Shaman PvE guide
Rotations & Guide · PvE guide · PvP guide · Talent builds · Abilities · Talent Calculator · Macros · Changes vs Classic
Other classes: Warrior, Paladin, Hunter, Rogue, Priest, Mage, Warlock, Druid
Shamans are totem-based hybrids that heal, cast elemental spells or fight in melee. Forever adds Lightning Mastery as the Elemental capstone talent and Riptide as the Restoration capstone talent, Mental Dexterity and Rage of the Farseer for Enhancement, and quality-of-life totem tools: Call of the Elements, Call of the Ancestors and Call of the Spirits drop up to four totems in one 3 sec cast, and Totemic Recall returns them for mana.
Elemental Shaman PvE guide
At level 20 Elemental is a ranged caster built on Lightning Bolt, with Flame Shock and Searing Totem for extra damage and Earth Shock as the group's interrupt. Forever's Call of the Elements puts your totems down in one cast and Totemic Recall gives back part of their mana, which matters because mana is what limits you at this level. Level 30 adds Magma Totem for packs and Lightning Overload, a tier 5 talent that sometimes casts a free half-damage copy of Lightning Bolt; Chain Lightning, the spec's area spell, comes from the trainer at 32.
Your job in a group
In a 5-player group you're steady ranged damage and the main interrupt. Lightning Bolt does most of your damage; Flame Shock and Searing Totem add more on bosses, and Fire Nova hits every mob gathered near your Fire totem. Earth Shock is your only interrupt and its tooltip says it causes a high amount of threat, so use it to stop enemy healers and casters, not as a damage button. Your totems help the whole party: Stoneskin Totem cuts the Physical damage the tank takes, Strength of Earth Totem helps melee, and Tremor Totem frees people from Fear, Charm and Sleep. You have no crowd control that takes a mob out of the fight, but Earthbind Totem slows adds heading for the healer and Stoneclaw Totem can pull loose mobs off them for a moment. You can off-heal with Healing Wave in an emergency and bring people back with Ancestral Spirit after a wipe.
Opener
- Call of the Elements: Before the pull, place your support totems in one cast: Stoneskin Totem or Strength of Earth Totem, plus Healing Stream Totem. Totems go down at your feet, so stand where they'll cover the group.
- Searing Totem: Once the tank has the mob, drop it close enough that the mob is within 20 yards of the totem; Call of Flame makes it hit harder.
- Flame Shock: Instant; the burn lasts 12 sec, longer with Call of Flame, so let it tick while you cast and refresh it when it ends.
- Lightning Bolt: Your damage for the rest of the fight, cast between Flame Shock refreshes.
Cooldowns
- Earth Shock: Your interrupt: it stops a cast and locks that spell school for 2 sec. Keep the shock cooldown free when a caster is in the pull, and don't spend it on damage, since it causes a high amount of threat.
- Fire Nova: On packs, press it on cooldown once the mobs are within 10 yd of your Fire totem; the blast comes from the totem, not from you.
- Stoneclaw Totem: If mobs turn on you or the healer, it taunts creatures within 8 yards onto itself for 15 sec, long enough for the tank to take them back.
- Earthbind Totem: Drop it in the path of adds running for the healer; it slows enemies within 10 yards.
- Totemic Recall: After the pull, recall your totems for 25% of their mana back before you move on.
Stats
Hit, Spell Power, Intellect, Critical Strike, Mana per 5 sec, Stamina. A missed Lightning Bolt wastes both the cast and the mana, so hit comes first; no Elemental talent adds hit any more, so it has to come from gear. Spell Power raises every spell you cast. Intellect is a bigger mana pool, and mana is what runs out first at this level. Critical Strike and Mana per 5 sec follow, and a little Stamina keeps you alive when a mob turns on you.
Tips
- All of Call of Flame makes Flame Shock's burn last 9 sec longer, 21 sec in all, so you refresh it less often and keep the shared shock cooldown free for Earth Shock.
- Your shocks share a cooldown, so a Flame Shock refresh can leave you without Earth Shock when a caster starts a heal. On pulls with enemy casters, refresh Flame Shock right after an interrupt, not just before one is needed.
- Fire Nova blasts from your Fire totem, so place Searing Totem where the tank will hold the pack before you press it.
- The dungeon build takes the first point of Elemental Alacrity, in tier 2, instead of Elemental Focus: every Lightning Bolt casts 0.17 sec faster. If you run out of mana before the pack is dead, put that point into Elemental Focus in tier 3 instead.
- Use Totemic Recall after every pull: 25% of your totems' mana back adds up over a whole dungeon. Blizzard's 1 October notes fixed a bug that had stopped it restoring mana.
Enhancement Shaman PvE guide
Enhancement is the melee Shaman: a big weapon, a weapon imbue and totems that help the whole group. At level 20 your damage is your weapon plus Flametongue Weapon, Searing Totem and Flame Shock, Earth Shock gives the group a second interrupt, and Forever's Mental Dexterity turns your Intellect into attack power. The big upgrades come on the way to 30: Stormstrike, now a tier 4 talent, at 25 and Windfury Weapon at 30.
Your job in a group
In a 5-player group you're melee damage from behind the mob, plus totems for everyone. Strength of Earth Totem raises the Strength of party members within 30 yards, so it's the pick when the group has other melee; Stoneskin Totem cuts the Physical damage the tank takes when the tank is struggling. Searing Totem and Fire Nova add damage, and Fire Nova hits every mob near your Fire totem on packs. Earth Shock interrupts enemy casters. Use Flametongue Weapon rather than Rockbiter Weapon in a group, because Rockbiter makes your attacks cause extra threat. You can also off-heal with Healing Wave, slow adds with Earthbind Totem, pull loose mobs onto Stoneclaw Totem and resurrect with Ancestral Spirit.
Opener
- Flametongue Weapon: Before the run, put it on your weapon; it lasts 60 minutes and adds Fire damage to every hit, more on a slow weapon.
- Call of the Elements: Before the pull, place Strength of Earth Totem (or Stoneskin Totem if the tank needs it) and Healing Stream Totem in one cast.
- Searing Totem: Once the tank has the mob, drop it next to the fight; it attacks an enemy within 20 yards.
- Flame Shock: Open with it once the tank has threat; the burn lasts 12 sec while you melee from behind the mob.
Cooldowns
- Earth Shock: Interrupt enemy casters; it locks that spell school for 2 sec. Its tooltip says it causes a high amount of threat, so don't use it for damage.
- Fire Nova: On packs, press it on cooldown with your Fire totem next to the mobs; it hits enemies within 10 yd of the totem.
- Frost Shock: For a mob that runs to fetch friends: it slows the mob by 50% for 8 sec.
- Stoneclaw Totem: If mobs go for the healer, it taunts creatures within 8 yards onto itself for 15 sec while the tank takes them back.
- Totemic Recall: After the pull, for 25% of your totems' mana back.
Stats
Weapon DPS, Hit, Strength, Critical Strike, Agility, Intellect, Attack Power. Your weapon is most of your damage, so a slow weapon with high damage comes first, and Flametongue Weapon adds more per swing on a slower weapon. Hit stops wasted swings against elites and bosses. Strength and Attack Power raise every swing, Critical Strike gives you the crits that Flurry builds on from level 25, and Agility helps too. Intellect is worth more than it looks: Mental Dexterity turns 150% of it into attack power at 3/3, on top of the mana it gives for totems and shocks.
Tips
- Flametongue Weapon's tooltip says slower weapons cause more fire damage per swing, so pick the slowest weapon you can find with good damage; a two-handed weapon is usually both.
- Rockbiter Weapon makes your attacks cause extra threat: keep it for soloing, or for picking up an add that's attacking the healer.
- Mental Dexterity makes Intellect count as attack power, so don't skip a weapon or armor piece with Intellect on it just because it looks like caster gear.
- Call of the Elements has a 3 sec cast, so drop your totems while the tank walks to the pack, not after the fight starts.
- Strength of Earth Totem only helps party members within 30 yards of it; if the fight moves away from where you placed it, put it down again.
Restoration Shaman PvE guide
Restoration is the Shaman healer. At level 20 you heal one target at a time with Healing Wave and Lesser Healing Wave, Healing Stream Totem covers the rest of the group, and Forever's Mindfulness and Water Shield talents keep your mana going. Call of the Elements places your whole totem set in one cast and Totemic Recall refunds part of their mana afterward. Level 30 adds Mana Spring Totem and Reincarnation, but Chain Heal from the trainer and Riptide, now the tier 7 Restoration talent, don't arrive until level 40.
Your job in a group
You're the group's healer. Keep the tank alive with Healing Wave, using lower ranks for small damage to save mana, and switch to Lesser Healing Wave when health drops fast. Healing Stream Totem heals everyone within 30 yards, and Stoneskin Totem cuts the Physical damage the tank takes. Cure Poison removes poisons, Tremor Totem frees the party from Fear, Charm and Sleep, and Earth Shock can interrupt a dangerous enemy cast when nobody else can. After a wipe, Ancestral Spirit brings people back, and from 30 Reincarnation lets you get up first.
Opener
- Water Shield: Before the pull: 3 globes that restore mana when an add hits you or one of your heals is a critical. It replaces Lightning Shield.
- Call of the Elements: Before the pull, place Healing Stream Totem and Stoneskin Totem (or Strength of Earth Totem for a melee-heavy group) in one cast, close to where the tank will fight.
- Healing Stream Totem: If you place it by hand, keep it within 30 yards of the whole group; it heals every 2 seconds.
- Tremor Totem: Before pulls with mobs that fear, charm or sleep, put it down so party members within 30 yards are freed.
- Healing Wave: Let the tank take the first hits, then start Healing Wave before the next big hit lands; Improved Healing Wave at 5/5 shortens the cast.
Cooldowns
- Lesser Healing Wave: Your emergency heal: much faster than Healing Wave, but it heals less per mana.
- Cure Poison: Remove a poison from the tank or yourself; each cast removes 1 poison effect.
- Earth Shock: If nobody else can, interrupt an enemy healer or caster; it locks that spell school for 2 sec.
- Stoneclaw Totem: If mobs come for you, it taunts creatures within 8 yards onto itself for 15 sec while the tank takes them back.
- Totemic Recall: After the fight, for 25% of your totems' mana back.
Stats
Healing Power, Mana per 5 sec, Intellect, Spirit, Critical Strike, Stamina. Healing Power (or Spell Power) makes every heal bigger. Mana per 5 sec and Intellect decide how long you can keep casting, and running out of mana is what ends most fights that go wrong for a level 20 healer. Spirit helps your mana come back, and Mindfulness keeps half of that regeneration going while you cast. Critical Strike matters little until Tidal Mastery at 25, though every critical heal also triggers Water Shield, and Stamina keeps you alive when an add turns on you.
Tips
- Healing Wave heals more per mana than Lesser Healing Wave, so keep Lesser Healing Wave for moments when you can't wait.
- Healing Wave rank 3 (level 12) casts faster than rank 4 and costs about half as much; it's the right heal for small, steady damage on the tank.
- There's no group heal until Chain Heal at 40, so when several people take damage, let Healing Stream Totem tick and heal whoever is lowest.
- Put Tremor Totem down before a fight with mobs that fear, not after the group has scattered.
- Mindfulness is the biggest mana talent you can reach at 20: at 3/3 half your mana regeneration keeps going while you cast, so long fights drain you much less.
Checked against WoW Forever build 1.60.1.70862.
Tips & tricks: what ForeverDB learned
Elemental
Updated 11 November 2026 for build 1.60.1.70888 · From the DPS simulator, the game client
Learning from players: DPS. Collecting comparable fights before publishing observed cast patterns.
Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.
- Speculation: The class guide's rotation card uses Searing Totem here and the simulator disagrees: check it in game before trusting either: At level 60, the simulator's 60 s single-target fight did 1.6% more damage without Searing Totem. The class guide disagrees, so treat this as a lead to test. (level 60)
- Speculation: The class guide's rotation card uses Flame Shock here and the simulator disagrees: check it in game before trusting either: Leave Flame Shock out of single-target fights at level 60: the simulator's 60 s fight did 1.3% more damage without it. The class guide disagrees, so treat this as a lead to test. (level 60)
- Simulator: Clearcasting (from Elemental Focus) reduces your next damage spell's mana cost by 100%. Cast Lightning Bolt within 15 sec before it fades. It comes up 2.51 times in a 60 s fight in the simulator. (level 60)
- Simulator: At level 60, Elixir of Greater Intellect is your best consumable at +6.5% DPS in the simulator. Scroll of Intellect IV comes second at +4.5%. (level 60)
- Simulator: At level 60, Arcane Intellect from a Mage is the party buff that helps you most, adding +8.4% DPS in the simulator. (level 60)
- Simulator: Where your damage comes from at level 60: Lightning Bolt 72%, Flame Shock 15%, Lightning Overload 11% (simulator: recommended build, best gear for the level, 60 s single-target fight). (level 60)
- Simulator: At level 60, mana runs short: in the simulator's 60 s fight you spend 10.4 s unable to cast. Drink between pulls and start full. (level 60)
- Simulator: Stat values at level 60 (simulator, 1 spell power = 1): Intellect 2.53, crit rating 0.55. (level 60)
- Simulator: At levels 20-29, Scroll of Intellect IV is your best consumable at +6.6% DPS in the simulator. Greater Arcane Elixir comes second at +2.5%. (levels 20–29)
- Simulator: At levels 20-29, Blessing of Wisdom from a Paladin is the party buff that helps you most, adding +7.7% DPS in the simulator. (levels 20–29)
- Simulator: At levels 20-29, your damage breaks down as: Lightning Bolt 72%, Flame Shock 14%, Searing Totem 13% (simulator, recommended build, best gear for the level, 60 s single-target fight). (levels 20–29)
- Simulator: Searing Totem is worth 8.6% of your DPS at levels 20-29: the simulator's fight without it did that much less damage. (levels 20–29)
- Simulator: Flame Shock is worth 3.7% of your DPS at levels 20-29: the simulator's fight without it did that much less damage. It kept it on the target 70% of the time. (levels 20–29)
- Simulator: At levels 20-29, mana runs short: in the simulator's 60 s fight you spend 12.5 s unable to cast. Drink between pulls and start full. (levels 20–29)
- Simulator: Clearcasting (from Elemental Focus) reduces your next damage spell's mana cost by 100%. Cast Lightning Bolt within 15 sec before it fades. It comes up 2.74 times in a 60 s fight in the simulator. (levels 30–39)
- Simulator: At levels 30-39, Greater Arcane Elixir is your best consumable at +5% DPS in the simulator. Baked Salmon comes second at +4.7%. (levels 30–39)
- Simulator: At levels 30-39, Arcane Intellect from a Mage is the party buff that helps you most, adding +3% DPS in the simulator. (levels 30–39)
- Simulator: At levels 30-39, your damage breaks down as: Lightning Bolt 71%, Flame Shock 16%, Searing Totem 9% (simulator, recommended build, best gear for the level, 60 s single-target fight). (levels 30–39)
- Simulator: Flame Shock is worth 6.8% of your DPS at levels 30-39: the simulator's fight without it did that much less damage. It kept it on the target 92% of the time. (levels 30–39)
- Simulator: Searing Totem is worth 4.4% of your DPS at levels 30-39: the simulator's fight without it did that much less damage. (levels 30–39)
- Simulator: At levels 30-39, mana runs short: in the simulator's 60 s fight you spend 2.7 s unable to cast. Drink between pulls and start full. (levels 30–39)
- Simulator: Clearcasting (from Elemental Focus): Your next damage spell has its mana cost reduced by 100%. Cast Lightning Bolt within 15 sec, before it fades. In the simulator it comes 2.237 times a 60 s fight. (levels 40–49)
- Simulator: Best consumable at levels 40-49: Elixir of Greater Intellect (+10.3% DPS in the simulator); then Scroll of Intellect IV (+4.8%). (levels 40–49)
- Simulator: The party buff that helps you most at levels 40-49 is Blessing of Wisdom from a Paladin: +6.8% DPS in the simulator. (levels 40–49)
- Simulator: Where your damage comes from at levels 40-49: Lightning Bolt 67%, Flame Shock 15%, Lightning Overload 10% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 40–49)
- Simulator: Mana runs short at levels 40-49: in the simulator's 60 s fight you spend 12 s unable to cast. Drink between pulls and start full. (levels 40–49)
- Speculation: The class guide's rotation card uses Searing Totem here and the simulator disagrees: check it in game before trusting either: Leave Searing Totem out of single-target fights at levels 50-59: the simulator's 60 s fight did 2.1% more damage without it. The class guide disagrees, so treat this as a lead to test. (levels 50–59)
- Simulator: Clearcasting (from Elemental Focus): Your next damage spell has its mana cost reduced by 100%. Cast Lightning Bolt within 15 sec, before it fades. In the simulator it comes 2.187 times a 60 s fight. (levels 50–59)
- Simulator: Best consumable at levels 50-59: Elixir of Greater Intellect (+9.3% DPS in the simulator); then Scroll of Intellect IV (+5.5%). (levels 50–59)
- Simulator: The party buff that helps you most at levels 50-59 is Arcane Intellect from a Mage: +8% DPS in the simulator. (levels 50–59)
- Simulator: Where your damage comes from at levels 50-59: Lightning Bolt 75%, Lightning Overload 11%, Flame Shock 11% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 50–59)
- Simulator: Mana runs short at levels 50-59: in the simulator's 60 s fight you spend 16.1 s unable to cast. Drink between pulls and start full. (levels 50–59)
How to play it at level 60: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Lightning Bolt: Fill the gaps with it: Your filler: cast it when nothing above is ready; worth 81.9% of your DPS (Simulator, Forever client, ForeverDB guide)
React to:
- When Clearcasting procs: Lightning Bolt within 15 sec: Your next damage spell has its mana cost reduced by 100%. (Simulator, Forever client)
Before the pull:
- Arcane Intellect (Simulator, Forever client)
- Blessing of Wisdom (Simulator, Forever client)
- Elixir of Greater Intellect (Simulator, Forever client)
- Blessing of Kings (Simulator, Forever client)
- Scroll of Intellect IV (Simulator, Forever client)
- Mark of the Wild (Simulator, Forever client)
- Greater Arcane Elixir (Simulator, Forever client)
- Baked Salmon (Simulator, Forever client)
Avoid:
- Leave Searing Totem out of single-target fights at level 60: the simulator's 60 s fight did 1.6% more damage without it. (Simulator)
- Leave Flame Shock out of single-target fights at level 60: the simulator's 60 s fight did 1.3% more damage without it. (Simulator)
Latest changes:
- : client build 1.60.1.70862 -> 1.60.1.70888; 50-59: added Flame Shock; 1 tip(s) dropped; new Blizzard post (new client build 1.60.1.70888)
- : tip wording or values (client build or hotfix rebuild)
- : 50-59: removed Flame Shock; 50-59: Lightning Bolt worth 80.6% -> 83.3%; 1 new tip(s) (client build or hotfix rebuild)
Enhancement
Updated 11 November 2026 for build 1.60.1.70888 · From the DPS simulator, the game client
Learning from players: DPS. Collecting comparable fights before publishing observed cast patterns.
Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.
- Speculation: The class guide's rotation card uses Searing Totem here and the simulator disagrees: check it in game before trusting either: Leave Searing Totem out of single-target fights at level 60: the simulator's 60 s fight did 1.5% more damage without it. The class guide disagrees, so treat this as a lead to test. (level 60)
- Simulator: At level 60, Elixir of Greater Strength is your best consumable at +2% DPS in the simulator. Bear Bruscitti comes second at +1.6%. (level 60)
- Simulator: The party buff that helps you most at level 60 is Arcane Intellect from a Mage: +9.3% DPS in the simulator. (level 60)
- Simulator: Where your damage comes from at level 60: auto attacks 34%, Stormstrike 24%, Flame Shock 16% (simulator: recommended build, best gear for the level, 60 s single-target fight). (level 60)
- Simulator: Stormstrike is worth 17.3% of your DPS at level 60: the simulator's fight without it did that much less damage. (level 60)
- Simulator: Flame Shock is worth 8.7% of your DPS at level 60: the simulator's fight without it did that much less damage. It kept it on the target 78% of the time. (level 60)
- Simulator: Mana runs short at level 60: in the simulator's 60 s fight you spend 5 s unable to cast. Drink between pulls and start full. (level 60)
- Simulator: Stat values at level 60 (simulator, 1 attack power = 1): Intellect 6.92, Strength 2, crit rating 1.84. (level 60)
- Simulator: At levels 20-29, Elixir of Greater Strength is your best consumable, worth +1.4% DPS in the simulator. (levels 20–29)
- Simulator: The party buff that helps you most at levels 20-29 is Blessing of Kings from a Paladin: +3.8% DPS in the simulator. (levels 20–29)
- Simulator: Where your damage comes from at levels 20-29: auto attacks 52%, Earth Shock 16%, Flame Shock 13% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 20–29)
- Simulator: Searing Totem is worth 8.5% of your DPS at levels 20-29: the simulator's fight without it did that much less damage. (levels 20–29)
- Simulator: Flame Shock is worth 8.2% of your DPS at levels 20-29: the simulator's fight without it did that much less damage. It kept it on the target 89% of the time. (levels 20–29)
- Simulator: At levels 30-39, Bear Bruscitti is your best consumable at +1.7% DPS in the simulator. Scroll of Strength IV comes second at +1.5%. (levels 30–39)
- Simulator: At levels 30-39, Blessing of Kings from a Paladin is the party buff that helps you most, adding +4% DPS in the simulator. (levels 30–39)
- Simulator: At levels 30-39, your damage breaks down as: auto attacks 35%, Stormstrike 25%, Windfury Attack 14% (simulator, recommended build, best gear for the level, 60 s single-target fight). (levels 30–39)
- Simulator: Stormstrike is worth 21.9% of your DPS at levels 30-39: the simulator's fight without it did that much less damage. (levels 30–39)
- Simulator: Flame Shock is worth 6.3% of your DPS at levels 30-39: the simulator's fight without it did that much less damage. It kept it on the target 88% of the time. (levels 30–39)
- Simulator: At levels 40-49, Bear Bruscitti is your best consumable at +1.8% DPS in the simulator. Elixir of Greater Agility also gives +1.8%. (levels 40–49)
- Simulator: At levels 40-49, Mark of the Wild from a Druid is the party buff that helps you most, adding +5.7% DPS in the simulator. (levels 40–49)
- Simulator: At levels 40-49, your damage breaks down as: auto attacks 32%, Stormstrike 25%, Windfury Attack 13% (simulator, recommended build, best gear for the level, 60 s single-target fight). (levels 40–49)
- Simulator: Stormstrike is worth 20% of your DPS at levels 40-49: the simulator's fight without it did that much less damage. (levels 40–49)
- Simulator: Flame Shock is worth 6.7% of your DPS at levels 40-49: the simulator's fight without it did that much less damage. It kept it on the target 78% of the time. (levels 40–49)
- Simulator: At levels 40-49, mana runs short: in the simulator's 60 s fight you spend 3.5 s unable to cast. Drink between pulls and start full. (levels 40–49)
- Simulator: At levels 50-59, Elixir of Greater Strength is your best consumable at +2.7% DPS in the simulator. Bear Bruscitti comes second at +2.2%. (levels 50–59)
- Simulator: At levels 50-59, Mark of the Wild from a Druid is the party buff that helps you most, adding +6.4% DPS in the simulator. (levels 50–59)
- Simulator: At levels 50-59, your damage breaks down as: auto attacks 33%, Stormstrike 25%, Flame Shock 14% (simulator, recommended build, best gear for the level, 60 s single-target fight). (levels 50–59)
- Simulator: Stormstrike is worth 18.3% of your DPS at levels 50-59: the simulator's fight without it did that much less damage. (levels 50–59)
- Simulator: Flame Shock is worth 7.1% of your DPS at levels 50-59: the simulator's fight without it did that much less damage. It kept it on the target 84% of the time. (levels 50–59)
- Simulator: At levels 50-59, mana runs short: in the simulator's 60 s fight you spend 4.1 s unable to cast. Drink between pulls and start full. (levels 50–59)
How to play it at level 60: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Stormstrike: Whenever it's ready: Keep it up: 61% of the sim's fight; worth 17.3% of your DPS (Simulator, Forever client, ForeverDB guide)
- Flame Shock: When it's missing from the target: Keep it on the target: up 78% of the sim's fight; worth 8.7% of your DPS (Simulator, Forever client, ForeverDB guide)
- Earth Shock: Fill the gaps with it: Your filler: cast it when nothing above is ready; worth 7.3% of your DPS (Simulator, Forever client, ForeverDB guide)
Keep up:
- Flame Shock on the target, at least 75% of the time (Simulator, Forever client)
Before the pull:
- Arcane Intellect (Simulator, Forever client)
- Mark of the Wild (Simulator, Forever client)
- Blessing of Wisdom (Simulator, Forever client)
- Battle Shout (Simulator, Forever client)
- Blessing of Might (Simulator, Forever client)
- Blessing of Kings (Simulator, Forever client)
- Elixir of Greater Strength (Simulator, Forever client)
- Bear Bruscitti (Simulator, Forever client)
- Scroll of Strength IV (Simulator, Forever client)
- Elixir of Greater Agility (Simulator, Forever client)
Avoid:
- Leave Searing Totem out of single-target fights at level 60: the simulator's 60 s fight did 1.5% more damage without it. (Simulator)
Latest changes:
- : client build 1.60.1.70862 -> 1.60.1.70888; 60-60: removed Searing Totem; 60-60: Flame Shock worth 6.6% -> 8.7%; 60-60: Earth Shock worth 9.6% -> 7.3%; 1 new tip(s); new Blizzard post (new client build 1.60.1.70888)
- : tip wording or values (client build or hotfix rebuild)
- : tip wording or values (client build or hotfix rebuild)
Restoration
Updated 11 November 2026 for build 1.60.1.70888 · From the game client
Learning from players: Healing + absorbs/s (EHPS). Collecting comparable fights before publishing observed cast patterns.
Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.
- Forever client: There is no simulation for this spec yet. The order shown here comes from the site's rotation card for level 60, using cooldowns and costs from the Forever client. (level 60)
- Forever client: Nature's Swiftness has a 3 min cooldown at level 60, according to client data: about once every second or third pull. (level 60)
- Forever client: There is no simulation for this spec yet. The order shown here comes from the site's rotation card for levels 20-29, using cooldowns and costs from the Forever client. (levels 20–29)
- Forever client: There is no simulation for this spec yet. The order shown here comes from the site's rotation card for levels 30-39, using cooldowns and costs from the Forever client. (levels 30–39)
- Forever client: There is no simulation for this spec yet. The order shown here comes from the site's rotation card for levels 40-49, using cooldowns and costs from the Forever client. (levels 40–49)
- Forever client: Nature's Swiftness has a 3 min cooldown at levels 40-49, according to client data: about once every second or third pull. (levels 40–49)
- Forever client: There is no simulation for this spec yet. The order shown here comes from the site's rotation card for levels 50-59, using cooldowns and costs from the Forever client. (levels 50–59)
- Forever client: Nature's Swiftness has a 3 min cooldown at levels 50-59, according to client data: about once every second or third pull. (levels 50–59)
How to play it at level 60: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Call of the Elements: When it's missing from you: Before the pull: your totem set in one cast. (ForeverDB guide, Forever client)
- Water Shield: When it's missing from you: Keep it up. (ForeverDB guide, Forever client)
- Riptide: When it's missing from you: On the tank whenever it's ready; rank 3 at 60. (ForeverDB guide, Forever client)
- Healing Wave: Whenever it's ready: Rank 10 at 60, your biggest single heal. (ForeverDB guide, Forever client)
- Lesser Healing Wave: Whenever it's ready: Fast heal; rank 6 at 60. (ForeverDB guide, Forever client)
- Cure Poison: Whenever it's ready: Remove a poison. (ForeverDB guide, Forever client)
- Cure Disease: Whenever it's ready: Remove a disease. (ForeverDB guide, Forever client)
Keep up:
- Riptide on you, at least 0% of the time (ForeverDB guide, Forever client)
Cooldowns:
- Nature's Swiftness: as needed (ForeverDB guide, Forever client)
Before the pull:
- Water Shield (ForeverDB guide, Forever client)
Latest changes:
- : client build 1.60.1.70862 -> 1.60.1.70888; new Blizzard post (new client build 1.60.1.70888)
- : client build 1.60.1.70790 -> 1.60.1.70862; new Blizzard post (new client build 1.60.1.70862)
- : tip wording or values (client build or hotfix rebuild)
Every spec's latest changes. Re-studied every week and after each new game build.
Best in slot gear at any level: Elemental, Enhancement, Restoration
Shaman abilities
- Ancestral Fortitude
- Healing Wave (level 1)
- Lightning Bolt (level 1)
- Rockbiter Weapon (level 1)
- Earth Shock (level 4)
- Stoneskin Totem (level 4, from the Classic class quest Call of Earth (rank 1))
- Earthbind Totem (level 6)
- Lightning Shield (level 8)
- Stoneclaw Totem (level 8)
- Flame Shock (level 10)
- Flametongue Weapon (level 10)
- Searing Totem (level 10, from the Classic class quest Call of Fire (rank 1))
- Strength of Earth Totem (level 10)
- Ancestral Spirit (level 12)
- Fire Nova (level 12)
- Purge (level 12)
- Cure Poison (level 16)
- Tremor Totem (level 18)
- Call of the Elements (level 20)
- Frost Shock (level 20)
- Frostbrand Weapon (level 20)
- Ghost Wolf (level 20)
- Healing Stream Totem (level 20, from the Classic class quest Call of Water (rank 1))
- Lesser Healing Wave (level 20)
- Totemic Recall (level 20)
- Cure Disease (level 22)
- Poison Cleansing Totem (level 22)
- Totemic Call (level 22)
- Water Breathing (level 22)
- Frost Resistance Totem (level 24)
- Far Sight (level 26)
- Magma Totem (level 26)
- Mana Spring Totem (level 26)
- Fire Resistance Totem (level 28)
- Flametongue Totem (level 28)
- Water Walking (level 28)
- Astral Recall (level 30)
- Call of the Ancestors (level 30)
- Grounding Totem (level 30)
- Nature Resistance Totem (level 30)
- Reincarnation (level 30)
- Windfury Weapon (level 30)
- Chain Lightning (level 32)
- Windfury Totem (level 32)
- Sentry Totem (level 34)
- Windwall Totem (level 36)
- Disease Cleansing Totem (level 38)
- Call of the Spirits (level 40)
- Chain Heal (level 40)
- Grace of Air Totem (level 42)
Data from the WoW Forever client, build 1.60.1.70888, extracted .