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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 Lava Burst as a tier 5 Elemental 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, the current beta cap, adds Magma Totem for packs and Lava Burst, now a tier 5 Elemental talent that hits hardest on a target with your Flame Shock; 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 the current level 30 cap: 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 all 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, the current beta cap, 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 beta build 1.60.1.70658.
Tips & tricks: what ForeverDB learned
Elemental
Updated 31 October 2026 for build 1.60.1.70707 · 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.
- 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 2.79 times a 60 s fight. (levels 30–39)
- Simulator: Best consumable at levels 30-39: Lesser Arcane Elixir (+6% DPS in the simulator); then Briny Seafood Stew (+5.6%). (levels 30–39)
- Simulator: The party buff that helps you most at levels 30-39 is Arcane Intellect from a Mage: +2.9% DPS in the simulator. (levels 30–39)
- Simulator: Where your damage comes from at levels 30-39: Lightning Bolt 75%, Flame Shock 13%, Searing Totem 12% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 30–39)
- Simulator: Searing Totem is worth 7.2% 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 3.9% 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: Mana runs short at levels 30-39: 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: Stat values at level 30 (simulator, 1 spell power = 1): Intellect 0.58, hit rating 0.2, crit rating 0.08. (level 30)
- Simulator: Best consumable at levels 20-29: Scroll of Intellect II (+5.8% DPS in the simulator); then Lesser Arcane Elixir (+2.8%). (levels 20–29)
- Simulator: The party buff that helps you most at levels 20-29 is Blessing of Wisdom from a Paladin: +7% DPS in the simulator. (levels 20–29)
- Simulator: Where your damage comes from at levels 20-29: Lightning Bolt 73%, Searing Totem 15%, Flame Shock 12% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 20–29)
- Simulator: Searing Totem is worth 10.1% of your DPS at levels 20-29: the simulator's fight without it did that much less damage. (levels 20–29)
- Simulator: Mana runs short at levels 20-29: in the simulator's 60 s fight you spend 12.5 s unable to cast. Drink between pulls and start full. (levels 20–29)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: 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 2.107 times a 60 s fight. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Best consumable at levels 40-49: Scroll of Intellect II (+3.5% DPS in the simulator); then Lesser Arcane Elixir (+3.4%). (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at levels 40-49 is Blessing of Wisdom from a Paladin: +6.9% DPS in the simulator. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at levels 40-49: Lightning Bolt 74%, Flame Shock 13%, Searing Totem 10% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Searing Totem is worth 4% of your DPS at levels 40-49: the simulator's fight without it did that much less damage. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Mana runs short at levels 40-49: in the simulator's 60 s fight you spend 15.7 s unable to cast. Drink between pulls and start full. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: 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 2.183 times a 60 s fight. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Best consumable at levels 50-59: Lesser Arcane Elixir (+3.3% DPS in the simulator); then Briny Seafood Stew (+3.1%). (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at levels 50-59 is Arcane Intellect from a Mage: +7.6% DPS in the simulator. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at levels 50-59: Lightning Bolt 80%, Flame Shock 12% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Mana runs short at levels 50-59: in the simulator's 60 s fight you spend 15.4 s unable to cast. Drink between pulls and start full. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: 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 3.037 times a 60 s fight. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Best consumable at level 60: Lesser Arcane Elixir (+2.1% DPS in the simulator); then Briny Seafood Stew (+2%). (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at level 60 is Blessing of Kings from a Paladin: +4.2% DPS in the simulator. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at level 60: Lightning Bolt 81%, Flame Shock 12% (simulator: recommended build, best gear for the level, 60 s single-target fight). (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Mana runs short at level 60: in the simulator's 60 s fight you spend 4.4 s unable to cast. Drink between pulls and start full. (level 60)
How to play it at levels 30–39: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Searing Totem: When it's missing from you: Keep it up: 99% of the sim's fight; worth 7.2% of your DPS (Simulator, Forever client, ForeverDB guide)
- Flame Shock: When it's missing from the target: Keep it on the target: up 92% of the sim's fight; worth 3.9% of your DPS (Simulator, Forever client, ForeverDB guide)
- Lightning Bolt: Fill the gaps with it: Your filler: cast it when nothing above is ready; worth 75.4% 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)
Keep up:
- Flame Shock on the target, at least 90% of the time (Simulator, Forever client)
Before the pull:
- Lesser Arcane Elixir (Simulator, Forever client)
- Briny Seafood Stew (Simulator, Forever client)
- Arcane Intellect (Simulator, Forever client)
- Blessing of Wisdom (Simulator, Forever client)
- Blessing of Kings (Simulator, Forever client)
- Scroll of Intellect II (Simulator, Forever client)
- Mark of the Wild (Simulator, Forever client)
- Elixir of Lesser Intellect (Simulator, Forever client)
Latest changes:
- : client build 1.60.1.70658 -> 1.60.1.70707 (new client build 1.60.1.70707)
- : tip wording or values (the simulator or the site's data changed)
- : tip wording or values (DPS/HPS observation limits and bounded addon learning data)
Enhancement
Updated 31 October 2026 for build 1.60.1.70707 · 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.
- Simulator: Best consumable at levels 30-39: Bear Brisket (+1.8% DPS in the simulator); then Scroll of Strength II (+1.6%). (levels 30–39)
- Simulator: The party buff that helps you most at levels 30-39 is Blessing of Kings from a Paladin: +4.2% DPS in the simulator. (levels 30–39)
- Simulator: Where your damage comes from at levels 30-39: auto attacks 44%, Windfury Attack 17%, Stormstrike 16% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 30–39)
- Simulator: Stormstrike is worth 12.7% of your DPS at levels 30-39: the simulator's fight without it did that much less damage. (levels 30–39)
- Simulator: Searing Totem is worth 8% of your DPS at levels 30-39: the simulator's fight without it did that much less damage. (levels 30–39)
- Simulator: Stat values at level 30 (simulator, 1 attack power = 1): Intellect 2.05, Strength 2, hit rating 1.2. (level 30)
- Simulator: Best consumable at levels 20-29: Elixir of Ogre Strength (+1.6% DPS in the simulator); then Bear Brisket (+1%). (levels 20–29)
- Simulator: The party buff that helps you most at levels 20-29 is Blessing of Kings from a Paladin: +3.4% DPS in the simulator. (levels 20–29)
- Simulator: At levels 20-29, your damage comes from: auto attacks 55%, Earth Shock 14%, Searing Totem 12% (simulator: recommended build, best gear, 60 s single-target fight). (levels 20–29)
- Simulator: Searing Totem is worth 10.4% 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 6.3% of your DPS at levels 20-29. The simulator did that much less damage without it, and kept it on the target 89% of the time. (levels 20–29)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Best consumable at levels 40-49: Bear Brisket (+1.4% DPS in the simulator); then Scroll of Strength II (+1.2%). (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at levels 40-49 is Blessing of Might from a Paladin: +4.2% DPS in the simulator. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at levels 40-49: auto attacks 41%, Windfury Attack 17%, Stormstrike 16% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Stormstrike is worth 13.6% of your DPS at levels 40-49: the simulator's fight without it did that much less damage. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Searing Totem is worth 7.6% of your DPS at levels 40-49: the simulator's fight without it did that much less damage. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Best consumable at levels 50-59: Bear Brisket (+1.1% DPS in the simulator); then Scroll of Strength II (+1%). (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at levels 50-59 is Blessing of Might from a Paladin: +4.8% DPS in the simulator. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at levels 50-59: auto attacks 42%, Windfury Attack 17%, Stormstrike 16% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Stormstrike is worth 12.8% of your DPS at levels 50-59: the simulator's fight without it did that much less damage. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at level 60 is Battle Shout from a Warrior: +4.3% DPS in the simulator. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at level 60: auto attacks 45%, Windfury Attack 18%, Stormstrike 15% (simulator: recommended build, best gear for the level, 60 s single-target fight). (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Stormstrike is worth 12% of your DPS at level 60: the simulator's fight without it did that much less damage. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Flame Shock is worth 4% of your DPS at level 60: the simulator's fight without it did that much less damage. It kept it on the target 85% of the time. (level 60)
How to play it at levels 30–39: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Searing Totem: When it's missing from you: Keep it up: 98% of the sim's fight; worth 8% of your DPS (Simulator, Forever client, ForeverDB guide)
- Stormstrike: Whenever it's ready: Keep it up: 46% of the sim's fight; worth 12.7% of your DPS (Simulator, Forever client, ForeverDB guide)
- Flame Shock: When it's missing from the target: Keep it on the target: up 84% of the sim's fight; worth 3.1% 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 80% of the time (Simulator, Forever client)
Before the pull:
- Blessing of Kings (Simulator, Forever client)
- Mark of the Wild (Simulator, Forever client)
- Blessing of Might (Simulator, Forever client)
- Battle Shout (Simulator, Forever client)
- Arcane Intellect (Simulator, Forever client)
- Bear Brisket (Simulator, Forever client)
- Scroll of Strength II (Simulator, Forever client)
- Elixir of Ogre Strength (Simulator, Forever client)
- Elixir of Agility (Simulator, Forever client)
- Blessing of Wisdom (Simulator, Forever client)
Latest changes:
- : client build 1.60.1.70658 -> 1.60.1.70707 (new client build 1.60.1.70707)
- : tip wording or values (the simulator or the site's data changed)
- : tip wording or values (DPS/HPS observation limits and bounded addon learning data)
Restoration
Updated 31 October 2026 for build 1.60.1.70707 · 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: No simulation for this spec yet: the order here is the site's rotation card for levels 30-39, with cooldowns and costs from the Forever client. (levels 30–39)
- Forever client: There is no simulation for this spec yet. The order shown is from the site's rotation card for levels 20-29, with cooldowns and costs from the Forever client. (levels 20–29)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 40-49, with cooldowns and costs from the Forever client. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Nature's Swiftness has a 3 min cooldown at levels 40-49 (client data): about once every second or third pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 50-59, with cooldowns and costs from the Forever client. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Nature's Swiftness has a 3 min cooldown at levels 50-59 (client data): about once every second or third pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for level 60, with cooldowns and costs from the Forever client. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Nature's Swiftness has a 3 min cooldown at level 60 (client data): about once every second or third pull. (level 60)
How to play it at levels 30–39: 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 water totem, Stoneskin Totem and the rest in one 3 second cast. (ForeverDB guide, Forever client)
- Water Shield: When it's missing from you: Keep it up; each globe restores mana when you're hit or a heal is a critical. (ForeverDB guide, Forever client)
- Healing Wave: Whenever it's ready: Main tank heal; Healing Way's first point makes it heal 8% more. Start it early. (ForeverDB guide, Forever client)
- Lesser Healing Wave: Whenever it's ready: When the tank drops faster than a Healing Wave can land. (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)
- Totemic Recall: Whenever it's ready: After the fight, for 25% of your totems' mana back. (ForeverDB guide, Forever client)
Before the pull:
- Water Shield (ForeverDB guide, Forever client)
Latest changes:
- : client build 1.60.1.70658 -> 1.60.1.70707 (new client build 1.60.1.70707)
- : tip wording or values (the simulator or the site's data changed)
- : tip wording or values (DPS/HPS observation limits and bounded addon learning data)
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 Projection (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)