Enhancement Shaman DPS Rotation, Cooldowns, and Abilities — The War Within (11.2)
On this page, you will learn how to optimize the rotation of your Enhancement Shaman in both single-target and multiple-target situations. We also have advanced sections about cooldowns, procs, etc. in order to minmax your DPS. All our content is updated for World of Warcraft — The War Within (11.2).
If you were looking for WotLK Classic content, please refer to our WotLK Classic Enhancement Shaman rotation.
Enhancement Shaman Rotation in The War Within
Welcome to our Rotation page for Enhancement Shamans! On this page, you will find everything you need to know about actually playing the spec in Raiding and Mythic+ scenarios.
Due to there being two Hero Talents available for Enhancement in The War Within, below are some quick-start recommendations for what is played in Season 3.
-
Stormbringer - is numerically the strongest in all situations, especially if you have access to the Season 3 Tier Set. This requires good management of resources, so can be harder to execute perfectly. It is, however, the universal recommendation in high-end content.
-
Totemic - on the other hand is a comfortable playstyle that's easier to pick up. Prior to the new Season 3 Tier Set it has a place, but after it simply falls too far behind to keep up. It's still a good spec for beginners to get comfortable with the playstyle.
Enhancement Shaman Rotations in Season 3
In the sections below, you can find rotation recommendations for Enhancement at different target counts, alongside opener sequences. Use the tool to adjust to your current loadout.
Anywhere you see the
icon on this page, this means it is the recommended choice
Enhancement Shaman Rotation
Hero Talents & Tier Set | |
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Talent Selections | ||
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Enhancement Shaman Single Target Rotation
Enhancement Shaman operates on a priority list, focusing on cycling your melee
strikes to generate Maelstrom Weapon, and spending it on powerful spells.
Enhancement takes some time to build up muscle memory, rewarding careful planning
around resources.
Enhancement has an ebb and flow that you will slowly get used to, as the "feel"
of Maelstrom Weapon alongside ability cooldowns tends to follow a pattern.
Reacting to key procs is also important, mixing up your rotation.
Below are some quick notes, populated based off the rotation tool:
Enhancement Shaman AoE Rotation
Enhancement AoE can be a little overwhelming, due to both the pace and the
number of tools available. While each Hero Talent adds a lot, the core focus is
built around Crash Lightning, and
Chain Lightning becomes the
Maelstrom Weapon spender of choice.
Our AoE priority often has a lot of extra tools that need to be juggled. This
can often be boiled down to maintaining Flame Shock to activate
Primordial Wave,
and using
Crash Lightning for additional
Maelstrom Weapon. The
influence of Hero Talents are just as strong here, so notes below are based on
your selection:
Enhancement Shaman Opening Rotation
Our opener changes quite a lot depending on build and target count. Use the tool below to adjust the display based on the fight style, and it will populate depending on your choices in the rotation tool.
Encounter Type | |
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Single-target | AoE |
- Continue with normal ability priority.
Depending on your build and fight type, Enhancement has a few things to set up once it enters combat. Once its major cooldowns are rolling however, you can transition smoothly into the regular priority list. Key notes based on your selections are:
Simplified Enhancement Shaman Rotation for Beginners
If you found the rotation section above a bit overwhelming, don't worry! Enhancement has a lot going on, and you may benefit from starting with our Quick Guide page instead to get yourself started. This breaks down the rotation in steps, making it more digestable when getting started.
Season 3 Tier Set Changes for Enhancement Shaman
In Season 3, Tier Sets have been given a fresh twist: both the
2-piece and 4-piece bonuses provide different effects depending on whether you are
playing Stormbringer or
Totemic. For Enhancement, these
bonuses have a far reaching impact - our Builds, Talents, and even ideal Tree
picks shift once you have access to it. You can use the tool below for details on
each effect:
Season 3 Tier Sets
Hero Talents | |
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Blizzard Rotation Assist for Enhancement Shaman
Added in Patch 11.1.7, the Rotation Assist tool curated by Blizzard has two modes: the first highlights action bar buttons with a recommended key press, the second provides a single keybind that presses the top priority ability on that same list for you, but with a 25% GCD penalty. The rough performance losses when using the tool can be found by clicking the button below:
Rotation Assist Performance Comparison
Hero Talent | Single-Target | AoE |
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-16% | -34% |
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-32% | -46% |
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-6% | -8% |
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-18% | -28% |
While using the tool, it's important to know that it will never
recommend major cooldowns, racial bonuses or on-use trinkets - these need to be
activated manually by you. For Enhancement, many are considered rotational
abilities, so the only cooldown you need to manually press is
Ascendance. It also currently does not
support
Crash Lightning in single-target, regardless of if you have
Unrelenting Storms taken.
The tool is a great way to get used to the flow of gameplay, easing you into
the various parts of Enhancement. If you intend to use it, we recommend playing
Totemic, as the tool struggles with
Stormbringer gameplay.
Enhancement Shaman Hero Talents:
This section is populated based on your selection in the rotation tool.
Understanding Enhancement Shaman Mechanics
In the below sections, we'll be covering the finer details of specific mechanics that drive Enhancement's gameplay loop. It dives into the underlying mechanics of major cooldowns, rotational abilities and proc effects. This is a more advanced section, aiming to help you get a better understanding of the why behind each button press.
Enhancement Shaman Major Cooldowns
Throughout the talent tree, there are a variety of different cooldown options that provide burst in different ways. Below, we'll be covering each of them, how they impact the rotation, and how to use them.
Major Cooldowns
Feral Spirit
Feral Spirit summons two wolves to fight with you for 15 seconds, with
a 90-second cooldown. When this is cast, you instantly generate one stack of
Maelstrom Weapon, and an additional
Maelstrom Weapon stack
every 3 seconds for their duration. Each individual active wolf also increases the
Physical damage of your abilities (not including auto-attacks) by 15%, stacking
multiplicatively - this means the baseline cast of two wolves is a 32.25%
increase.
With Alpha Wolf taken, any
Feral Spirit you spawn will
also pulse for additional Physical damage following a
Crash Lightning
or
Chain Lightning cast, lasting for 8 seconds. This damage is uncapped,
and will apply to new wolves that spawn after activating the 8-second window.
The follow-up choice node significantly affects the access to
Feral Spirit, and are both very strong:
Witch Doctor's Ancestry - provides a flat 4% increased chance to all
Maelstrom Weapon triggers. Each
Maelstrom Weapon stack generated reduces the cooldown of
Feral Spirit by 1 second. This generally averages out to a 20-30 second cooldown, but can even reach below 10 during burst periods. This allows us to overlap casts and stack multipliers.
Flowing Spirits - grants a 6% chance on any active ability to spawn one
Feral Spirit wolf for 8 seconds, but you can no longer cast the baseline ability. This includes all special attacks, including procs such as
Windfury Weapon. While this is listed as a flat chance, it is actually a "deck of cards" system - there are 50 cards, with 3 containing a
Feral Spirit spawn. Each time an ability is cast, it draws one card and cycles, until all cards are drawn, reshuffling a new deck. This therefore means that the functional cap is 6, as you cannot cycle more than that every 8 seconds before previous wolves despawn.
Elemental Spirits
Elemental Spirits alters all wolves spawned via
Feral Spirit,
causing them to spawn randomly as either a Fire, Frost or Lightning
wolf. These increase your Physical damage by 10%, and also the increase the
magic damage you deal with the wolf's corresponding spell school. Which element is
spawned is completely random, and this applies to both
Witch Doctor's Ancestry and
Flowing Spirits spawns.
Ascendance
Ascendance has two methods of activation — either
with the active ability on a 3-minute cooldown for 15 seconds, or through spending
Maelstrom Weapon to proc it for 6 seconds. When activated, this deals
heavy Nature damage to nearby enemies. For the duration your
Stormstrike
and auto-attacks are replaced by the following:
Stormstrike is replaced by
Windstrike. This has a significantly reduced cooldown, a 30-yard range, and ignores the target's armor.
- Auto-attacks are replaced by
Windlash. These have a 30-yard range, ignore the target's armor, and are now considered special attacks.
While this is active, the general rule is that you want to be casting
Windstrike every single GCD, so long as you have charges
available. The talent strongly relies on the follow-up talents on the spec tree,
otherwise it's relatively weak.
Deeply Rooted Elements
Deeply Rooted Elements is the passive proc alternative to the on-use
Ascendance. This is advertised as a 0.6% chance to trigger for
each
Maelstrom Weapon stack consumed, but is in fact another deck of cards
system. There are 2 procs, and 330 cards, with each stack of
Maelstrom Weapon
consumed drawing 1 card. Procs are always at least 10 cards apart (to prevent one
spender triggering it twice), and after cycling through the deck, it will
reshuffle a new one. This generally averages out to around 1 proc per
minute with current cycling rates, though with some luck you can squeeze a little
more out of it.
While this may seem like you can plan around it, there are simply so many cards and configurations that the only thing you can do is use this information to justify feeling bad after a bad RNG streak.
Ascendance Follow-up Talents
Whenever playing these nodes, it is highly recommended to complete the entire follow-up row.
Static Accumulation — each point generates one
Maelstrom Weapon per second while
Ascendance is active. Additionally, spending
Maelstrom Weapon on
Lightning Bolt or
Chain Lightning has a 10% chance per point to fully refund the amount spent. This is an enormous source of resource generation, and requires you to play around it.
Thorim's Invocation — reduces the cooldown of
Ascendance by 1 minute, extends the duration of
Deeply Rooted Elements procs by 2 seconds, and increases the damage of
Lightning Bolt and
Chain Lightning by 20%. Most importantly, it causes
Windstrike to also spend up to 5
Maelstrom Weapon, discharging either to discharge either
Lightning Bolt or
Chain Lightning depending on your most recent cast. When taken, it means no matter your build you will want to cast
Windstrike on cooldown.
Thorim's Invocation Details
There is a lot of complex parts of Thorim's Invocation when it comes to
how it interacts with other specific talents, and what changes its priming state
between
Lightning Bolt and
Chain Lightning. Below are key details
to bear in mind, in particular for AoE scenarios:
- Any
Lightning Bolt and
Chain Lightning, regardless of
Maelstrom Weapon spent, will set
Thorim's Invocation manually to the respective spell.
- Make sure before each
Ascendance cast you are primed to the correct spell:
- Single Target -
Lightning Bolt
- AoE -
Chain Lightning
- Single Target -
Tempest is dynamic, meaning the number of targets hit dictates what you are primed to. If it hits only one target, it will be set to
Lightning Bolt, while if it hits two or more it will change to
Chain Lightning
Thorim's Invocation will always consume
Tempest if possible, regardless of priming.
Primordial Storm is dynamic, and will prime you to whichever of the two spells it casts at the end of its sequence. This is decided by the number of targets hit by the initial 3 strikes.
Primordial Wave
Primordial Wave is a 30-second cooldown burst tool, dealing heavy
Elemental damage to all targets affected by your
Flame Shock effect. This
requires at least one
Flame Shock to use, and when cast generates 5
Maelstrom Weapon.
Splintered Elements
Splintered Elements provides 5/10% Haste for 12 seconds when you cast
Primordial Wave, plus an additional 2/4% for each extra target hit beyond
the first - effectively giving it a cap of 15/30% at 6 targets. This is regularly
taken in AoE builds, and is used to overlap our other burst cooldown effects for
a surge of Haste.
Primordial Storm
Primordial Storm is a combo skill follow-up available after casting
Primordial Wave. When cast, this triggers a 4 step attack that always
happens in the same order: Fire strike ➜ Frost strike ➜ Lightning strike ➜ empowered
Lightning Bolt /
Chain Lightning, based on targets hit by the 3
strikes. The first 3 strikes are considered main-hand strikes, and hit in
AoE, meaning they each individually trigger weapon imbues such as
Windfury Weapon
on targets hit. Lastly, this also consumes
Maelstrom Weapon to amplify the
damage of all hits.
Primordial Wave Use
Doom Winds
Doom Winds lasts for 8 seconds, tripling your chance to trigger
Windfury Weapon while active. Additionally, also deals Stormstrike
(Nature/Physical, not the ability) damage every second to nearby enemies,
with a 1-minute cooldown. Some key notes are:
- While
Doom Winds is up, the value of main-hand strikes rises as these can trigger
Windfury Weapon. Attacks that fall into this category are
Stormstrike /
Windstrike,
Ice Strike,
Crash Lightning,
Sundering , and all 3
Primordial Storm strikes.
- Each enemy hit by the initial cast of
Crash Lightning, or any target hit by
Sundering counts as a main-hand strike, and will trigger an "AoE Windfury" hit that is truly uncapped.
- When playing with with
Primordial Storm, you ideally want to overlap
Doom Winds with every other cast. This provides 3 very quick AoE triggers, leading to a huge number of hits and
Maelstrom Weapon generation.
Doom Winds Use
Enhancement Shaman Mechanics Deep Dive
Enhancement has a huge amount of moving parts, with many abilities having multiple interactions. Below, we'll be covering the most important components in detail, breaking down their mechanics.
Enhancement Shaman Mechanics
Maelstrom Weapon Details
Maelstrom Weapon management is crucial if you intend to play
Enhancement at a competitive level. This has a 20% chance to trigger from any
melee hit, and stacks up to 5 times (or up to 10 with
Raging Maelstrom).
Each stack reduces the cast time of your next
Lightning Bolt /
Chain Lightning cast by 20%, and also
increases the damage of affected spells by 25% (due to
Improved Maelstrom Weapon
and
Raging Maelstrom). At 5 stacks, ability casts that consume this become
instant, and only 5 stacks can be consumed at once. When talenting into
Overflowing Maelstrom, this is increased to 10 stacks, increasing the
maximum possible multiplier.
While it is tempting to cast these spells as soon as you hit 5 stacks, you
should train yourself to make use of the 10-stack limit granted by
Raging Maelstrom. If you are not at risk of overcapping your
Maelstrom Weapon stacks, then it makes more sense to focus on keeping
your other abilities on cooldown. Spending rules are as follows:
Static Accumulation
Due to the passive refund proc on Static Accumulation, the value of
spending on
Lightning Bolt and
Chain Lightning is elevated, though
not enough to stop
Elemental Blast from being worth casting. Even at 5
stacks, it can sometimes be worth spending due to the chance of a refund on average
being higher than your base generation.
Crash Lightning Explained
Crash Lightning looks simple on the surface, but has many moving
parts. It's an essential aspect of Enhancement gameplay in AoE, and there are some
core components to understand:
- The
Crash Lightning buff is triggered for 12 seconds whenever it strikes two targets or more, and should be maintained in any multi-target situation.
- While active,
Stormstrike,
Lava Lash and
Ice Strike will trigger a separate damage splash event, also called Crash Lightning.
- All
Crash Lightning damage, both the active and splash component, can trigger
Maelstrom Weapon individually. Only only the active cast hits can proc
Stormsurge.
- The initial cast of
Crash Lightning can trigger individual
Windfury Weapon events on targets hit.
The above means that any time we can get more than one target together, we
want this to be active to boost to our primary strikes, which also leads to
additional resources. In AoE situations, this causes a flood of
extra Maelstrom Weapon, which confers a number of benefits to both builds:
extra cooldown access, AoE damage and funnel.
Windfury Weapon can
also trigger on each target hit by the initial cast, giving it even stronger
AoE synergy. We also ideally want to cast it as much as possible during
Doom Winds in AoE.
Chain Lightning also has two direct interactions with
Crash Lightning:
- Each target hit by
Chain Lightning reduces the cooldown of
Crash Lightning by 0.5 seconds (up to a maximum of 2.5 with
Crashing Storms)
- Each target hit by
Chain Lightning increases the damage of your next active cast of
Crash Lightning by 10% per target hit (up to 50% with
Crashing Storms).
This creates a generate-spend relationship between the two, leading to extra
access, the resources to activate it, and increased frontloaded power
of the ability. This encourages us to spend at least once in between each
Crash Lightning cast.
Converging Storms and Unrelenting Storms
Converging Storms is a choice node, causing each target hit by the
initial
Crash Lightning cast to increase the damage of your next
Stormstrike cast by 25% per target hit, stacking up to 6 (for a maximum
of 150%). This activates even on a single-target, and is a modest boost to funnel
for builds centered around
Stormstrike.
Unrelenting Storms allows us to use
Crash Lightning
as a primary single-target strike, so long as no other targets are nearby. This
causes
Crash Lightning to have a reduced cooldown when it only hits a
single target, and guaranteeably procs
Windfury Weapon on your
target. This is considered an independent proc, so your cast can technically
trigger it twice. When played, this raises the priority of
Crash Lightning,
and allows us to hybridize cleave builds for a single talent point.
Enhancement Shaman Funnel
"Funnel" is often considered one of the most valuable niches, and Enhancement has a handful of mechanics that work in this way. This uses nearby enemies as fuel to amplify damage into priority targets. Effects on the tree that fall into this category are:
Crash Lightning is the most common, due to the additional
Maelstrom Weapon mentioned in the
Crash Lightning section. This
often leads to much higher access to spenders, and also funels talents built off
generation such as
Witch Doctor's Ancestry. This effect comes online as soon
as a second target is present, and only gets better as the count increases, so is
a staple in multi-target scenarios.
Alongside this, Ashen Catalyst significantly increases its stack rate
in AoE due to the additional
Flame Shocks from spreading. This allows for
more frequent, empowered
Lava Lash casts, which some builds benefit
greatly from. In builds that do, your "anchor" target often takes significantly
more damage than those nearby, as
Lava Lash is used as an AoE enabler that
deals significant direct damage.
Weapon Imbues and Buffs
Your Weapon Imbues should always be active, as they confer a strong benefit. Some notes on each are:
Windfury Weapon - only applied to the main-hand, these additional strikes are considered special attacks and, as such, can generate
Maelstrom Weapon and trigger procs such as
Stormsurge.
Flametongue Weapon - only applied to the off-hand, this causes all weapon attacks to trigger an additional hit of fire damage, and doubles the damage your
Lava Lash deals while active.
While Weapon Imbues do block you from using temporary weapon buffs such as
Ironclaw Whetstone, the extra mechanical effects these provide to the
Enhancement toolkit make them significantly more valuable, and as such we
always use them. This is made even more mandatory by the locked-in talent
Elemental Weapons, and you should never use double
Flametongue Weapon - this confers no benefit.
Lightning Shield should always be kept active in solo content thanks
to the additional
Maelstrom Weapon it generates, . Generally,
Earth Shield is played and maintained
for the minor additional sustain it provides .
Group Buffs
Enhancement also brings a small package of effects that help your party or raid group:
Skyfury
Skyfury, granted by any Shaman, provides a flat increase to Mastery
rating to all Party and Raid members. It also has additional benefits for
melee characters, providing a 20% chance to proc an additional auto-attack
each swing, with a 0.5-second internal cooldown per player. This does not
trigger from missed attacks, and can miss itself. These extra attacks count as
regular auto-attacks, meaning they proc all on-hit effects, but they do not
affect Hunter auto-shots, pets, or guardians.
Mana Spring
Mana Spring allows us to convert
Stormstrike casts into Mana
for healers. This is more potent if you are playing a
Stormstrike heavy
build, but the overall value is fairly limited even in a raid setting. Since
points are not very tight on our class tree in raids however, this is an
option.
Flame Shock Explained
Flame Shock is more of a secondary component of your tree in The War
Within (and the degree of its importance depends on talent selections). It plays as
a passive, low-maintenance damage source in single-target, while in AoE it's more
of an enabler. This means it's a part of your rotation in almost every situation
with most builds. There are some additional details to note when using it that are
less inuitive at first glance:
Shocks and Pandemic
In single-target situations, you should aim to keep Flame Shock active,
especially with
Lashing Flames taken. This can be refreshed based on the
pandemic timer, meaning any time remaining under 5.4 seconds will be added onto
the new application. With
Molten Assault taken,
Lava Lash
will also reapply
Flame Shock so long as it's already active on your
target, meaning that it often maintains itself with regular gameplay.
Flame Shock Spread
Molten Assault allows you to spread your current
Flame Shock
debuff on your target to nearby enemies using
Lava Lash. There are a
number of effects that benefit from having
Flame Shock applied to target,
such as
Fire Nova,
Ashen Catalyst, and most importantly
Primordial Wave. When you cast
Lava Lash, it doesn't just apply
a copy of the DoT to other targets; rather, it casts an extra additional
Flame Shock on them, dealing the direct damage at the same time.
Voltaic Blaze also grants an extra way to apply it in AoE, though being
an RPPM chance to trigger from spenders, it's not reliable enough to be your sole
method of supporting talents that rely on spread.
Changelog
- 04 Aug. 2025: Updated for Patch 11.2.
- 15 Jun. 2025: Updated for Patch 11.1.7 to include notes regarding Rotation Assist.
- 21 Apr. 2025: Reviewed for Patch 11.1.5.
- 16 Mar. 2025: Adjusted recommendations to more firmly be on Totemic.
- 04 Mar. 2025: Added Witch Doctor's Ancestry back to recommendations and rotation tool.
- 24 Feb. 2025: Updated for Patch 11.1.0.
- 15 Dec. 2024: Updated for Patch 11.0.7, added a more detailed Thorim's Invocation section.
- 05 Nov. 2024: Significant priority list updates closer to more recent 11.0.5 knowledge.
- 21 Oct. 2024: First pass update for Patch 11.0.5. Will be updated as more live data comes in.
- 23 Sep. 2024: Updated for most recent hotfixes and Storm build switch.
- 09 Sep. 2024: Updated for Elemental Blast and Tempest hotfixes along with new Storm loadouts.
- 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.
- 21 Mar. 2024: Reviewed for Patch 10.2.6, condensed insights section.
- 15 Jan. 2024: Reviewed for Patch 10.2, slight structure changes but content remains accurate.
- 06 Nov. 2023: Updated for Patch 10.2 and restructured the rotation tool.
- 04 Sep. 2023: Restructured cooldown section, but no content changes needed for 10.1.7.
- 14 Jul. 2023: Added build loadout buttons to switches for easier rotation display.
- 13 Jul. 2023: Cleaned up AoE rotation section with improvements for Storm.
- 10 Jul. 2023: Updated for Patch 10.1.5 to remove 4-piece use from Storm and highlight Stormstrike over spenders.
- 04 May 2023: Tweaks to rotation tool, added warnings to false talent combinations.
- 01 May 2023: Overhauled for Patch 10.1 updates, with Storm builds, rotation tool updates, T30 bonuses and added sections.
- 20 Mar. 2023: Reviewed for Patch 10.0.7.
- 24 Jan. 2023: Reviewed and improved rotation tool to align closer to current gameplay.
- 11 Dec. 2022: Added Tier Set section.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
More Shaman Guides
Guides from Other Classes

This guide has been written by Wordup, a frequent theorycrafter involved in a number of class communities. He is also an experienced player who has been in the world top 100 since the days of Sunwell, currently raiding in Echoes. You can follow him on Twitter.
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