Balance Druid DPS Spec, Builds, and Talents — Midnight Pre-Patch (12.0)
On this page, you will find out the best talents for each tier for your Balance Druid in World of Warcraft — Midnight Pre-Patch (12.0). We also have default talent lists for various types of content, such as raiding or Mythic+. If you play with Warmode on, we have your PvP talents covered as well.
If you were looking for Mists of Pandaria Classic content, please refer to our Mists of Pandaria Classic Balance Druid talents.
Best The War WithinTalents for Balance Druid
Note that these builds are generic recommendations for various content. For more specific recommendations for the Raid and Mythic+, check out the dedicated pages below.
Best Talents for Balance Druid
Best Single-Target Talents for Balance Druid
This build is optimal for pure single-target situations. You can easily tech in
Twin Moons for
Nature's Balance if you need the
Moonfire
spread.
Be sure to make use of the 'Export Talents' button to import the best build directly into your game!
Best Multi-target & Mythic+ Talents for Balance Druid
This is our recommended build for AoE scenarios. This works well for AoE Fights in Raids, as well as most Mythic+.
For Delves or solo content, remove
Nature's Vigil and
Innervate and you can flex them into more healing, more crowd control, or
more defense.
Be sure to make use of the 'Export Talents' button to import the best build directly into your game!
Talents Explained for Balance Druid
Note that we do not explain every Talent in the tree on this page. We only explain Talents that are part of our optimal builds for single-target and AoE. For full details and explanations of every Talent, please visit our Spells page via the button below.
Class Talents
As Druid have 4 different specializations that span over all role types including melee DPS, they have the widest talent selection of any other class. Several talents will have no effect on you and will be skipped without mention if not used for pathing.
Row 1-4
As a Balance Druid, you will automatically start with points in
Starfire,
Starsurge, and
Moonkin Form. You must select 8 total talents to
continue to the 5th row.
| A DoT for Feral Druids and never taken. | |
| Strong self-healing while in Bear form. This is a recommended pathing talent as well as useful on its own. | |
| A light Heal overtime which can be cast on yourself or others. Could be useful but generally avoided. | |
| Feral talent, never taken. | |
| Feral talent, never taken. | |
| Increases our base Stamina which is further increased in Bear Form. Always recommend taking this. | |
| A multi target Heal. There are some instances where this may be used but not ordinarily taken. | |
| Feral talent, never taken. | |
| While using your defensives, increases your Healing taken. A good pathing talent though largely unnoticable. | |
| A vital talent when usable. You can choose
between |
|
| Feral talent, never taken. | |
| Reduces physical damage taken. Can be a great talent against certain damaging mechanics. Generally taken if pathing this way. | |
| Guardian talent, never taken. | |
| Improves your baseline defensive spell. Mandatory talent. | |
| This can provide some additional utility though it is a bit niche in its uses. | |
| Increases our damage on the Class tree and must be taken. | |
| This is our second DoT effect. This interacts with many other talents and Balance Druid specific spells and should always be taken. |
Row 5-7
You must select 12 more talents over the first 7 rows to get access to the final talent block.
| Feral talent, never taken. | |
| A flat, consistent damage reduction. Always taken. | |
| A niche talent which can reduce the cooldown
of | |
| Increases all Healing taken. A good pickup and almost always talented. | |
| Increases cast range by 5-yards. This may not always be necessary but it is hard to find a talent we are not already taken which would be better. | |
| Wild Charge provides several different movement abilities and is normally the defaulted talent. Tiger Dash could have some niche uses depending on the encounter needing high speeds more often. | |
| While not always necessary as a utility spell, it is one of the few sources of de-raging and a necessary pathing talent. | |
| Provides some passive healing when dealt moderate damage. This is a decent talent on its own but also a required pathing talent. | |
| Increases | |
| A useful Feral inspired talent which increases our base movement speed. | |
| Heals you when you fall below 40% Health Generally always taken. | |
| Applies a small shield when using | |
| Increases group speed and is a must choose talent. | |
| Increases the duration of your two basic HoTs. Not a talent we take as Balance Druids. | |
| A utility option that knocks mobs. First point to drop if not needed. | |
| A utility option that controls mobs. One roots and the other pulls them back to a set point. |
Row 8-10
| Increases the damage reduction of | |
| Reduces the cooldown of
| |
| Feral and Guardian talent, never taken. | |
| A substantial DPS increase and is a mandatory pick. | |
| Increases your damage. | |
| Crowd Control improvements depending on your needs. Very niche depending on encounter/ | |
| Gives you more Versatility which increases your damage and survivability. | |
| Crowd Control depending on your needs. | |
| Increases your Health in Bear Form when you initially swap. Good to prevent one shots. | |
| Reduces the cooldown of
| |
| Increases your damage. | |
| Allows the effects of
| |
| Could provide some minor healing but since it is off of your own self healing, is not a great option. | |
Increases Movement Speed and Healing recieved
when you cast Keeper of the Grove
and | |
| Can return you to Moonkin Form from any other form
if you cast | |
| Provides you with additional bonuses when casted. This could be a good defensive or off-healing spell if needed. | |
| A potent healer external. |
Spec Talents
Row 1-4
| Our core spell and mandatory to progress. | |
| Strong passive Astral Power generation that feeds into other talents later. | |
| Our AoE interrupt. | |
| Increases the proc rate of | |
| Warrior of Elune for Elune's Chosen and Force of Nature with Keeper of the Grove. | |
Used to spread Keeper of the Grove | |
| Grants an additional charge of Eclipse allowing you to have better uptime. | |
| A passive buff that increases Astral Power generation. Taken when you do not need multi target talents. | |
| Buffs the generator associated with the current | |
| Taken during multi target. Aetherial Kindling will focus on longer pulls where you do not want to refresh DoTs and Meteor Storm will be better on shorter pulls where burst damage is necessary. |
Row 5-7
| Increases our fillers chance to Critically Strike and increases their Astral Power generation. | |
| Our main cooldown. It can be further
improved or adjusted later in the tree. It provides both Eclipse states which allows your
spenders ( |
|
| Increases Astral Power generation of our builders depending on our Eclipse. | |
| Sunseeker Mushroom
is a proc based multi-target spell which affects targets DoTed with |
|
| Nature's Grace increases cast speed of your next fillers after you leave Eclipse and Elune's Challenge increases your Haste outside of Eclipse as long as you leave your previous Eclipse under 40 Astral Power. Elune's Challenge is generally better as it gives you more control over how many resources your bring into each Eclipse state. | |
| Applies a debuff which increases DoT
damage and |
|
| Reduces the cooldown of
|
|
| Provides a chance for your generators to
proc a free cast of your spenders. Viable alongside and enables the use of
|
|
| Deals additional Astral damage to random targets
each time your |
|
| A passive that increases our DoT tick rate.
This affects |
|
| Increases the base damage of our DoTs and Shooting Stars. | |
| Increases your total Astral Power and provides Astral Power when entering Eclipse. Most builds do not need the Astral Power it provides. | |
| Procs |
|
| Provides a stacking Haste buff. High uptime of 3-stacks is vital to maximizing DPS. Pool Astral Power at the end of each Starlord window. |
Row 8-10
| Reduces the recharge time of Eclipse by 2-seconds. This increases uptime slightly. Can be taken but oftentimes there are better talents. | |
| Increases Critical Strike Chance at the start of each Eclipse. If affects Nature and Arcane spells independently allowing this buff to double dip on spells that deal Astral Damage. | |
| Gives upto a 20% chance to activate both
Eclipse states. This functions the same as |
|
| Two strong rotation defining passives. Rattle the Stars is generally the go-to passive, which is a flat passive buff that increases damage and reduces resource costs. Starweaver can out perform Rattle the Stars on hybrid fights where you have talents that will buff both spender abilities. | |
| A strong passive proc that increases our single target damage. | |
Passives that
generate Astral Power and deal damage. Used on multi target or with
Elune's Chosen when you always take Sundered Firmament. More likely to be
taken on multi target. |
|
| Improves
|
|
A additional spell cooldown for
Balance Druid. New Moon is sometimes taken on single target, and Fury of Elune is
taken on cleave and AoE when specced into Elune's Chosen. |
|
| Gives a chance to turn one of your fillers into Astral damage and deal increased damage. Generally not taken. | |
| A strong stacking buff that increases
your damage in the current |
|
| Improves |
|
| DoTs can spawn dragons to fight with you for 30-seconds. | |
| Improves the damage and cooldown of
|
Hero Talents
Balance Druid gets to pick between two Hero Talent trees that fill vastly
different roles. They have
Keeper of the Grove and
Elune's Chosen.
Keeper of the Grove is the stronger of the two options for almost all
scenarios. It deals greater single target damage and has the flexibility to deal with
burst and cleave much better than the other option.
Force of Nature pairing
with
Dream Surge to provide short cooldown bursts throughout each encounter
but can be easily stacked with other cooldowns for a potent combination of damaging
buffs.
Elune's Chosen heavily focuses on Arcane spells and
Starfire.
Lunar Calling makes you chain cast Starfire at all times which can be a bit
clunky given its long cast time compared to
Wrath. This can be taken in
some instances of sustained multi-target over the more bursty
Keeper of the Grove.
PvP Talents (War Mode)
There will be the option to go into "War Mode." Enabling War Mode provides the following benefits:
- PvP Talents enabled in the outdoor world.
- 10% increase in World Quest rewards at maximum level.
- 10% more experience gained while leveling.
With the benefits of enabling War Mode for leveling and PvE content, it is recommended enabling the feature to maximize your leveling and rewards at maximum level. However, you will make yourself available for open-world PvP, and the possibility of being killed while leveling or doing World Quests exists.
In this section, we will list the PvP Talents best for leveling and doing solo / small group PvE content. Note that these may not be optimal in actual PvP situations.
Star Burst is a passive effect that calls down falling stars on
enemies during
Starfall. Enemies who run into this take damage and get
knocked up. Allies can pick these up and run into enemies to detonate them.
Moonkin Aura is amazing for group combat and strong for solo
content. This can buff all members in your party and help finish quests
and rares faster. We would recommend this for all group content.
Thorns can provide minimal peel or damage in open-world content.
Malorne's Swiftness will let you move at 100% Movement Speed
even while in combat. Great for open-world content.
Changelog
- 19 Jan. 2026: Updated for Midnight Pre-Patch.
- 30 Nov. 2025: Reviewed for Patch 11.2.7.
- 05 Oct. 2025: Reviewed for Patch 11.2.5
- 04 Aug. 2025: Reviewed for Patch 11.2.0
- 15 Jun. 2025: Reviewed for Patch 11.1.7
- 21 Apr. 2025: Updated and Reviewed for Patch 11.1.5.
- 24 Feb. 2025: Reviewed and Updated for Patch 11.0.1.
- 15 Dec. 2024: Reviewed for Patch 11.0.7.
- 21 Oct. 2024: Updated for Patch 11.0.5 talent rework.
- 09 Sep. 2024: Updated for Season 1.
- 21 Aug. 2024: Updated for The War Within.
- 23 Jul. 2024: Updated for The War Within Pre-Patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Updated for Season 4.
- 19 Mar. 2024: Reviewed for Patch 10.2.6.
- 15 Jan. 2024: Reviewed for Patch 10.2.5.
- 06 Nov. 2023: Updated for Patch 10.2.0.
- 04 Sep. 2023: Updated for Patch 10.1.7
- 10 Jul. 2023: Updated for Patch 10.1.5.
- 01 May 2023: Updated for Patch 10.1.0.
- 20 Mar. 2023: Reviewed for Patch 10.0.7.
- 24 Jan. 2023: Reviewed and updated for Patch 10.0.5.
- 21 Dec. 2022: Updated Starweaver versus Rattle the Stars.
- 11 Dec. 2022: Updated broken talent links.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 15 Nov. 2022: Updated talent recommendations.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
More Druid Guides
Guides from Other Classes
This was written by Borabank, a Balance Druid theorycrafter and raider in Country Club. You can watch him on his Twitch channel or find him in the Dreamgrove Discord server.
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