lasts less time until the counter resets (after 15-20 seconds in Classic). These categories matter for Druids.
| Category | Druid effects | Shared with | Practical meaning |
|---|---|---|---|
| Stuns | Bash, Pounce, Tauren | Do not Bash immediately after Pounce or | |
| - | Only | Rogue | |
| Roots | Roots after | ||
| Incapacitate | Hibernate | Hibernate immediately after someone else's | |
| Random stuns | Priest Blackout, procs | Does not share with ordinary stuns | |
| No diminishing returns | Blind, | Charge always holds for the full 4 seconds |
Builds: which talents to take and why
Below are six level 60 builds: Cat, Cat with instant healing, Bear flag carrier, healer, Moonkin and a niche Balance/Restoration hybrid. Each includes an in-game-style talent tree, an explanation of every talent and a levelling order. The number in an icon's upper-left corner is the level at which you take its first point.
There are no published level 60 Forever Druid PvP builds yet, so these are our interpretation of the talent tree and Classic equivalents. Talents unlock at level 10 and reset at a class trainer; dual specialization becomes available at 40. If talents change before the November 4 release, we will update the builds. The talent tree uses official English names.
Three numbers such as 20/0/31 show talent points in the three trees, from left to right: Balance, Feral Combat, Restoration. They are not character levels.
Cat: Berserk and Swiftmend (0/31/20)
Since October 15, Furor preserves Cat energy when entering
Bear Form and shifting back. Energy does not regenerate in Bear, so shifting for a stun or interrupt no longer empties your reserve, but does not build a new one either.
Shifting Power cannot be used at full energy; Wolfshead Helm grants an additional 5 energy when it is used.
Heart of the Wild 5/5+10% Intellect, +10% Strength in
Cat Form and +20% Stamina in Bear.
Feral Swiftness 2/2Cat moves 30% faster, now indoors too, and you always have +4% dodge.
Brutal Impact 2/2Bash lasts a second longer with a 30-second cooldown; Pounce stuns for 3 seconds.
Feral Instinct 3/3Your Cat stealth is effectively 3 levels stronger. Stealth hunting is difficult without it: many enemies have the Heightened Alertness perk.
Feral Charge 1/1Bear charges the target, holds it for 4 seconds and interrupts casting; Cat leaps behind the target. The Druid's only interrupt.
Sharpened Claws 2/2+6% critical strike chance in Cat and Bear, and the prerequisite for
Blood Frenzy.
Savage Fury 2/2+10% Claw, Rake and Shred damage.
Predatory Strikes 3/3More attack power in every form: +90 at level 60.
Blood Frenzy 2/2A critical combo-point builder grants an extra combo point; in Bear, +5 rage.
Leader of the Pack 1/1+3% melee and ranged critical strike chance for you and your raid; the prerequisite for Berserk.
Natural Instinct 2/2+20% melee critical damage and healing equal to +25% of Intellect: leaving Cat to heal becomes more rewarding.
Rend and Tear 5/5+10% damage against bleeding targets, and Cat almost always maintains a bleed.
Berserk 1/1Berserk: removes fear and prevents it for 15 seconds; combo-point builders crit much more often. Your answer to Warlocks and Priests.
Furor 5/5Since October 15, Furor preserves Cat energy when entering
Bear Form and shifting back. Energy does not regenerate in Bear, so shifting for a stun or interrupt no longer empties your reserve, but does not build a new one either.
Shifting Power cannot be used at full energy; Wolfshead Helm grants an additional 5 energy when it is used.
Nature's Focus 5/570% chance to avoid cast pushback from damage while healing or casting roots.
Naturalist 5/5
Healing Touch casts 0.5 seconds faster; +5% to all damage, including Cat.
Swiftmend 1/1Instant healing every 15 seconds on a target with
Rejuvenation or
Regrowth; in Forever it no longer consumes the HoT.
Natural Shapeshifter 3/3Shapeshifting costs 30% less. Druids pay mana for every escape from roots, so this is substantial.
Gift of the Earthmother 1/1The global cooldown on
Rejuvenation and Swiftmend is 0.5 seconds shorter: heal, then immediately return to form.
Level-by-level order
- 10–14
Heart of the Wild 5/5 - 15–16
Feral Swiftness 2/2 - 17–18
Brutal Impact 2/2 - 19
Feral Instinct 1/3 - 20
Feral Charge 1/1 - 21–22
Sharpened Claws 2/2 - 23–24
Savage Fury 2/2 - 25–26
Feral Instinct 3/3 - 27–29
Predatory Strikes 3/3 - 30–31
Blood Frenzy 2/2 - 32
Leader of the Pack 1/1 - 33–34
Natural Instinct 2/2 - 35–39
Rend and Tear 5/5 - 40
Berserk 1/1 - 41–45
Furor 5/5 - 46–50
Nature's Focus 5/5 - 51–55
Naturalist 5/5 - 56
Swiftmend 1/1 - 57–59
Natural Shapeshifter 3/3 - 60
Gift of the Earthmother 1/1
Cat with Nature's Swiftness (0/30/21)
The successor to the Classic
Heart of the Wild/
Nature's Swiftness hybrid, which Icy Veins called one of the best Druid PvP builds. In Forever,
Heart of the Wild requires 5 points instead of 26, so 30 Feral points fit
Leader of the Pack,
Natural Instinct and
Rend and Tear, while 21 Restoration points fit both instant heals. This is the most resilient Cat, with an instant 2-2.5-thousand heal or instant roots against casters. The downside: without Berserk, fear can ruin your fight.
Heart of the Wild 5/5+10% Strength in Cat and +20% Stamina in Bear.
Feral Swiftness 2/2Cat moves 30% faster; +4% dodge at all times.
Brutal Impact 2/2Bash every 30 seconds and one second longer; Pounce for 3 seconds.
Feral Instinct 3/3Your stealth is effectively 3 levels stronger.
Feral Charge 1/1Bear Charge with an interrupt and Cat leap behind the target.
Sharpened Claws 2/2+6% critical strike chance in forms.
Savage Fury 2/2+10% damage to core Cat attacks.
Predatory Strikes 3/3More attack power in every form.
Blood Frenzy 2/2A critical combo-point builder grants an extra point.
Leader of the Pack 1/1+3% melee and ranged critical strike chance for you and your raid.
Natural Instinct 2/2+20% critical damage and healing equal to +25% of Intellect.
Rend and Tear 5/5+10% damage against bleeding targets.
Furor 5/5Cat energy is retained when you leave to heal; Bear starts with 10 rage.
Nature's Focus 5/570% chance to avoid cast pushback from damage.
Naturalist 5/5+5% to all damage; required for
Nature's Swiftness.
Natural Shapeshifter 3/3Shapeshifting costs 30% less.
Gift of the Earthmother 1/1Shorter global cooldown on
Rejuvenation and Swiftmend.
Swiftmend 1/1Instant healing every 15 seconds without consuming the HoT.
Nature's Swiftness 1/1Instant
Healing Touch, roots or Hibernate every 3 minutes.
Level-by-level order
- 10–14
Heart of the Wild 5/5 - 15–16
Feral Swiftness 2/2 - 17–18
Brutal Impact 2/2 - 19–21
Feral Instinct 3/3 - 22
Feral Charge 1/1 - 23–24
Sharpened Claws 2/2 - 25–26
Savage Fury 2/2 - 27–29
Predatory Strikes 3/3 - 30–31
Blood Frenzy 2/2 - 32
Leader of the Pack 1/1 - 33–34
Natural Instinct 2/2 - 35–39
Rend and Tear 5/5 - 40–44
Furor 5/5 - 45–49
Nature's Focus 5/5 - 50–54
Naturalist 5/5 - 55–57
Natural Shapeshifter 3/3 - 58
Gift of the Earthmother 1/1 - 59
Swiftmend 1/1 - 60
Nature's Swiftness 1/1
Bear flag carrier (0/30/21)
The successor to the Classic 7/13/31 flag carrier. Carry in Bear: Barkskin,
Frenzied Regeneration and Furor for immediate Bash. When needed, leave form for instant
Healing Touch and Swiftmend;
Travel Form removes slows. Armour, +9% dodge, three defensive cooldowns and a stun every 30 seconds make you awkward to kill. Damage is low, and you lack fear protection. If Warlocks and Priests constantly hunt you, use the Berserk variant instead of
Nature's Swiftness: open 0/31/20 in the calculator →
Heart of the Wild 5/5+20% Stamina in Bear and +10% Intellect.
Feral Swiftness 2/2+30% Cat movement speed and +4% dodge at all times, including Bear.
Brutal Impact 2/2Bash every 30 seconds, lasting one second longer.
Thick Hide 3/3Base armour in Bear, Cat and Moonkin, further multiplied by the form.
Feral Charge 1/1Bear Charge: an interrupt and a 4-second immobilization for a pursuer or enemy flag carrier.
Sharpened Claws 2/2+6% critical strike chance in forms: more rage from crits.
Savage Fury 2/2Prerequisite points: some extra damage.
Predatory Strikes 3/3More attack power in forms.
Blood Frenzy 2/2+5 rage for each Bear crit; rage fuels
Frenzied Regeneration healing.
Leader of the Pack 1/1+3% melee and ranged critical strike chance for you and your raid.
Natural Instinct 2/2Healing equal to +25% of Intellect when you leave form to heal.
Natural Reaction 5/5+5% dodge (+9% total) and 5 rage per dodge.
Furor 5/5Start Bear with 10 rage, allowing immediate Bash.
Nature's Focus 5/570% chance to avoid healing cast pushback from damage.
Naturalist 5/5Faster
Healing Touch; prerequisite for
Nature's Swiftness.
Natural Shapeshifter 3/3Shapeshifting costs 30% less.
Gift of the Earthmother 1/1Shorter global cooldown on
Rejuvenation and Swiftmend.
Swiftmend 1/1Instant healing every 15 seconds.
Nature's Swiftness 1/1Instant
Healing Touch when you are nearly killed while carrying the flag.
Level-by-level order
- 10–14
Heart of the Wild 5/5 - 15–16
Feral Swiftness 2/2 - 17–18
Brutal Impact 2/2 - 19–21
Thick Hide 3/3 - 22
Feral Charge 1/1 - 23–24
Sharpened Claws 2/2 - 25–26
Savage Fury 2/2 - 27–29
Predatory Strikes 3/3 - 30–31
Blood Frenzy 2/2 - 32
Leader of the Pack 1/1 - 33–34
Natural Instinct 2/2 - 35–39
Natural Reaction 5/5 - 40–44
Furor 5/5 - 45–49
Nature's Focus 5/5 - 50–54
Naturalist 5/5 - 55–57
Natural Shapeshifter 3/3 - 58
Gift of the Earthmother 1/1 - 59
Swiftmend 1/1 - 60
Nature's Swiftness 1/1
Restoration: battleground healer (0/11/40)
The successor to Classic 7/13/31 and 8/11/32.
Nature's Grasp is now free, so 11 Feral points provide
Feral Charge, Bash every 30 seconds and fast Cat movement for escape. Forty Restoration points provide all the healing, both instant buttons and
Wild Growth for the group. This maximizes healing while retaining decent survivability. Damage is negligible, and enemy Priests and Shamans can remove all your HoTs.
Furor 5/5Start Bear with 10 rage for Bash; Cat energy is retained.
Nature's Focus 5/570% chance to avoid healing cast pushback from damage.
Naturalist 5/5
Healing Touch casts 0.5 seconds faster; prerequisite for
Nature's Swiftness.
Natural Shapeshifter 3/3Shapeshifting costs 30% less: healers also escape in forms.
Reflection 2/3Some mana regeneration continues while casting.
Gift of the Earthmother 1/1The global cooldown on
Rejuvenation, Swiftmend and
Wild Growth is 0.5 seconds shorter.
Gift of Nature 5/5+10% to all healing.
Improved Rejuvenation 3/3
Rejuvenation heals 15% more.
Swiftmend 1/1Instant healing every 15 seconds; the HoT remains.
Nature's Swiftness 1/1Instant
Healing Touch every 3 minutes.
Living Spirit 3/3+15% Spirit; prerequisite for
Wild Growth.
Improved Regrowth 5/5
Regrowth has 50% more critical strike chance.
Wild Growth 1/1
Wild Growth: an instant HoT for the target's whole group; 6-second cooldown.
Heart of the Wild 5/5+10% Intellect and a sturdy Bear when enemies catch you.
Feral Swiftness 2/2Fast Cat movement for escape; +4% dodge.
Brutal Impact 2/2Bash every 30 seconds.
Thick Hide 1/3A prerequisite point: some armour in forms.
Feral Charge 1/1
Feral Charge: interrupt and leap.
Level-by-level order
- 10–14
Furor 5/5 - 15–19
Nature's Focus 5/5 - 20–24
Naturalist 5/5 - 25–27
Natural Shapeshifter 3/3 - 28–29
Reflection 2/3 - 30
Gift of the Earthmother 1/1 - 31–35
Gift of Nature 5/5 - 36–38
Improved Rejuvenation 3/3 - 39
Swiftmend 1/1 - 40
Nature's Swiftness 1/1 - 41–43
Living Spirit 3/3 - 44–48
Improved Regrowth 5/5 - 49
Wild Growth 1/1 - 50–54
Heart of the Wild 5/5 - 55–56
Feral Swiftness 2/2 - 57–58
Brutal Impact 2/2 - 59
Thick Hide 1/3 - 60
Feral Charge 1/1
Moonkin: battleground Balance (35/0/16)
The successor to Classic 38/0/13. Moonkin is immune to
Polymorph, has Dire Bear-like armour and grants the raid +3% spell critical strike chance. It can do everything in form except heal.
Starfire casts in 3 seconds, has a 15% stun chance and crits for 200%. Sixteen Restoration points provide Swiftmend and pushback protection. Downsides: you must leave form to heal, and level 60 Balance base damage is lower than Classic, so Moonkin is expected to receive adjustments.
Improved Wrath 5/5Wrath casts 0.5 seconds faster and costs half as much.
Improved Moonfire 2/2+10%
Moonfire damage and critical strike chance; prerequisite for Vengeance.
Nature's Majesty 2/2+4% spell and melee critical strike chance.
Nature's Reach 2/2+20% Balance spell range and +4% hit chance.
Improved Entangling Roots 3/3Roots deal more damage and withstand 75% more damage before breaking.
Nature's Splendor 1/1
Moonfire,
Insect Swarm,
Rejuvenation and
Regrowth last longer.
Insect Swarm 1/1
Insect Swarm: a DoT reducing the enemy's attack hit chance by 2%.
Vengeance 5/5Doubles the Arcane and Nature critical damage bonus:
Starfire crits for 200% rather than 150%.
Improved Starfire 5/5
Starfire casts 0.5 seconds faster and has a 15% chance to stun for 3 seconds.
Nature's Grace 1/1After a spell crit, you cast 10% faster for 3 seconds.
Moonfury 5/5+10% Arcane and Nature damage at 5/5.
Moonkin Form 1/1
Moonkin Form:
Polymorph immunity, armour and +3% spell critical strike chance for the raid. Allows everything except healing.
Moonglow 2/3Damage spells cost less.
Nature's Focus 5/570% chance to avoid cast pushback from damage while casting
Starfire, roots or healing.
Naturalist 5/5+5% to all damage.
Natural Shapeshifter 3/3Shapeshifting costs 30% less: every return to Moonkin costs mana.
Reflection 2/3Some mana regeneration continues while casting.
Swiftmend 1/1Instant healing every 15 seconds after leaving form.
Level-by-level order
- 10–14
Improved Wrath 5/5 - 15–16
Improved Moonfire 2/2 - 17–18
Nature's Majesty 2/2 - 19–20
Nature's Reach 2/2 - 21–23
Improved Entangling Roots 3/3 - 24
Nature's Splendor 1/1 - 25
Insect Swarm 1/1 - 26–30
Vengeance 5/5 - 31–35
Improved Starfire 5/5 - 36
Nature's Grace 1/1 - 37–39
Moonfury 3/5 - 40
Moonkin Form 1/1 - 41–42
Moonfury 5/5 - 43–44
Moonglow 2/3 - 45–49
Nature's Focus 5/5 - 50–54
Naturalist 5/5 - 55–57
Natural Shapeshifter 3/3 - 58–59
Reflection 2/3 - 60
Swiftmend 1/1
Niche: Balance/Restoration with Nature's Swiftness (30/0/21)
The successor to Icy Veins' Classic 30/0/21: cheap, fast Wrath, DoTs, kiting, instant roots and two instant heals. You lose Moonkin's armour and immunity, but can heal at any moment. A kiting build for duels and world PvP.
Improved Wrath 5/5Wrath casts 0.5 seconds faster and costs half as much.
Improved Moonfire 2/2+10%
Moonfire damage and critical strike chance.
Nature's Majesty 2/2+4% critical strike chance.
Nature's Reach 2/2+20% range and +4% hit chance.
Improved Entangling Roots 3/3Roots withstand 75% more damage.
Nature's Splendor 1/1DoTs and HoTs last longer.
Insect Swarm 1/1
Insect Swarm against melee.
Vengeance 5/5Doubles the Arcane and Nature critical damage bonus.
Improved Starfire 4/5Faster
Starfire with occasional stuns.
Moonfury 5/5+10% Arcane and Nature damage.
Nature's Focus 5/570% chance to avoid cast pushback from damage.
Naturalist 5/5+5% to all damage; prerequisite for
Nature's Swiftness.
Natural Shapeshifter 3/3Cheaper shapeshifting.
Reflection 2/3Some mana regeneration while casting.
Gift of the Earthmother 1/1Shorter global cooldown for HoTs.
Improved Rejuvenation 3/3
Rejuvenation heals 15% more.
Swiftmend 1/1Instant healing every 15 seconds.
Nature's Swiftness 1/1Instant
Healing Touch or roots.
Level-by-level order
- 10–14
Improved Wrath 5/5 - 15–16
Improved Moonfire 2/2 - 17–18
Nature's Majesty 2/2 - 19–20
Nature's Reach 2/2 - 21–23
Improved Entangling Roots 3/3 - 24
Nature's Splendor 1/1 - 25
Insect Swarm 1/1 - 26–30
Vengeance 5/5 - 31–34
Improved Starfire 4/5 - 35–39
Moonfury 5/5 - 40–44
Nature's Focus 5/5 - 45–49
Naturalist 5/5 - 50–52
Natural Shapeshifter 3/3 - 53–54
Reflection 2/3 - 55
Gift of the Earthmother 1/1 - 56–58
Improved Rejuvenation 3/3 - 59
Swiftmend 1/1 - 60
Nature's Swiftness 1/1
Which build to choose
- Want to hunt from stealth in the world and win duels? Cat 0/31/20.
- Mages and Priests often burn you down, but fear is not your main problem? Cat with
Nature's Swiftness, 0/30/21. - Carry battleground flags? Bear 0/30/21, or its Berserk variant against Warlocks and Priests.
- Healing your team? Restoration 0/11/40.
- Prefer spell damage? Moonkin 35/0/16, but expect possible adjustments before release.
- For a glass cannon, try assassin Cat 7/31/13 with Balance critical strike talents: open in the calculator →.
- Take dual specialization from level 40: for example, Cat plus Bear flag carrier, or a PvP build plus dungeon healer.
Feral: Cat and Bear in combat
Cat and Bear are two sides of one tree. Cat chooses a target and kills quickly; Bear takes hits and carries flags. Switching between them became more expensive in Forever, so decide in advance which role you will play in a fight.
Cat in world PvP and battlegrounds
Cat hunts like a Rogue, but with healing and escapes. Sneak up on isolated players and healers, open with Pounce from behind, maintain bleeds and retreat if the fight drags on. Testers describe Forever's style as getting in, bursting and escaping into stealth, rather than trading face-to-face with a Warrior.
In battlegrounds, Cat hunts backline healers and quietly captures empty bases. Remember that enemies will apply
Faerie Fire and
Hunter's Mark to you too. Heightened Alertness does not work in battlegrounds, making stealth easier there than in the world. Enemies expect your
Nature's Grasp, so open when the target lacks their own Grasp or has it on cooldown.
Bear flag carrier
In Classic, Druid was considered the best flag carrier:
Travel Form carried quickly and shapeshifting removed roots and slows. Forever makes Bear sturdier: Barkskin works in form,
Frenzied Regeneration heals up to 100% health, forms cannot be disarmed, and potions work without leaving form.
Flag-carrier toolkit:
Travel Form for running, Bear when caught, pre-applied HoTs and instant healing in caster form. Free Action Potion counters repeatedly applied slows such as Crippling Poison; the rank 2 trinket or Living Action Potion handles stuns. Bear Charge and
Nature's Grasp hold pursuers.
The PvP trinket is an equipped accessory you activate to break control on yourself. In the beta tooltip, the Greater Insignia of the Horde and Alliance versions remove stuns, fear, slows and other loss-of-control effects; they do not grant immunity to the next CC. Rank 2 means your PvP rank, not character level; the exact launch reward still needs confirmation.
Darkspear Islands
At launch, Darkspear Islands is the only available battleground, for levels 30-60. Carry the central flag to any base your team controls. Client data gives its flag a carrier speed restriction (85%) absent from Warsong flags. If this is indeed a speed cap, durable carriers matter more than fast ones on the Islands.
A Druid tester described the Islands as combining Warsong and Basin play: the fight around the carrier decides the flag's fate, not who runs fastest. Stay away from water: it contains sharks, and fear sends players into the sea.
Aquatic Form prevents drowning, but its interaction with sharks is still unknown.
Balance: Moonkin in battlegrounds, world PvP and duels
Moonkin only unlocks at level 40, so it is scarcely seen on the level 30 beta. In battlegrounds, it thrives when enemies cluster together. It has cooldown-free Hurricane for objectives and chokepoints, roots for three enemies at once, occasional
Starfire stuns and a raid-wide +3% spell critical strike aura. The Islands' open centre and strong ranged combat also favour it.
Moonkin's weaknesses are clear too. Healing requires leaving form and paying another 35% of base mana to return. Balance base damage is below Classic, Eclipse requires standing still and casting, and Druids lack protection against HoT dispels. In world PvP, Moonkin kites well; in duels against melee, it relies on roots, Barkskin and
Polymorph immunity.
Restoration: healer and flag carrier
Restoration Druid is among Forever's most resilient healers. You heal on the move with HoTs, shapeshift out of roots and shelter in Bear when melee attackers jump you.
Healer priorities
- Before contact: HoTs on the flag carrier and yourself, then shift.
- Carrier speed: remove Crippling Poison or
Curse of Exhaustion; the carrier's speed matters more than damage. - Danger: Swiftmend, then
Nature's Swiftness and
Healing Touch.
Wild Growth on the carrier's group. - Control pursuers:
Nature's Grasp, roots, Hibernate on a Druid or pet. - Save yourself with forms rather than healing: healers are the first target.
Travel Form to retreat, Bear against melee.
What Druids can dispel
Druids remove only curses (and banes in Forever) and poisons, but these are effects other healers often cannot remove.
| Type | Ability | Examples |
|---|---|---|
| Curses and banes | ||
| Poisons | Cure Poison, | Crippling Poison (prioritize the flag carrier), Rogue Blind, Mind-numbing and Wound Poison, |
| Cannot remove | - | Magic ( |
Every class matchup
Below is a plan against every class at level 60. Assessments come from Classic guides, Forever data and beta tier lists, not level 60 hands-on experience. Each matchup separately covers Cat or Bear, Moonkin and healer play.
| Class | Feral | Moonkin | Healer | Key point |
|---|---|---|---|---|
| Warrior | Favourable or even | Even | Even | |
| Paladin | Even | Even | Even | Repentance cannot affect animal forms; 6-second Hammer; cannot dispel HoTs |
| Hunter | Difficult or even | Even or difficult | Difficult | In-combat traps and |
| Rogue | Favourable | Even | Even | |
| Mage | Favourable or even | Even | Even | Shift out of |
| Warlock | Even or difficult | Difficult | Difficult | Berserk against fear; remove curses and banes |
| Shaman | Even | Even | Even or difficult | Purge removes your HoTs; |
| Priest | Difficult | Difficult | Difficult | |
| Druid | Even | Even | Even | Hibernate on forms, mana, catching the opponent in caster form first |
Warrior
Watch for
Mortal Strike, which halves healing,
Hamstring, Intercept and
Intimidating Shout. Warriors save Intercept for when you leave form, so wait until it has been spent before doing so. Pre-contact
Nature's Grasp guarantees roots; follow with fast Cat movement and heal outside their reach. Forms cannot be disarmed, and an armoured Dire Bear withstands Warriors better than many expect.
Moonkin: roots, distance and Barkskin to prevent cast pushback. Healer:
Mortal Strike reduces both HoTs and Swiftmend for 10 seconds, so maintain distance with roots and wait it out.
Paladin
Paladin
Hammer of Justice stuns for 6 seconds, and
Voice of Truth protects against interrupts for 6 seconds, so do not waste
Feral Charge during it.
Blessing of Protection prevents Cat and Bear damage for 10 seconds. Repentance only affects humanoids, so animal forms protect you. Paladin fights are long: maintain bleeds (Cleanse cannot remove them, though a Dwarf Paladin can use Stoneform) and kite; without Hammer, they cannot catch you.
Moonkin:
Moonfire,
Insect Swarm and roots from range; every Cleanse costs the Paladin mana. Healer: Hammer and Repentance together can deny healing for up to 12 seconds, but the Paladin cannot dispel your HoTs.
Hunter
Hunter is a difficult opponent. They can
Freezing Trap at their feet in combat, and forms do not save you from it.
Scatter Shot cannot be removed, and
Scare Beast fears a beast-form Druid for 20 seconds.
Scare Beast casts in 1.5 seconds from 10 yards, and Bear Charge interrupts it. Close the gap and stay in the dead zone at melee range; Cat's leap behind the target helps, while shifting removes
Wing Clip and
Concussive Shot.
Moonkin: Hibernate the pet for 40 seconds, root the Hunter, use
Moonfire and
Insect Swarm. Healer:
Viper Sting is a poison, removable with
Abolish Poison, so you can preserve mana.
Rogue
One of the Druid's best matchups. Sap cannot affect animal forms, pre-applied
Nature's Grasp catches the first hit, free
Faerie Fire every 6 seconds prevents stealth and
Vanish, and Riposte cannot disarm your forms. Save the trinket for
Kidney Shot, be in Bear during stuns, and maintain
Abolish Poison: it lasts 8 seconds and removes Blind and poisons.
Moonkin and healer: pre-apply
Abolish Poison, HoTs and
Bear Form. If Kick locks Nature, use
Moonfire or
Starfire: Arcane remains available.
Mage
Another favourable opponent.
Polymorph cannot affect forms, and shapeshifting removes both
Polymorph and
Frost Nova. Remove Nova immediately, before
Ice Lance hits for triple damage against a frozen target.
Fingers of Frost gives the Mage two attacks as if you were frozen even without Nova, and forms do not prevent that. Bear Charge interrupts casts, while Cat's leap catches up after
Blink.
Moonkin: immune to
Polymorph;
Counterspell locks one school, but you have two, Nature and Arcane. Healer:
Counterspell on a heal locks all healing for 10 seconds, so go Bear and run.
Warlock
Warlocks have 20-second
Fear,
Howl of Terror,
Death Coil,
Spell Lock, curses and banes, and a Felhunter that devours your HoTs, Barkskin and
Innervate every 8 seconds. Seduction cannot affect animal forms. Cat needs Berserk: it removes fear and grants 15 seconds of immunity. Bear Charge can interrupt Fear; save the trinket for the second one.
Moonkin and healer:
Remove Curse clears both curses and banes in Forever, making it your key button. Against a Felhunter, apply multiple HoTs so it consumes them one at a time.
Shaman
Purge removes two effects at once: your HoTs, Barkskin,
Innervate and
Nature's Grasp.
Earth Shock interrupts casts, and
Grounding Totem absorbs roots, Hibernate or
Moonfire. Break Grounding with something cheap, such as free
Faerie Fire in form, before casting something important. Against Enhancement, Bear Charge interrupts
Lightning Bolt; attack from behind when possible.
Healer: the Shaman removes two HoTs per cast, so survive through Bear and
Frenzied Regeneration. Remove what you can from the carrier: curses and poisons.
Priest
Priest is the Druid's nightmare.
Mana Burn burns as much mana as a shapeshift costs,
Dispel Magic removes two HoTs at once, and every Priest now has
Devouring Plague, which Druids cannot cleanse. They also have
Psychic Scream, Silence and a shield every 4 seconds. Break Scream with Berserk or your trinket. Cat needs a short fight: burst after the shield and retreat, or your mana runs out before theirs.
Healer and Moonkin: remove
Vampiric Embrace and Troll
Hex of Weakness from yourself; they are curses. Restorative Potion removes Plague.
Druid
The mirror goes to whoever first catches the other in caster form. Animal forms can be Hibernated for 40 seconds, while roots are removed by shifting, so root an enemy Druid after they shift. Bear Charge interrupts their healing;
Faerie Fire prevents Cat stealth. Cats hunt each other: stronger stealth usually gets the first opener.
Healer versus healer: neither has an offensive dispel, so mana decides the fight.
World PvP, tricks and community habits
In the world, Druid is both hunter and escape artist. Cat stalks isolated players from stealth; Track Humanoids in
Cat Form shows players on the minimap. If the fight goes badly, you have more escape routes than anyone: shifting removes slows,
Travel Form crosses open ground, Dash accelerates Cat, and
Aquatic Form takes to the water.
- Water is your friend. Lordamere Lake in Hillsbrad, Ashenvale's rivers, Stranglethorn's coast: if you lose a fight near water, Bash, root, Dash to the shore and shift Aquatic.
- Moonglade. It is contested under PvP rules, and both factions' Druid quests pass through it. Testers reported being killed immediately after teleporting there.
Faerie Fire against stealth. It prevents Rogue stealth, Night Elf Shadowmeld and Invisibility Potions.- Ships and
Mind Control. Animal forms cannot be Mind Controlled and thrown overboard. If you fall into the water anyway,
Aquatic Form helps. - Druid flag carrier. The classic Warsong joke: a pug with a Druid and two Mages beats a premade. A flag-carrying Bear with 3.6-times armour symbolizes the role.
- Boomkin, Oomkin and Panzerkin. Players' names for a high-damage Moonkin, an out-of-mana Moonkin and a tank Moonkin. In Forever, Wrath is weak but cheap, so Wrath no longer threatens to make you an Oomkin.
- Powershifting. In Classic, Cat left form and immediately returned for 40 energy from Furor and Wolfshead Helm. Forever replaced this with
Shifting Power; Feral forum players disagree over whether it is an improvement. - Since October 15, Furor preserves Cat energy when entering
Bear Form and shifting back. Energy does not regenerate in Bear, so shifting for a stun or interrupt no longer empties your reserve, but does not build a new one either.
Shifting Power cannot be used at full energy; Wolfshead Helm grants an additional 5 energy when it is used. - Placeholder cheetah. Players complain that cheetah
Travel Form looks like a temporary model. Skyborne
Travel Form is a bird. - Hibernate other forms. Druid forms and the Shaman's
Ghost Wolf count as beasts, so Hibernate puts them to sleep for up to 20 seconds. Catching another feral who didn't shift out in time is especially satisfying. And if a Hunter steers a pet at you with Eyes of the Beast, put the pet to sleep. - The Gurubashi chest. In Classic, a stealthed Druid waited for a Rogue to open the chest in the Gurubashi Arena and hit the Rogue with a Goblin Rocket Helmet. The helmet knocked both of them out for 30 seconds, the Rogue woke up first and killed the Druid. The moral is simple: the helmet hits you too.
- Moonkin dance. /dance in
Moonkin Form has been a meme since vanilla, and on the Forever beta players already ask for more dancing Moonkins.
Consumables
In Forever, you can drink everything in forms. Potions share a 2-minute cooldown; Thistle Tea, runes and Healthstones share a separate 2-minute cooldown. Tea and Dark Rune therefore lock each other out.
Druids remove slows and roots by shifting, so Free Action Potion is mainly for Rogue, Warrior and Paladin stuns. See the Rogue guide for a table of First Aid poison, disease and bleed removal.
| Item | Effect | Note |
|---|---|---|
| 1350-2250 mana | Mana for shifts and healing; usable in forms since October 8 | |
| 1050-1750 health | Shared cooldown with mana potions | |
| 30 seconds of immunity to stuns and slows | Use in advance against Rogues and Warriors | |
| Removes stuns and slows; 5 seconds of immunity | Escape | |
| Removes one magic effect, curse, poison or disease every 5 seconds for 30 seconds | Covers what Druids cannot cleanse: | |
| +50% movement speed for 15 seconds | For flag carriers | |
| 45-75 rage | New for Druids: fuels Bear | |
| +100 energy | Now available to Druids, but shares a cooldown with runes | |
| 900-1500 mana for 600-1000 health | Shares a cooldown with tea | |
| Removes slows and loss-of-control effects; 5-minute cooldown | Rank 2 reward; present in game files, but the launch reward is still unknown |
Macros
Macros are especially useful for Druids: one button can do different things in different forms, and shifting out to heal can be combined into one press. Below are popular PvP macros from Classic and Forever guides.
Commands and bracketed conditions use English; spell and item names must match the English client exactly. Open your spellbook and Shift-click a spell into the macro window to insert its name. Form conditions are [form:1] for Bear and [form:3] for Cat. These macros use only Shift and Ctrl because Alt defaults to self-casting.
Focus is a separately saved target: select an enemy and type /focus before using a focus macro. An @focus macro acts on that saved enemy without changing your current target.
Mouseover means the unit under your cursor, including its unit frame. Hover over the intended target before pressing an @mouseover macro.
#showtooltip
/cancelform
/cast [swimming] Aquatic Form; [outdoors] Travel Form; Cat FormAquatic in water, Travel outdoors, Cat indoors. Each press removes slows and immediately restores a form if you have mana and the global cooldown is available. Remove any condition for a form you have not learned yet.
#showtooltip Cat Form
/cancelform
/cast Cat FormOne press removes roots,
Hamstring,
Frost Nova and Crippling Poison and returns to Cat. Furor 5/5 preserves energy. This does not remove stuns or fear.
#showtooltip
/cast [nostealth] Prowl; [mod:ctrl] Pounce; RavageThe first press enters stealth; another does not cancel it. While stealthed, no modifier uses Ravage, while Ctrl uses Pounce's stun. Both require stealth and attacking from behind.
#showtooltip
/cast [form:1] Bash; [form:3,stealth] Pounce; War StompBash in Bear, Pounce in stealthed Cat, otherwise
War Stomp, which works in forms in Forever. Remove the last part if you are not Tauren. All three share diminishing returns: do not chain them.
#showtooltip
/cast [@mouseover,harm,nodead][harm,nodead] Feral Charge
/cast [form:1] BashBear Charge is off the global cooldown: at range it charges and interrupts for 4 seconds; up close the same button stuns. If that spell name does not work, use
Feral Charge (Bear).
#showtooltip Dash
/cancelform [noform:3]
/cast [noform:3] Cat Form; DashIn Cat, immediately activates Dash. From another form, the first press shifts to Cat and the second uses Dash. Dash does not break stealth.
#showtooltip
/cancelform
/cast [mod:ctrl,@mouseover,help,nodead][mod:ctrl,help,nodead][mod:ctrl,@player] Rejuvenation; [@mouseover,help,nodead][help,nodead][@player] RegrowthCat and Moonkin heal with one button:
Regrowth without a modifier,
Rejuvenation with Ctrl, targeting a friendly mouseover, target or yourself. Every press cancels form, even if there is nobody to heal.
#showtooltip
/cancelform
/stopcasting
/cast Nature's Swiftness
/cast [@mouseover,help,nodead][help,nodead][@player] Healing TouchAn instant heal for 2-2.5 thousand with one press. If
Nature's Swiftness is on cooldown, the button starts a normal 3-second
Healing Touch, dangerous when carrying a flag: watch the cooldown.
#showtooltip Innervate
/cancelform
/cast [mod:ctrl,@player][@mouseover,help,nodead][@focus,help,nodead][help,nodead][@player] InnervateCtrl casts on yourself; otherwise it targets a friendly mouseover, focus or target. Moonkin can remove the /cancelform line because
Innervate works in
Moonkin Form.
#showtooltip
/cancelform
/cast [@mouseover,help,nodead][help,nodead][@player] Abolish PoisonRemoves Crippling Poison and Blind from a carrier or yourself. Make an equivalent
Remove Curse button for curses. Moonkin can remove the /cancelform line.
#showtooltip
/cancelform
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] Entangling RootsRoots your mouseover, target or focus. Make the same button for Hibernate: against enemy shapeshifted Druids and pets, it is more useful than roots.
#showtooltip Faerie Fire
/cast [@mouseover,harm,nodead][] Faerie FireIn Forever, one button works in every form: in Cat and Bear it is free with a 6-second cooldown. Rogues, Cats and Night Elves cannot stealth for 40 seconds.
#showtooltip
/use [mod:ctrl] Major Healing Potion; [mod:shift] Free Action Potion; Major Mana PotionNo modifier for mana, Ctrl for healing, Shift for Free Action, all usable in forms. Cat benefits from a second button: /use [mod:ctrl] Dark Rune; Thistle Tea.
What is new in Forever
The main PvP Druid changes compared with Classic.
- Forms are fully functional: potions, almost all consumables, racials and doors work in forms; forms cannot be disarmed, and Cat and Bear damage derives from weapons.
- Barkskin is free, works in forms without penalties, and
Frenzied Regeneration heals up to 100% health.
Nature's Grasp,
Omen of Clarity and free
Faerie Fire in forms became baseline.- Roots work indoors, as does
Feral Swiftness. - Cat gained a leap behind the target and Berserk with fear immunity; Bear gained Bash every 30 seconds with the talent.
- Bear preserves Cat energy but pauses its regeneration.
- Swiftmend requires the 16th point and does not consume a HoT;
Wild Growth was added; HoTs can crit. - Hurricane has no cooldown; Moonkin can do everything except heal, but Balance base damage is lower than Classic.
Remove Curse also removes banes.- Night Elves, Tauren and both factions' Skyborne can be Druids; racials work in forms.
- Since October 8, PvP crits are no longer reduced, and the rank 2 trinket removes all control for every class.
Common mistakes
Almost every Druid has made these mistakes, so do not be discouraged if you recognize yourself.
- Shifting for every minor slow and running out of mana when it matters.
- Bear preserves Cat energy but pauses its regeneration.
- Using
Shifting Power when you need mana for healing or escaping roots. - Bashing immediately after Pounce or
War Stomp: the second stun lasts half as long. - Casting Hibernate on a Rogue, Warrior or Moonkin: it only works on beasts.
- Rooting or Hibernating a target carrying your DoTs.
- Expecting Cat Charge to interrupt: only Bear Charge does.
- Trying to heal in
Moonkin Form: you must leave form. - Standing beside water on Darkspear Islands: fear sends you to the sharks.
Frequently asked questions
What is the best Druid PvP spec in WoW Forever?
For world PvP and duels, Cat 0/31/20 with Berserk or 0/30/21 with
Nature's Swiftness. For flags, Bear 0/30/21. For healing, Restoration 0/11/40. Moonkin 35/0/16 is good in battlegrounds, but its base damage is below Classic and adjustments are expected.
What does Druid shapeshifting remove?
Roots, slows and
Polymorph. It does not remove stuns, fear, sleep, Sap, Blind or
Freezing Trap: forms cannot be activated while affected.
How does Cat energy work when shifting through Bear?
Since October 15, Furor preserves Cat energy when entering
Bear Form and shifting back. Energy does not regenerate in Bear, so shifting for a stun or interrupt no longer empties your reserve, but does not build a new one either.
Shifting Power cannot be used at full energy; Wolfshead Helm grants an additional 5 energy when it is used.
Can I take Berserk and
Nature's Swiftness together?
No. Berserk requires 31 Feral points and
Nature's Swiftness 21 Restoration points: 52 in total, but level 60 provides 51. Berserk does fit with Swiftmend at the 16th point.
Which Druid race should I choose for PvP?
Whichever you like: Night Elf, Tauren and both factions' Skyborne can be Druids. For maximum performance, Horde chooses Tauren for the in-form stun and +5% health; Alliance chooses Night Elf for critical strikes and in-combat Shadowmeld.
Which matchups are hardest for Druids?
Priest:
Mana Burn, two-HoT dispels and Plague, which Druids cannot cleanse. Hunter and Warlock are also difficult. Rogue and Mage are the easiest.
Does Hibernate work on a shapeshifted Druid?
Yes. In Cat, Bear and
Travel Form, Druids count as beasts, so Hibernate can sleep them and Hunter
Scare Beast can fear them. In exchange, they cannot be Sapped, Mind Controlled, Seduced or Polymorphed.
Can I drink potions in forms?
Yes. Forever allows all potions and almost all consumables in forms, including mana potions (since October 8), Free Action Potion and Thistle Tea. Only the new Engineering grenades work in forms.
Changelog
- 20 October 2026: New just-for-fun tricks in the world PvP section; a second check against the October 15 patch using the Wowhead datamine.
- 17 October 2026: Updated for the October 15 beta patch: racials, abilities and talents per the official notes. Builds checked against the new talent trees. English version published.
- 15 October 2026: Guide published for level 60: talent tree builds, abilities, how to fight every class and macros.