Enh wants a chance to connect in melee, Ele needs a burst window, and Resto needs room to heal. All three still rely on totems, Purge and well-timed interrupts. Choose your totems for the threat in front of you: Fear,
Polymorph and melee pressure call for different answers. This guide covers level-60 builds, shocks, totems and matchups using beta 1.60.1 data.
PvP shorthand: a quick glossary
- Enh / Ele / Resto
- Enhancement / Elemental / Restoration: melee damage, spell damage and healing.
- 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 Shaman in WoW Forever PvP
Shaman is a hybrid that does a little of everything: melee damage, casting, healing and totem support. You lack hard control and immunity, but have
Earth Shock to interrupt spells,
Purge to remove two enemy magic buffs at once, and totems against fear,
Polymorph and poisons.
Totems are your main weapon.
Tremor Totem removes fear,
Grounding Totem absorbs
Polymorph or Fear, and
Earthbind Totem slows pursuers. In Forever, placing a totem triggers a 1-second global cooldown; persistent totems last 5 minutes with a 30-yard radius. But a totem has only 5 health: any attack, shot or wand destroys it, and counterplay against Shamans revolves around that.
Mana is your resource. At level 60, lightning and shock base damage is substantially lower in Forever than Classic. Gear provides more spell power, however, and nobody has measured the final level 60 damage yet. Shamans therefore win through windows rather than long mana duels: Stormstrike and a shock,
Lava Burst into
Flame Shock, or an instant heal at the right moment.
Shamans have three roles, each viable in battlegrounds, world PvP and duels. Enhancement, or Enh, uses a two-hander to kill in a few swings when Windfury procs. Elemental, or Ele, casts lightning, roots and
Lava Burst. Restoration, or Resto, heals battlegrounds with instant
Riptide and
Mana Tide Totem. Each role's plan for each setting is covered below.
Since October 15, Grace of Air, Strength of Earth, Windfury and Flametongue Totems buff the raid. Grace of Air can coexist with either weapon buff, but Windfury and Flametongue are mutually exclusive and affect only players. Chain Lightning costs roughly 35% less. Fire Nova deals less base damage and gains 14.3% of spell power rather than 21.4%.
Water Shield triggers from critical hits by any Shaman spell.
Specs: Classic compared with Forever
Classic's main PvP Shaman was the Elemental/Restoration 30/0/21 hybrid with
Nature's Swiftness: instant lightning or healing every 3 minutes. Wowhead calls it the best all-round build; Icy Veins uses it as the default. Enhancement 20/31/0 played the Windfury lottery: a proc could kill in one swing, while damage without it was low. Deep Restoration healed battlegrounds; Shamans rarely carried flags in Classic.
On October 15,
Elemental Mastery returned to the 31st point: for 15 seconds it shortens Lightning Bolt and
Lava Burst casts by 0.5 seconds and removes Chain Lightning's cooldown; 3-minute cooldown.
Lava Burst now requires the 21st point and Earthbound the 16th. This differs from early beta talent overviews. Stormstrike remains at the 16th point, with an 8-second cooldown and 8% base mana cost.
Rage of the Farseer and
Riptide remain their trees' capstones.
Restoration gained instant
Riptide at the 31st point;
Mana Tide Totem moved to the 16th, and
Water Shield restores mana while you take hits. Crucially for hybrids, Stormstrike and
Nature's Swiftness fit together for the first time. In Classic, that required 52 points.
Assessments from before the October 15 update: on the level 30 beta, Mobalytics' duel tier list puts Shaman in A, calling Enhancement a monster when everything aligns, but noting unreliable procs and weakness to kiting. Supatease puts Enhancement in S and Elemental and Restoration among the weaker specs. RankedBoost's level 60 tree assessment places Elemental in A and the others in B. Enhancement's main beta forum complaint is the lack of a panic button; an Elemental-is-useless thread exceeded two hundred posts. Our level 60 expectation: Enhancement for duels and world PvP, the
Nature's Swiftness hybrid as an all-round fighter, Restoration for battleground healing. These rankings predate the latest patch and are not an up-to-date class comparison.
| Spec | In Classic | In Forever | Use |
|---|---|---|---|
| Enhancement 20/31/0 | The Windfury lottery | Stormstrike every 8 sec, | Duels and world PvP |
| NS Enhancement 0/30/21 | Only without Stormstrike | Stormstrike and | Duels, world PvP, battlegrounds |
| Elemental 31/7/13 | 31/0/20 with | Battlegrounds, world PvP | |
| Elemental/Restoration 30/0/21 | The main PvP Shaman | The same, plus | Battlegrounds, world PvP, duels |
| Restoration 0/13/38 | Healer 8/9/34 | Battleground healer | |
| Restoration with Stormstrike 0/20/31 | Not possible | Resilient fighter; niche |
Choosing a race
Five races can be Shamans in Forever: Orc, Tauren, Troll and Skyborne for the Horde, and only Dwarf for the Alliance. PvP favours racials that provide burst or break control. This section includes the October 15 racial changes.
| Race | What it offers a PvP Shaman | Best suited to |
|---|---|---|
| Orc | Hardiness reduces stun duration by 20%. Savage: +1% critical strike chance regardless of weapon. | Enhancement, Stormstrike burst |
| Troll | Berserking: +10% attack and casting speed, off the global cooldown. | Enhancement and Elemental |
| Tauren | Healer: time to heal under focus fire | |
| Skyborne | +3% attack and casting speed. | In our assessment, weaker than the alternatives for PvP |
| Dwarf | Stoneform removes bleeds, poisons and diseases. Earth Fury increases critical damage and healing by 2% regardless of weapon; it does not increase critical strike chance. | The only Alliance Shaman |
Totems: rules and what to place
Totems are to Shamans what stances are to Warriors: they determine whether you win. You can have one totem per element; a new one replaces the old. Forever allows placing a set through
Call of the Elements, but its 3-second cast means individual totems, each with a 1-second global cooldown, are faster in a fight.
Tremor Totem: removes fear, charm and sleep every 4 seconds. This includes Fear,
Howl of Terror,
Psychic Scream,
Intimidating Shout, Seduction, Hibernate and, according to data, even
Mind Control. It does not remove
Death Coil,
Polymorph, Sap or Repentance. Place it before fear: you cannot place it while feared.
Grounding Totem: absorbs one harmful targeted spell aimed at a group member:
Polymorph, Fear,
Death Coil,
Frostbolt,
Pyroblast or roots. Since October 15 it is destroyed right after that; the cooldown is 15 seconds. It does not absorb area damage. Place it when the enemy begins casting; a pre-placed totem gets wanded down.
Earthbind Totem: every 3 seconds, slows all enemies within 10 yards by 50%; 15-second cooldown. With the Earthbound talent, placement also roots them for 5 seconds.
Poison Cleansing Totem: removes a poison every 5 seconds, including Crippling Poison,
Viper Sting and, according to data, Blind, which counts as poison. Pre-place it against Rogues.- Group and raid support: since October 15, Strength of Earth, Grace of Air, Windfury and Flametongue Totems buff the raid. Grace of Air works alongside either weapon buff; Windfury and Flametongue are mutually exclusive and affect only players. This does not make other totems raid-wide. Persistent totems last 5 minutes with a 30-yard radius.
- Weakness: every totem except Stoneclaw has 5 health. Any attack, shot, wand, pet or area damage destroys it. Place totems behind cover or behind you, not in the centre of the fight.
- New Forever buttons:
Totemic Projection moves all totems up to 30 yards (1-minute cooldown);
Totemic Recall removes them and refunds 25% mana; Fire Nova is now a spell that explodes around your fire totem.
Abilities: what to press, when and why
The following groups cover Shaman abilities at level 60. Level means the trainer level or the talent point at which an ability becomes available. A quick reference follows at the end.
Shocks and interrupts
Shocks share a 6-second cooldown, reduced to 5 by Reverberation.
Earth Shock interrupts casting and locks that school for 2 seconds. The interrupt does not depend on rank: rank 1 for 30 mana works as well as the top rank for 450. Shock a cast rather than using it on cooldown: wait for an important enemy spell.
Frost Shock slows by 50% for 8 seconds. It is magic and has no diminishing returns. This is your main button against kiters and flag carriers.
Flame Shock applies a 12-second Fire DoT, which makes Elemental's
Lava Burst hit harder. Frost and
Flame Shock remain available during a Nature lockout because they use different schools.
Damage
Enhancement's
Stormstrike strikes with your weapon and, for 12 seconds, increases the damage of your next Lightning Bolt, Chain Lightning or
Earth Shock by 20%. It has an 8-second cooldown and costs 8% base mana. In Classic it boosted any ally's Nature damage; now only yours.
Windfury Weapon has a 20% chance to grant two extra attacks with 433 additional attack power at level 60, stronger than Classic. Your own Windfury and Windfury Totem do not stack.
Rage of the Farseer grants +30% attack speed for 25 seconds, has a 3-minute cooldown and cannot be dispelled.
Maelstrom Weapon builds stacks from attacks and grants an instant, free Lightning Bolt, but only that spell: it does not affect healing or Chain Lightning.
Elemental's
Lightning Bolt casts in 2.5 seconds; Chain Lightning in 2.
Lava Burst, available from level 30 with 21 talent points, casts in 2.5 seconds with a 10-second cooldown and deals 20% more damage to a target with your
Flame Shock. It is Fire, so
Nature's Swiftness does not accelerate it, but it works during Nature lockout.
Eye of the Storm removes 70% of damage-induced cast pushback.
Healing
Healing Wave casts in 2.5 seconds with the talent and heals the most;
Lesser Healing Wave casts in 1.5 seconds and answers focus fire.
Chain Heal jumps to 3 targets within the group. All Shaman healing is Nature, so one Nature interrupt locks all healing for several seconds.
Restoration's
Riptide heals instantly, then over 15 seconds, with a 6-second cooldown, and strengthens
Chain Heal on that target. It is the healer's main instant button.
Nature's Swiftness makes the next Nature spell with a cast under 10 seconds instant: Healing Wave, Lightning Bolt or even
Ghost Wolf. It has a 3-minute cooldown and is off the global cooldown. Its buff is magic, so cast immediately rather than leaving it active.
Reincarnation revives you after death with some health and mana, with a 1-hour cooldown, reduced to 40 minutes by the talent. It requires an Ankh. In world PvP, it is a chance to get up when a camper looks away.
Dispels and escape
Purge removes two enemy magic buffs with no cooldown. You cannot choose which two, but it removes almost every important effect:
Power Word: Shield,
Blessing of Freedom and Protection,
Ice Barrier,
Innervate, HoTs and even a potion's Free Action. It cannot remove
Divine Shield,
Ice Block or
Voice of Truth. Shamans cannot
dispel magic from allies.
Cure Poison and
Cure Disease remove one poison or disease, including Priest
Devouring Plague.
Ghost Wolf grants 40% movement speed;
Improved Ghost Wolf makes it instant and usable indoors. Wolf counts as a beast: Sap, Seduction and Repentance do not work, but Hibernate and
Scare Beast do. Wolf is also magic: Purge and
Dispel Magic remove it.
Quick reference
| Ability | Level | Cooldown | PvP use |
|---|---|---|---|
| 4 | 6 sec, shared with shocks | Interrupt and 2-sec school lockout | |
| 10 | 6 sec, shared | DoT for | |
| 6 | 15 sec | Slow pursuers | |
| 12 | - | Remove two enemy buffs | |
| 18 | - | Remove fear from the group | |
| 20 | 6 sec, shared | Slow by 50% | |
| 20 | - | Escape or catch up | |
| 16 | - | Remove poison | |
| 30 | 15 sec | Absorb | |
| 30 | - | Enhancement burst | |
| 30 | 1 hour | Revive after death | |
| Talent, 25 | 8 sec | Weapon strike and +20% shock damage | |
| Talent, 25 | 5 min | Group mana | |
| Talent, 30 | 3 min | Instant healing or lightning | |
| Talent, 30 | 10 sec | Elemental burst | |
| Talent, 40 | 3 min | +30% attack speed | |
| Talent, 40 | 6 sec | Instant healing |
Combos: building a fight
- Enhancement burst: wolf into melee, Stormstrike, immediate
Earth Shock (+20% and an interrupt), then Windfury procs.
Rage of the Farseer and an off-global racial make the sequence hit even harder. - Maelstrom: at 5 stacks, use an instant free Lightning Bolt, 20% stronger after Stormstrike.
- Elemental:
Flame Shock,
Lava Burst, Lightning Bolt and
Earth Shock to finish. During Nature lockout, use
Lava Burst and
Frost Shock. - Roots and retreat: place
Earthbind Totem with Earthbound beside a melee attacker; the 5-second root lets you retreat and cast. - NS:
Nature's Swiftness immediately into Healing Wave to save someone or Lightning Bolt to finish. Do not sit on the buff: it can be dispelled. - Grounding into a cast: when an enemy begins
Polymorph, Fear or
Pyroblast, place
Grounding Totem. If destroyed, the next is available in 15 seconds. - Tremor before fear: see a nearby Warlock or Priest? Place Tremor in advance; it pulses every 4 seconds.
- Flag carrier: protect yours with Earthbind under pursuers,
Frost Shock and wolf. Stop theirs with
Frost Shock, Earthbind in their path and Purge on Freedom and shields.
Diminishing returns
Repeated control of the same type on one target lasts less time: in Classic, 100%, then 50%, 25% and immunity, resetting after roughly 15-20 seconds. Our Forever categories come from client 1.60.1 data, which does not give reset durations. Shamans have little control, and almost all of it has no diminishing returns.
| Effect | Diminishing-return category | Shared with |
|---|---|---|
| Earthbound roots | Roots, according to data | |
| Tauren | Stuns | |
| None | - | |
| None | - |
Builds: which talents to take and why
Below are six level 60 builds: two Enhancement, two Elemental and two healer builds. 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.
Published level 60 Forever Shaman PvP builds are almost nonexistent: the only one, on RankedBoost, is broken and does not allocate 51 points. These builds are therefore our interpretation of the talent tree, Classic equivalents and testers' plans. 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.
Three numbers such as 20/0/31 show talent points in the three trees, from left to right: Elemental, Enhancement, Restoration. They are not character levels.
Enhancement: Stormstrike and Rage (20/31/0)
The main duel and world PvP build, descended from Classic 20/31/0. Stormstrike every 8 seconds,
Rage of the Farseer for burst,
Maelstrom Weapon for instant Lightning Bolt, instant wolf, and
Elemental Devastation: spell crits grant +9% melee critical strike chance for 10 seconds. Strengths: the Shaman's largest burst and roughly half-price shocks. Weaknesses: no instant healing or immunities, and proc-dependent damage. Beta testers say it lacks a panic button.
A beta forum player's 17/34/0 variant takes Anticipation and
Spirit Weapons at the expense of Elemental: open in the calculator →.
Thundering Strikes 5/5+5% critical strike chance for all attacks and spells: more Flurry and
Elemental Devastation procs.
Improved Ghost Wolf 2/2Instant wolf, usable indoors. Catch a kiter or escape pursuit.
Mental Dexterity 3/3Attack power increases by your full Intellect. Required for Flurry.
Elemental Weapons 3/3Windfury is 40% stronger. The tree's main burst.
Shamanistic Focus 1/1Shocks and Lightning Shield cost 45% less.
Anticipation 1/3+2% dodge. Essentially a point to unlock the next row.
Stormstrike 1/1A weapon strike and +20% damage to your next Lightning Bolt or
Earth Shock. Eight-second cooldown, available from level 25.
Flurry 5/5After a crit, 3 attacks are 25% faster.
Mental Quickness 2/2Spell power and healing increase by 30% of Intellect, strengthening shocks and healing. Required for Rage.
Improved Stormstrike 2/2For 15 seconds after Stormstrike, 50% of mana regeneration continues while casting; your dodge or parry resets Stormstrike's cooldown.
Maelstrom Weapon 5/5Attacks build stacks: at five, Lightning Bolt is instant and free.
Rage of the Farseer 1/1+30% attack speed for 25 seconds; 3-minute cooldown. Cannot be dispelled.
Concussion 5/5+5% Lightning Bolt, Chain Lightning and
Earth Shock damage.
Elemental Devastation 3/3Spell crits grant +9% melee critical strike chance for 10 seconds. A critical shock makes attacks crit very often.
Reverberation 5/5Shock cooldowns fall from 6 seconds to 5.
Elemental Warding 3/310% less Fire, Frost and Nature damage taken: useful against Mages, Warlocks and Shamans.
Call of Flame 3/3+15% damage for the Fire spells listed in the talent;
Flame Shock lasts 9 sec longer.
Elemental Focus 1/1A 10% chance to make the next damaging spell free.
Level-by-level order
- 10–14
Thundering Strikes 5/5 - 15–16
Improved Ghost Wolf 2/2 - 17–19
Mental Dexterity 3/3 - 20–22
Elemental Weapons 3/3 - 23
Shamanistic Focus 1/1 - 24
Anticipation 1/3 - 25
Stormstrike 1/1 - 26–30
Flurry 5/5 - 31–32
Mental Quickness 2/2 - 33–34
Improved Stormstrike 2/2 - 35–39
Maelstrom Weapon 5/5 - 40
Rage of the Farseer 1/1 - 41–45
Concussion 5/5 - 46–48
Elemental Devastation 3/3 - 49–53
Reverberation 5/5 - 54–56
Elemental Warding 3/3 - 57–59
Call of Flame 3/3 - 60
Elemental Focus 1/1
NS Enhancement: Stormstrike and instant healing (0/30/21)
New in Forever: Stormstrike and
Nature's Swiftness could not fit together in Classic. Here you get Stormstrike and Maelstrom for instant Lightning Bolt, plus Restoration's
Nature's Swiftness for instant healing,
Mana Tide Totem,
Water Shield and +5% hit chance. It directly answers beta Enhancement's main complaint: no panic button. Strengths: burst and emergency healing in one build. Weaknesses: no
Rage of the Farseer or
Elemental Devastation, and
Water Shield replaces Lightning Shield.
An 8/22/21 variant with
Elemental Devastation instead of Maelstrom: open in the calculator →.
Thundering Strikes 5/5+5% critical strike chance for all attacks and spells.
Improved Ghost Wolf 2/2Instant wolf, including indoors.
Mental Dexterity 3/3Attack power increases by your full Intellect.
Elemental Weapons 3/3Windfury is 40% stronger.
Shamanistic Focus 1/1Shocks cost 45% less.
Anticipation 1/3+2% dodge; a point to unlock the next row.
Stormstrike 1/1Weapon strike and +20% to your next Lightning Bolt or
Earth Shock; 8-second cooldown.
Flurry 5/5After a crit, 3 attacks are 25% faster.
Mental Quickness 2/2Spell power and healing increase by 30% of Intellect, strengthening the NS heal.
Improved Stormstrike 2/2After Stormstrike, mana regenerates while casting; dodges and parries reset its cooldown.
Maelstrom Weapon 5/5At five stacks, Lightning Bolt is instant and free.
Tidal Focus 5/5Reduces healing costs and increases spell hit chance; Restoration's first row. All 5 of 5 points invested.
Totemic Focus 5/5Totems cost 25% less; Restoration's second row.
Improved Reincarnation 2/2+4% health; Reincarnation has a shorter cooldown and revives with more resources.
Healing Focus 2/3Damage is less likely to push back healing casts.
Water Shield 1/1The shield restores 2% mana when you are hit. It costs no mana but replaces Lightning Shield.
Tidal Mastery 4/5+4% healing critical strike chance. Essentially points to unlock the next row.
Mana Tide Totem 1/1A 12-second totem restores mana to the whole group.
Nature's Swiftness 1/1Your next Nature spell is instant: Healing Wave to save someone or Lightning Bolt to finish. Three-minute cooldown.
Level-by-level order
- 10–14
Thundering Strikes 5/5 - 15–16
Improved Ghost Wolf 2/2 - 17–19
Mental Dexterity 3/3 - 20–22
Elemental Weapons 3/3 - 23
Shamanistic Focus 1/1 - 24
Anticipation 1/3 - 25
Stormstrike 1/1 - 26–30
Flurry 5/5 - 31–32
Mental Quickness 2/2 - 33–34
Improved Stormstrike 2/2 - 35–39
Maelstrom Weapon 5/5 - 40–44
Tidal Focus 5/5 - 45–49
Totemic Focus 5/5 - 50–51
Improved Reincarnation 2/2 - 52–53
Healing Focus 2/3 - 54
Water Shield 1/1 - 55–58
Tidal Mastery 4/5 - 59
Mana Tide Totem 1/1 - 60
Nature's Swiftness 1/1
Elemental: Lava Burst and roots (31/7/13)
A caster for battlegrounds and world PvP.
Lava Burst into
Flame Shock,
Elemental Fury doubling the critical damage bonus,
Eye of the Storm protecting casts under attacks, Earthbound rooting melee enemies, plus instant wolf, +5% critical strike chance and
Water Shield from the other trees. Strengths: ranged damage and roots against melee. Weaknesses: no
Nature's Swiftness for emergency healing; testers still consider
Lava Burst weak, and real level 60 damage is unknown.
A 31/11/9 variant with
Shamanistic Focus and
Grounding Totem every 13 seconds instead of
Water Shield: open in the calculator →.
Convection 5/5Shocks, lightning and
Lava Burst cost 10% less.
Concussion 5/5+5% Lightning Bolt, Chain Lightning and
Earth Shock damage.
Call of Flame 3/3+15% damage for the Fire spells listed in the talent;
Flame Shock lasts 9 sec longer.
Elemental Focus 1/1A 10% chance to make the next damaging spell free.
Elemental Alacrity 3/3Lightning Bolt, Chain Lightning and
Lava Burst cast 0.5 seconds faster.
Eye of the Storm 3/3Damage causes 70% less pushback on lightning and
Lava Burst casts.
Earthbound 1/1Placing
Earthbind Totem roots nearby enemies for 5 seconds. Elemental's main control.
Lightning Overload 3/3Three ranks of
Lightning Overload are required for
Elemental Fury.
Elemental Reach 1/2+3 yards to lightning and
Lava Burst range;
Totemic Projection cooldown reduced by 10 sec. The talent no longer extends
Flame Shock range.
Elemental Fury 5/5Spell critical hits deal double damage.
Lava Burst 1/1A Fire hit every 10 seconds, 20% stronger against a target with
Flame Shock. Works during Nature lockout.
Thundering Strikes 5/5+5% critical strike chance for all spells and attacks.
Improved Ghost Wolf 2/2Instant wolf: escape melee after rooting them.
Tidal Focus 5/5Reduces healing costs and increases spell hit chance; Restoration's first row. All 5 of 5 points invested.
Totemic Focus 2/5Totems cost 10% less; Restoration's second row.
Mindfulness 3/350% of mana regeneration continues while casting.
Improved Reincarnation 2/2+4% health and a shorter Reincarnation cooldown.
Water Shield 1/1The shield restores mana while you take hits.
Level-by-level order
- 10–14
Convection 5/5 - 15–19
Concussion 5/5 - 20–22
Call of Flame 3/3 - 23
Elemental Focus 1/1 - 24–26
Elemental Alacrity 3/3 - 27–29
Eye of the Storm 3/3 - 30
Earthbound 1/1 - 31–33
Lightning Overload 3/3 - 34
Elemental Reach 1/2 - 35–39
Elemental Fury 5/5 - 40
Lava Burst 1/1 - 41–45
Thundering Strikes 5/5 - 46–47
Improved Ghost Wolf 2/2 - 48–52
Tidal Focus 5/5 - 53–54
Totemic Focus 2/5 - 55–57
Mindfulness 3/3 - 58–59
Improved Reincarnation 2/2 - 60
Water Shield 1/1
Elemental/Restoration: Nature's Swiftness (30/0/21)
The direct successor to Classic's main PvP Shaman.
Nature's Swiftness for instant Lightning Bolt or healing,
Elemental Fury, Earthbound and
Eye of the Storm; Forever also fits
Mana Tide Totem and
Water Shield into the same 21 Restoration points. Strengths: damage, roots and an emergency save every 3 minutes.
Lava Burst now fits with
Nature's Swiftness; instant wolf requires a separate investment in Enhancement.
A 23/7/21 variant with instant wolf and +5% critical strike chance instead of
Elemental Fury: open in the calculator →.
Convection 5/5Shocks and lightning cost 10% less.
Concussion 5/5+5% Lightning Bolt, Chain Lightning and
Earth Shock damage.
Call of Flame 3/3+15% damage for the Fire spells listed in the talent;
Flame Shock lasts 9 sec longer.
Elemental Focus 1/1A 10% chance to make the next damaging spell free.
Elemental Alacrity 3/3Lightning casts 0.5 seconds faster.
Eye of the Storm 3/3Less damage-induced pushback on lightning casts.
Earthbound 1/1A 5-second root from
Earthbind Totem.
Lightning Overload 3/3Three ranks of
Lightning Overload are required for
Elemental Fury.
Elemental Reach 1/2+3 yards to lightning and
Lava Burst range;
Totemic Projection cooldown reduced by 10 sec. The talent no longer extends
Flame Shock range.
Elemental Fury 5/5Spell critical hits deal double damage.
Tidal Focus 5/5Reduces healing costs and increases spell hit chance; Restoration's first row. All 5 of 5 points invested.
Totemic Focus 2/5Totems cost 10% less; Restoration's second row.
Mindfulness 3/350% of mana regeneration continues while casting.
Improved Reincarnation 1/2+2% health and a shorter Reincarnation cooldown.
Healing Focus 3/370% chance to avoid healing cast pushback from damage.
Water Shield 1/1The shield restores mana while you take hits.
Tidal Mastery 4/5+4% healing critical strike chance; points for the next row.
Mana Tide Totem 1/1Mana for the whole group over 12 seconds.
Nature's Swiftness 1/1Instant Lightning Bolt to finish or Healing Wave to save someone. Three-minute cooldown.
Level-by-level order
- 10–14
Convection 5/5 - 15–19
Concussion 5/5 - 20–22
Call of Flame 3/3 - 23
Elemental Focus 1/1 - 24–26
Elemental Alacrity 3/3 - 27–29
Eye of the Storm 3/3 - 30
Earthbound 1/1 - 31–33
Lightning Overload 3/3 - 34
Elemental Reach 1/2 - 35–39
Elemental Fury 5/5 - 40–44
Tidal Focus 5/5 - 45–46
Totemic Focus 2/5 - 47–49
Mindfulness 3/3 - 50
Improved Reincarnation 1/2 - 51–53
Healing Focus 3/3 - 54
Water Shield 1/1 - 55–58
Tidal Mastery 4/5 - 59
Mana Tide Totem 1/1 - 60
Nature's Swiftness 1/1
Restoration: battleground healer (0/13/38)
A healer for battleground groups.
Riptide every 6 seconds,
Nature's Swiftness,
Mana Tide Totem,
Water Shield, Purification and
Healing Way for strong Healing Wave; Enhancement adds instant wolf,
Grounding Totem every 13 seconds and cheap shocks for interrupts. Strengths: the Shaman's best healing and mana. Weaknesses: almost no damage;
Riptide and
Nature's Swiftness can be Purged or dispelled.
Tidal Focus 5/5Reduces healing costs and increases spell hit chance; Restoration's first row. All 5 of 5 points invested.
Totemic Focus 5/5Totems cost 25% less; Restoration's second row.
Water Shield 1/1The shield restores 2% mana when you take a hit or any of your spells critically strikes.
Healing Focus 3/370% chance to avoid healing cast pushback from damage.
Mindfulness 3/350% of mana regeneration continues while casting.
Mana Tide Totem 1/1Mana for the whole group over 12 seconds, available from level 25.
Improved Reincarnation 2/2+4% health and a shorter Reincarnation cooldown.
Nature's Swiftness 1/1Instant Healing Wave every 3 minutes.
Healing Way 3/3Healing Wave heals 25% more. Required for
Riptide.
Tidal Mastery 5/5+5% healing critical strike chance; healing crits trigger
Water Shield.
Purification 5/5+10% to all healing.
Riptide 1/1Instant healing followed by 15 seconds of healing; 6-second cooldown. The healer's main button.
Ancestral Healing 3/3A critical heal increases the target's armour by 25% for 15 seconds.
Thundering Strikes 5/5+5% critical strike chance, including healing.
Ancestral Knowledge 3/5+6% Intellect: more mana.
Guardian Totems 2/2
Grounding Totem every 13 seconds; stronger Stoneskin.
Improved Ghost Wolf 2/2Instant wolf: escape focus fire toward allies.
Shamanistic Focus 1/1Shocks cost 45% less:
Earth Shock on enemy healing is nearly free.
Level-by-level order
- 10–14
Tidal Focus 5/5 - 15–19
Totemic Focus 5/5 - 20
Water Shield 1/1 - 21–23
Healing Focus 3/3 - 24
Mindfulness 1/3 - 25
Mana Tide Totem 1/1 - 26–27
Mindfulness 3/3 - 28–29
Improved Reincarnation 2/2 - 30
Nature's Swiftness 1/1 - 31–33
Healing Way 3/3 - 34
Tidal Mastery 1/5 - 35–39
Purification 5/5 - 40
Riptide 1/1 - 41–44
Tidal Mastery 5/5 - 45–47
Ancestral Healing 3/3 - 48–52
Thundering Strikes 5/5 - 53–55
Ancestral Knowledge 3/5 - 56–57
Guardian Totems 2/2 - 58–59
Improved Ghost Wolf 2/2 - 60
Shamanistic Focus 1/1
Niche: healer with Stormstrike (0/20/31)
A build beta testers call unkillable:
Riptide,
Nature's Swiftness,
Mana Tide Totem and Purification, with Enhancement's Stormstrike, Flurry and instant wolf. A fighter who heals with instants and finishes targets with Stormstrike and a shock. Strengths: very resilient in world PvP and duels. Weaknesses: less damage than NS Enhancement and an unclear battleground role.
For flag carrying, a defensive 0/20/31 variant takes Toughness, Anticipation 3 and instant wolf instead of Stormstrike. Shaman flag carrying in Forever remains untested: open in the calculator →.
Tidal Focus 5/5Reduces healing costs and increases spell hit chance; Restoration's first row. All 5 of 5 points invested.
Totemic Focus 2/5Totems cost 10% less; Restoration's second row.
Mindfulness 3/350% of mana regeneration continues while casting.
Water Shield 1/1The shield restores mana while you take hits.
Healing Focus 3/370% chance to avoid healing cast pushback from damage.
Improved Reincarnation 2/2+4% health and a shorter Reincarnation cooldown.
Mana Tide Totem 1/1Mana for the whole group over 12 seconds.
Tidal Mastery 4/5+4% healing critical strike chance.
Nature's Swiftness 1/1An instant Nature spell every 3 minutes.
Healing Way 3/3Healing Wave heals 25% more. Required for
Riptide.
Purification 5/5+10% to all healing.
Riptide 1/1Instant healing every 6 seconds.
Thundering Strikes 5/5+5% critical strike chance for all attacks and spells.
Mental Dexterity 3/3Attack power increases by your full Intellect, plentiful on a healer.
Improved Ghost Wolf 2/2Instant wolf.
Elemental Weapons 3/3Windfury is 40% stronger.
Shamanistic Focus 1/1Shocks cost 45% less.
Anticipation 1/3+2% dodge; a point for the next row.
Stormstrike 1/1A weapon strike and +20% to the next shock.
Flurry 4/5After a crit, 3 attacks are 20% faster.
Level-by-level order
- 10–14
Tidal Focus 5/5 - 15–16
Totemic Focus 2/5 - 17–19
Mindfulness 3/3 - 20
Water Shield 1/1 - 21–23
Healing Focus 3/3 - 24
Improved Reincarnation 1/2 - 25
Mana Tide Totem 1/1 - 26
Improved Reincarnation 2/2 - 27–29
Tidal Mastery 3/5 - 30
Nature's Swiftness 1/1 - 31–33
Healing Way 3/3 - 34
Tidal Mastery 4/5 - 35–39
Purification 5/5 - 40
Riptide 1/1 - 41–45
Thundering Strikes 5/5 - 46–48
Mental Dexterity 3/3 - 49–50
Improved Ghost Wolf 2/2 - 51–53
Elemental Weapons 3/3 - 54
Shamanistic Focus 1/1 - 55
Anticipation 1/3 - 56
Stormstrike 1/1 - 57–60
Flurry 4/5
Which build to choose
- Duels and world PvP with maximum burst: Enhancement 20/31/0.
- Want burst and instant healing? NS Enhancement 0/30/21.
- Enjoy casting and rooting melee? Elemental 31/7/13.
- An all-round battleground fighter: Elemental/Restoration 30/0/21.
- Healing your team? Restoration 0/13/38.
- Want a very resilient world PvP fighter? Stormstrike healer 0/20/31.
- For world PvP against melee, there is a niche Earthbound/Stormstrike 21/30/0 build: open in the calculator →.
- Take dual specialization from level 40: for example, Enhancement for the world plus healer for battlegrounds and dungeons.
Enhancement: hunting healers
Enhancement is the most dangerous Shaman in melee. The sequence is wolf into melee, Stormstrike, immediate
Earth Shock with +20% damage and an interrupt, then Windfury procs. For burst, add
Rage of the Farseer with
Blood Fury or Berserking. Forever's Windfury proc is stronger than Classic, and PvP crits have been unreduced since October 8, so a two-hander can again kill in a few swings.
The weakness is staying on target. Shamans have no leap or stun except Tauren
War Stomp, so hold enemies with
Frost Shock, Earthbind and Frostbrand Weapon. In battlegrounds, your job is the enemy healer: Purge shields and HoTs, rank 1
Earth Shock interrupts heals, Stormstrike and a shock finish.
Pure Enhancement has no instant healing:
Maelstrom Weapon only accelerates Lightning Bolt. Beta testers report being burst down in 5 seconds; the forum's answer is
Nature's Swiftness instead of Rage, or 0/30/21. If you are often focused, that is your panic button.
Elemental: burst and roots
On October 15,
Elemental Mastery returned to the 31st point: for 15 seconds, it shortens Lightning Bolt and
Lava Burst casts by 0.5 seconds and removes Chain Lightning's cooldown; 3-minute cooldown.
Lava Burst now requires the 21st point and Earthbound the 16th. This differs from early beta trees. Plan burst around
Flame Shock and the buff window; Chain Lightning is now roughly 35% cheaper.
The main addition is control. Earthbound roots melee enemies for 5 seconds when you place
Earthbind Totem, whose cooldown is 15 seconds. Testers advise placing it between yourself and the target and maintaining distance so melee cannot reach you. If that fails, rely on a shield, mail and healing.
Elemental's main weakness is that opponents can remove
Flame Shock or interrupt casts. Since October 15,
Call of Flame extends the shock by 3/6/9 seconds, so old calculations based only on 12 seconds no longer apply. Early power assessments do not account for
Elemental Mastery's return.
Restoration: battleground healer
Toolkit and priorities
Chain Heal for groups near the flag and centre, Lesser Healing Wave against focus fire, Healing Wave with
Healing Way for strong healing,
Riptide while moving,
Nature's Swiftness with Healing Wave for a save every 3 minutes.
Water Shield,
Mana Tide Totem (1160 mana to each group member over 12 seconds) and
Totemic Recall sustain mana.
Prioritize yourself first: healers are the enemy's primary target, so pre-place shield and totems. Then the carrier and your group: keep them in your party, because totems and
Chain Heal jumps use party targeting. Next disrupt focus fire with Earthbind,
Frost Shock and Grounding timed into casts; Purge the enemy healer and carrier, and rank 1
Earth Shock enemy healing.
What you can and cannot remove
From allies, Shamans remove poisons including Blind, diseases including Priest Plague, and fear, charm and sleep through
Tremor Totem. They cannot dispel friendly magic: only Priests and Paladins, now on both factions, remove
Polymorph,
Hammer of Justice or
Frost Nova from allies.
From enemies, Purge removes two buffs: Priest and Druid shields and HoTs,
Fear Ward,
Blessing of Freedom and Protection,
Ice Barrier,
Mana Shield,
Innervate and an enemy Shaman's wolf.
Divine Shield,
Ice Block and
Voice of Truth cannot be removed.
Surviving focus fire
Stoneskin and Earthbind before contact, Lesser Healing Wave,
Riptide,
Nature's Swiftness with Healing Wave, instant wolf toward allies or cover, and the PvP trinket for a stun or
Polymorph. Tauren
War Stomp provides 2 seconds to heal; Dwarf Stoneform removes poisons and bleeds.
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.
Nature interrupts are the healer's biggest danger: Kick,
Pummel,
Counterspell and
Spell Lock deny all healing. Healing Stream Totem,
Frost Shock and
Flame Shock remain available during Nature lockout because they use another school.
Darkspear Islands: flags and bases
The beta has one battleground: Darkspear Islands, 15 versus 15, available from level 30. Four bases surround a central flag carried to any base your team owns. Cover is scarce, and fear near water sends players into the shark-filled sea. An Islands tester calls fear the battleground's strongest spell, but Shamans are popular and Tremor usually stands near the centre. Your central Tremor is therefore a major contribution.
Totems hold an objective for 5 minutes. Beside a base flag, place Searing or
Magma Totem with Fire Nova, Tremor, Poison Cleansing and Sentry Totem; use
Totemic Recall when leaving. Damage interrupted captures in Classic, so Fire Nova and Earthbind against a group at the flag interfere with capping.
Shamans can probably carry the flag in wolf: it is a form, not a mount, and client data does not indicate that it drops the flag. This has not been tested in game. A Shaman carrier has wolf, Earthbind behind them, Grounding, Tremor,
Riptide and
Nature's Swiftness. Counters are Purging wolf and the Shaman's inability to remove slows.
Every class matchup
Below is a plan against each class at level 60. Assessments come from Classic guides, Forever data and beta tier lists, not level 60 hands-on experience. The main perspective is Enhancement in duels and world PvP; Elemental and battleground-healer differences are noted separately.
| Class | Enhancement | Elemental | Healer | Key point |
|---|---|---|---|---|
| Shaman | Even | Even | Even | Ground their |
| Warrior | Even | Even or favourable | Even or difficult | Purge Free Action, keep them in combat, Tremor for fear |
| Paladin | Even | Favourable or even | Even | Purge Freedom and Protection; do not interrupt during |
| Hunter | Even or difficult | Even | Difficult | Trap at their feet; Poison Cleansing for |
| Rogue | Even | Even or difficult | Even or difficult | Pre-place Poison Cleansing; wolf cannot be Sapped |
| Mage | Even or difficult | Even | Even or difficult | Ground |
| Warlock | Favourable or even | Even | Even or difficult | Tremor, shock Fear, dispel |
| Priest | Even | Even | Even or difficult | Purge the shield; you can cleanse Plague |
| Druid | Even | Even | Even | Dispel |
Shaman
Forever allows cross-faction Shaman mirrors: Alliance Dwarf versus Horde. Both have Grounding, Purge, shocks, wolf and NS. Destroy their Grounding, on a 15-second cooldown, or spend Purge on it before
Frost Shock. Their shock has a 6-second cooldown, so heal immediately after it. Dispel enemy
Nature's Swiftness as soon as you see it.
Enhancement against Elemental: reach melee and stay there; you lose a ranged shock war.
Rage of the Farseer cannot be dispelled, so wait it out. Elemental: you have two slows to their one, plus roots. Battlegrounds: the enemy healer Shaman is your first shock target; destroy their Tremor and Grounding before allied fears and Polymorphs.
Warrior
Watch for Charge, Intercept,
Mortal Strike,
Hamstring roots,
Intimidating Shout and a 10-second disarm.
Thunder Clap and
Demoralizing Shout also reduce your melee damage. Pre-place Tremor against fear.
Keep them in combat or they can Charge again. Maintain combat with
Flame Shock's 12-second DoT and kite with Earthbind and
Frost Shock. Purge removes Free Action Potion because it is magic, allowing slows to work again. If
Hamstring is already applied, do not waste your trinket only to remain stuck in melee.
Elemental: Earthbind, retreat and
Lava Burst. Healer:
Mortal Strike severely reduces healing, so stay behind allies and provide group Tremor. Give your own Warrior Windfury Totem and Tremor.
Paladin
Watch for
Hammer of Justice, Repentance,
Blessing of Freedom on a 20-second cooldown,
Blessing of Protection,
Divine Shield and Cleanse removing your slows and roots.
Voice of Truth grants 6 seconds of immunity to interrupts and silence, so do not waste a shock during it.
Purge Freedom before
Frost Shock or Earthbind; remove Protection immediately. Seals can also be dispelled, and reapplying costs mana and a global cooldown. Repentance does not affect wolf, and Forever's PvP trinket removes it too. During
Divine Shield, retreat, heal and return.
Enhancement: an attrition fight; attack efficiently and wait for an opening. Elemental: kite with
Frost Shock and Earthbind; root Retribution with Earthbind. Healer: Retribution with
Pursuit of Justice reaches you quickly; Ground Repentance.
Hunter
Watch for
Freezing Trap placed at their feet in combat,
Scatter Shot, mana-draining
Viper Sting with a 15-second cooldown in Forever (9 with the talent), Entrapment and
Scare Beast on wolf. Their range is 35 yards, or 41 with talents.
Remove
Viper Sting immediately with
Poison Cleansing Totem; Tremor removes
Scare Beast, and Windwall reduces ranged damage. Enhancement: use wolf to stay in melee,
Frost Shock and Earthbind, fighting inside the dead zone. The trap is under the Hunter: avoid stepping on it and project Earthbind directly beneath them. Save the trinket for pet Intimidation or
Scatter Shot into trap.
Elemental: kite within the dead zone and
Lava Burst into
Flame Shock; Hunters have no healing. Healer: the Islands' open centre has many Hunters, so provide Poison Cleansing and Windwall to the group.
Rogue
Sap no longer breaks Rogue stealth in Forever: Sap,
Cheap Shot,
Kidney Shot, then 10-second
Blind and Kick's lockout. Wolf cannot be Sapped because it is a beast, so the Rogue opens directly with
Cheap Shot.
Poison Cleansing Totem is mandatory. It removes Blind, which counts as a poison, but only one poison every 5 seconds; Blind covered by two other poisons will not disappear immediately. Trinket
Kidney Shot, use Free Action Potion before the opener, and Dwarves remove Blind with Stoneform.
Enhancement: survive their cooldowns, kite with
Frost Shock and Earthbound under Poison Cleansing, and heal at range.
Flame Shock on a slowed Rogue hinders
Vanish. Elemental: the same, plus Earthbound roots after the stun. Healer: Poison Cleansing for the group and Earthbound to retreat toward allies.
Mage
Watch for
Polymorph,
Counterspell locking all Nature for 10 seconds (all your healing and lightning),
Frost Nova,
Ice Lance with
Fingers of Frost, and
Ice Block. A good Mage is the Shaman's main enemy in both Classic and Forever.
Shock and Grounding decide the fight. Place Grounding into a cast to catch
Polymorph or
Counterspell, not at the start: a pre-placed totem gets destroyed. Purge
Ice Barrier and
Fingers of Frost; both are magic.
Earth Shock on
Frostbolt denies
Ice Block for 2 seconds; on
Polymorph it denies
Blink. Forever's trinket removes both
Polymorph and Nova.
Enhancement: commit burst after
Blink. Elemental: after
Counterspell locks Nature,
Frost Shock,
Flame Shock and
Lava Burst remain. Healer: keep Grounding nearby against
Polymorph and
Counterspell.
Warlock
Watch for
Fear,
Howl of Terror,
Death Coil (which Tremor cannot remove), Seduction, the Felhunter's 8-second
Spell Lock and
Devour Magic removing shields and NS.
Place Tremor before fear; it removes both Fear and Seduction. Place Grounding immediately when combat begins: a Warlock's first reflex is often
Death Coil.
Earth Shock on Fear denies both Fear and
Death Coil for 2 seconds. Purge
Soul Link: without it, damage hits the Warlock again rather than being shared with the demon. Kill the Felhunter first if possible.
Enhancement: one of your best fights; Mobalytics calls Enhancement a Warlock counter. Elemental: a Nature
Spell Lock leaves
Lava Burst,
Frost Shock and
Flame Shock available. Healer: group Tremor is your main contribution against Warlocks and Priests.
Priest
Watch for
Psychic Scream, Silence,
Mana Burn, shields and
Devouring Plague, now available to all Priests.
Dispel Magic removes two effects from you at once: Lightning Shield, NS and
Riptide.
Place Tremor for Scream; remove Plague with Cure Disease or Disease Cleansing Totem, something few classes can do. Purge the shield: another cannot be applied to the same target for 15 seconds.
Earth Shock on a heal or
Penance locks Holy for 2 seconds, denying shields and healing.
Enhancement: a strong matchup: Earthbind on the Priest, Tremor for Scream, shield Purged, shock their cast. Healer: avoid
Mana Burn by staying beyond 30 yards or behind cover, and remove enemy
Fear Ward.
Druid
Druids shift out of Earthbound,
Frost Shock and Earthbound roots. They also have
Nature's Grasp,
Entangling Roots, Bear Charge with an interrupt, and Hibernate, which affects wolf. They cannot
dispel magic from you, however.
Purge
Innervate and NS immediately; prioritize only strong HoTs.
Earth Shock on healing or roots locks Nature for 2 seconds; Grounding catches
Entangling Roots and Hibernate, while Tremor removes Hibernate. Every Earthbind forces a shapeshift and costs them mana.
Enhancement: stay close so they cannot drink; finish with Stormstrike and a shock. Elemental: Chain Lightning, an NS instant Lightning Bolt and a shock. Battlegrounds: against a Druid carrier, Purge HoTs and Barkskin and place Earthbind and roots in their path.
World PvP, tricks and community habits
- Choose your fight. Attack players fighting a creature, drinking or low on health; do not open on a Mage with Nova and
Blink ready. Place totems before contact: Strength of Earth against melee, Grounding against casters, Poison Cleansing against Rogues. - Escape. Instant wolf, Earthbind behind you,
Water Walking across a lake; a zone boundary can break pursuit too. Skyborne can Levitate off a cliff. - Reincarnation. With an Ankh in your bag, revive on the spot with some health and mana. Against corpse camping, wait until the enemy looks away.
- Windfury. A slow two-handed Windfury proc in Classic sometimes killed a Mage or Priest in one swing; those videos became legendary. Forever's proc is stronger than Classic Era, so the meme will return.
- The Grounding game. A Mage destroys the totem with a cheap spell or wand; the Shaman places a new one into the cast. Whoever outplays the other wins.
- The Paladin answer. In Classic, Shamans were Horde-only and Paladins Alliance-only. Forever gives the Horde Undead Paladins and the Alliance Dwarf Shamans, settling the old argument.
- Totem compatibility. Since October 15, Grace of Air works alongside Windfury or Flametongue. Windfury and Flametongue remain mutually exclusive. Do not apply old totem-twisting restrictions to this updated combination.
- First Aid. Shamans cleanse their own poisons and diseases; bandages cost no mana. See the Rogue guide's table for other First Aid removals.
- Thunder Bluff jump. With an Ankh in your bag, you can escape a chase by jumping off Thunder Bluff or any cliff: die from the fall, revive at the bottom with 20% health and mana, and leave while the enemy looks for a way down. Reincarnation has a 1-hour cooldown, so pick the moment.
- Grounding against
Mind Control. Drop
Grounding Totem on deck before the ship leaves and it will absorb a Priest's
Mind Control aimed at someone in your group. It only protects your own group and catches a single spell, then it is destroyed. Don't count on
Tremor Totem here: Season of Discovery players reported that it does not break
Mind Control in PvP. - Totem spy. Sentry Totem lasts 5 minutes and shows everything around it, while
Far Sight lets you watch any outdoor spot for a minute. Veterans planted the totem at the Arathi Basin mine and used
Far Sight on the Blacksmith. On the beta, one player complains that a Shaman with
Water Walking and
Far Sight gets too big a head start in the Stranglethorn fishing tournament. - Wolves don't walk on water.
Ghost Wolf cancels
Water Walking, as it did in Classic. Cross the lake on foot and shift into the wolf on the shore. Any damage also drops you into the water, so a DoT halfway across ends in a swim.
Consumables
Potions share a 2-minute cooldown; Healthstones and runes share a separate one. Shamans cannot remove their own stuns or slows, making Free Action Potion and the PvP trinket more important than for many classes. You can cleanse poisons and diseases but not curses; against
Curse of Tongues, you need Restorative Potion or an Orc racial.
In Forever, weapon imbues last an hour and stack with sharpening stones, weightstones and oils: Enhancement uses
Dense Weightstone or
Elemental Sharpening Stone; Elemental and healers use
Brilliant Wizard Oil or
Brilliant Mana Oil. Keep
Ankh in your bag for Reincarnation.
| Item | Effect | Note |
|---|---|---|
| 1350-2250 mana | Core for Restoration and Elemental | |
| 1440-1760 health and mana | For Enhancement and flag carriers | |
| 30 seconds of immunity to stuns and slows | Use in advance against Rogues, Warriors and Mages | |
| Removes stuns and slows; 5 seconds of immunity | Escape a stun lock | |
| Removes magic, curse, poison or disease effects periodically for 30 seconds | Curses and | |
| 6 seconds of physical attack immunity; casting remains possible | Heal in melee against Warriors and Rogues | |
| +50% movement speed for 15 seconds | Carry the flag if wolf was dispelled | |
| Absorbs 1950-3250 Nature damage | Against Shamans and Druids | |
| Absorbs 1950-3250 Shadow damage | Against Warlocks and Shadow Priests | |
| 1440 health | Separate cooldown from potions | |
| 2000 health over 8 seconds | Costs no mana | |
| Removes slows and loss-of-control effects; 5-minute cooldown | Rank 2 reward; the launch reward is still unknown |
Macros
Shamans use macros to shock a focus target, heal a mouseover ally without manually leaving wolf, and place the right totem with one button. 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. The easiest method is to Shift-click a spell from the spellbook into the macro window. Alt defaults to self-casting, so these macros use only Shift and Ctrl.
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 Earth Shock
/stopcasting
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] Earth Shock(Rank 1)Stops your cast and interrupts focus, mouseover or current target. Rank 1 interrupts as effectively as the top rank but costs 30 mana instead of 450. The rank syntax has not yet been tested in the client: if it fails, Shift-click the required rank from the spellbook. Enhancement wants the top rank after Stormstrike.
#showtooltip [mod:ctrl] Tremor Totem; Grounding Totem
/stopcasting
/cast [mod:ctrl] Tremor Totem; Grounding TotemNo modifier places Grounding into an enemy cast; Ctrl places Tremor before fear. Two key Shaman buttons on one key.
#showtooltip
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][harm,nodead] Purge; [@mouseover,help,nodead][help,nodead][@player] Cure PoisonPurge on an enemy;
Cure Poison on an ally or with no target. Shift dispels buffs from focus.
#showtooltip
/cast [mod:ctrl,@mouseover,help,nodead][mod:ctrl,help,nodead][mod:ctrl,@player] Cure Disease; [@mouseover,help,nodead][help,nodead][@player] Cure PoisonRemoves poison from a friendly mouseover, target or yourself; Ctrl removes disease, such as Priest Plague.
#showtooltip Healing Wave
/cancelform
/stopcasting
/cast Nature's Swiftness
/cast [@mouseover,help,nodead][help,nodead][@player] Healing WaveLeaves wolf, stops casting and instantly heals a friendly mouseover, target or yourself. Opponents do not have time to dispel
Nature's Swiftness.
#showtooltip
/cancelform
/cast [mod:ctrl,@mouseover,help,nodead][mod:ctrl,help,nodead][mod:ctrl,@player] Healing Wave; [@mouseover,help,nodead][help,nodead][@player] Lesser Healing WaveOne button leaves wolf and heals: Lesser Healing Wave normally, Healing Wave with Ctrl.
#showtooltip [mod:ctrl] Chain Heal; Riptide
/stopcasting [nomod:ctrl]
/cast [mod:ctrl,@mouseover,help,nodead][mod:ctrl,help,nodead][mod:ctrl,@player] Chain Heal; [@mouseover,help,nodead][help,nodead][@player] Riptide
Riptide on a friendly mouseover; Ctrl casts
Chain Heal on the same target, healing it 25% more.
#showtooltip Ghost Wolf
/cancelform [mod:ctrl]
/cast [nomod:ctrl] !Ghost WolfRepeated presses do not leave wolf; Ctrl cancels it. Useful when you panic and press wolf repeatedly.
#showtooltip Stormstrike
/startattack
/cast [mod:ctrl] Rage of the Farseer
/cast [mod:ctrl] Blood Fury
/cast StormstrikeNormally uses Stormstrike and auto-attack; Ctrl adds
Rage of the Farseer and your racial, both off the global cooldown. Trolls replace the racial with Berserking.
#showtooltip
/startattack [harm,nodead]
/cast [mod:ctrl] Frost Shock; Earth ShockAfter Stormstrike,
Earth Shock gains 20% damage; Ctrl uses
Frost Shock to keep the target close.
#showtooltip Lightning Bolt
/stopmacro [@target,noharm][@target,dead]
/cast Blood Fury
/cast Nature's Swiftness
/cast [@target] Lightning BoltThe racial and
Nature's Swiftness are off the global cooldown, allowing instant Lightning Bolt with one press. This burst macro is for
Nature's Swiftness builds.
Elemental Mastery returned on October 15 as a separate 31-point talent and does not fit alongside
Nature's Swiftness.
#showtooltip Earthbind Totem
/stopcasting
/cast Earthbind TotemStops casting and immediately places Earthbound. With the Earthbound talent, it roots everyone nearby for 5 seconds.
#showtooltip
/cast [mod:ctrl] Totemic Recall; [@cursor] Totemic ProjectionMoves all totems to your cursor; Ctrl removes them and refunds 25% mana. Earthbind and Tremor can follow the fight this way.
What is new in Forever
- Both factions have Shamans; the Alliance option is Dwarf.
- Totems trigger a 1-second global cooldown; persistent totems last 5 minutes with a 30-yard radius. The October 15 update made Strength of Earth, Grace of Air, Windfury and Flametongue raid-wide; other totems are not automatically raid-wide.
Call of the Elements,
Totemic Projection and
Totemic Recall were added. - Windfury and Flametongue are raid-wide totem auras since October 15, affecting players only and excluding each other. Grace of Air can coexist with either. Weapon imbues last an hour. Your own Windfury is stronger than Classic Era, while the totem is weaker.
- Stormstrike requires the 16th point, has an 8-second cooldown and boosts only your lightning and
Earth Shock. - On October 15,
Elemental Mastery returned to the 31st point: for 15 seconds, it shortens Lightning Bolt and
Lava Burst casts by 0.5 seconds and removes Chain Lightning's cooldown; 3-minute cooldown.
Lava Burst now requires the 21st point and Earthbound the 16th. This differs from early beta talent trees. - New capstones:
Rage of the Farseer for Enhancement and
Riptide for Restoration;
Mana Tide Totem requires the 16th point.
Maelstrom Weapon grants instant Lightning Bolt;
Water Shield restores mana; instant wolf costs 7 points and works indoors.- Level 60 lightning and shock base damage is substantially below Classic, but gear has more spell power.
- Fire Nova is a spell around your fire totem, not a totem itself.
- PvP crits are no longer reduced (October 8), and the Greater Insignia removes all loss-of-control effects.
- Shamans cannot dual-wield.
Common mistakes
- Shocking on cooldown rather than interrupting an enemy cast.
- Using top-rank
Earth Shock just to interrupt: rank 1 does the same for 30 mana. - Placing totems in the centre of the fight, where they are immediately destroyed.
- Trying to place Tremor after fear: you cannot place it while feared.
- Grounding too early, before the enemy casts: it gets wanded down.
- Leaving
Nature's Swiftness active: it can be dispelled as magic. - Using NS with
Lava Burst: it is Fire and will not become instant. - Combining your own Windfury with Windfury Totem: they do not stack.
- Healing with Lightning Shield instead of
Water Shield. - Having no Ankh in your bag.
Frequently asked questions
What is the best Shaman PvP spec in WoW Forever?
For duels and world PvP, Enhancement 20/31/0; if you need a panic button, NS Enhancement 0/30/21. For battlegrounds, healer 0/13/38 or Elemental/Restoration 30/0/21. On the level 30 beta, duel tier lists place Enhancement in A or S, while Elemental and Restoration rank low.
Can I take Stormstrike and
Nature's Swiftness together?
Yes: 16-point Stormstrike and 21-point
Nature's Swiftness fit together. Since October 15, 21-point
Lava Burst also pairs with it. Thirty-one-point
Elemental Mastery and
Rage of the Farseer still do not fit alongside it.
Does Forever Shaman have
Elemental Mastery?
On October 15,
Elemental Mastery returned to the 31st point: for 15 seconds, it shortens Lightning Bolt and
Lava Burst casts by 0.5 seconds and removes Chain Lightning's cooldown; 3-minute cooldown.
Lava Burst now requires the 21st point and Earthbound the 16th. This differs from early beta talent trees.
Can I play an Alliance Shaman?
Yes, but only as a Dwarf. Horde Shamans can be Orc, Tauren, Troll or Skyborne.
What does
Tremor Totem remove?
Fear, charm and sleep every 4 seconds: Fear,
Howl of Terror,
Psychic Scream,
Intimidating Shout, Seduction and Hibernate. It does not remove
Death Coil,
Polymorph, Sap or Repentance. Place it before fear.
Can Purge remove Free Action Potion?
Yes. The potion buff is magic and Purge removes it. Slows and roots then work again.
Which Shaman race should I choose for PvP?
For Horde Enhancement, Orc or Troll for burst; for healing, Tauren for
War Stomp. Alliance has only Dwarf, whose Stoneform is strong against Rogues. Blizzard has promised racial revisions.
Can Shamans dual-wield in Forever?
No. A game-file entry exists, but neither trainers nor talents provide it, and testers have not found it. Enhancement uses a two-hander; other specs use a one-handed weapon and shield.
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: talents and abilities per the official notes, builds rebuilt for the new talent trees. English version published.
- 16 October 2026: Tauren racials updated for the October 15 patch.
- 15 October 2026: Guide published for level 60: talent tree builds, abilities, how to fight every class and macros.