Elemental Shaman DPS Spec, Builds, and Talents — The War Within (11.2.5)
On this page, you will find out the best talents for each tier for your Elemental Shaman in World of Warcraft — The War Within (11.2.5). 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 Elemental Shaman talents.
Remember that talents can now be freely modified wherever you are, with no need for a tome, codex, or a rest area.
If you are looking for information about Elemental Shaman Hero Talents, you can find it on our dedicated pages:
Talents for Elemental Shaman
Optimizing talents on a contextual basis is the highly recommended method of setting up your build.
Best Talents for Elemental Shaman
Raid  Farseer Talents for Elemental Shaman
 Farseer Talents for Elemental Shaman
This is the default build for all raid encounters. It is significantly ahead of
 Stormbringer builds in pure single-target.
 Stormbringer builds in pure single-target.
There are three things you need to know here:
- The following build is tailored assuming you have 4 piece of the Manaforge Omega set.
- If you do NOT have  Shaman Farseer 11.2 Class Set 2pc, swap out Shaman Farseer 11.2 Class Set 2pc, swap out Latent Wisdom
for Latent Wisdom
for Ancient Fellowship. Ancient Fellowship.
- If you still have  Shaman Elemental 11.1 Class Set 2pc, you can take Shaman Elemental 11.1 Class Set 2pc, you can take Primal Elementalist
instead of Primal Elementalist
instead of Liquid Magma Totem, mainly for single-target. Liquid Magma Totem, mainly for single-target.
Note that when using  Araz's Ritual Forge,
 Araz's Ritual Forge,  First Ascendant almost
catches up to
 First Ascendant almost
catches up to  Preeminence, so you should feel free to swap to it if the
fight timings work better for it. It also reduces your variance.
 Preeminence, so you should feel free to swap to it if the
fight timings work better for it. It also reduces your variance.
Be sure to make use of the 'Export Talents' button to import the best build directly into your game!
Note that this class tree purposefully ignores some utility talents, such as  Purge.
You should adjust this recommendation depending on what utility will be needed in
 each encounter. There is a reasonable amount of flexibility in our class tree,
 you can and should adapt your utility toolkit to the content you intend on doing.
 Purge.
You should adjust this recommendation depending on what utility will be needed in
 each encounter. There is a reasonable amount of flexibility in our class tree,
 you can and should adapt your utility toolkit to the content you intend on doing.
Mythic+  Stormbringer Talents with tier set for Elemental Shaman
 Stormbringer Talents with tier set for Elemental Shaman
This is our recommended build for all Mythic+ endeavours once you have switched
to  Shaman Stormbringer 11.2 Class Set 4pc and want to drop all the Elemental pet
talents.
 Shaman Stormbringer 11.2 Class Set 4pc and want to drop all the Elemental pet
talents.
Note that  Liquid Magma Totem over
 Liquid Magma Totem over  Charged Conduit is a perfectly
valid alternative, it is better in some ways and worse in others.
 Charged Conduit is a perfectly
valid alternative, it is better in some ways and worse in others.
We recommend beginners start with  Earth Shock and only switch to
 Earth Shock and only switch to
  Elemental Blast once they have a better understanding of both dungeons
 and the spec, as the latter version is stronger but it much less forgiving with
 movement, casting, and Maelstrom management.
 Elemental Blast once they have a better understanding of both dungeons
 and the spec, as the latter version is stronger but it much less forgiving with
 movement, casting, and Maelstrom management.
Be sure to make use of the 'Export Talents' button to import the best build directly into your game!
Note that this class tree purposefully ignores some utility talents, such as  Purge.
You should adjust this recommendation depending on what utility will be needed in
 each encounter. There is a reasonable amount of flexibility in our class tree,
 you can and should adapt your utility toolkit to the content you intend on doing.
 Purge.
You should adjust this recommendation depending on what utility will be needed in
 each encounter. There is a reasonable amount of flexibility in our class tree,
 you can and should adapt your utility toolkit to the content you intend on doing.
Many combinations are viable, this is only our preferred one at the moment.
The following talents are NEVER optional:  Stormkeeper,
 Stormkeeper,  Primordial Fury,
 Primordial Fury,
  Lightning Capacitor,
 Lightning Capacitor,  Echo Chamber,
 Echo Chamber,  Ascendance,
 Ascendance,  Mountains Will Fall,
 Mountains Will Fall,
  Icefury,
 Icefury,  Fusion of Elements.
 Fusion of Elements.
We recommend you also check out our Dedicated Mythic+ Page.
Mythic+  Stormbringer Talents without tier set for Elemental Shaman
 Stormbringer Talents without tier set for Elemental Shaman
This is our recommended build for all Mythic+ endeavours, as it allies formidable AoE/cleave to reasonable single-target and has good priority target damage.
Note that  Liquid Magma Totem over
 Liquid Magma Totem over  Charged Conduit is a perfectly
valid alternative, it is better in some ways and worse in others.
 Charged Conduit is a perfectly
valid alternative, it is better in some ways and worse in others.
We recommend beginners start with  Earth Shock and only switch to
 Earth Shock and only switch to
  Elemental Blast once they have a better understanding of both dungeons
 and the spec, as the latter version is significantly stronger but it much less
 forgiving with movement, casting, and Maelstrom management.
 Elemental Blast once they have a better understanding of both dungeons
 and the spec, as the latter version is significantly stronger but it much less
 forgiving with movement, casting, and Maelstrom management.
Be sure to make use of the 'Export Talents' button to import the best build directly into your game!
Note that this class tree purposefully ignores some utility talents, such as  Purge.
You should adjust this recommendation depending on what utility will be needed in
 each encounter. There is a reasonable amount of flexibility in our class tree,
 you can and should adapt your utility toolkit to the content you intend on doing.
 Purge.
You should adjust this recommendation depending on what utility will be needed in
 each encounter. There is a reasonable amount of flexibility in our class tree,
 you can and should adapt your utility toolkit to the content you intend on doing.
Many combinations are viable, this is only our preferred one at the moment.
The following talents are NEVER optional:  Stormkeeper,
 Stormkeeper,  Primordial Fury,
 Primordial Fury,
  Lightning Capacitor,
 Lightning Capacitor,  Echo Chamber,
 Echo Chamber,  Ascendance,
 Ascendance,  Mountains Will Fall,
 Mountains Will Fall,
  Icefury,
 Icefury,  Fusion of Elements.
 Fusion of Elements.
We recommend you also check out our Dedicated Mythic+ Page.
Mythic+ High Boss Damage  Farseer Talents for Elemental Shaman
 Farseer Talents for Elemental Shaman
This alternative build is especially good if you have  Shaman Farseer 11.2 Class Set 2pc
and are okay with the following trade-offs:
 Shaman Farseer 11.2 Class Set 2pc
and are okay with the following trade-offs:
- You lose significant AoE, particularly on large packs. If you have access to  Shaman Stormbringer 11.2 Class Set 4pc
it is an even larger loss. Shaman Stormbringer 11.2 Class Set 4pc
it is an even larger loss.
- Stronger single target and 2-3 target cleave.
- Less reliant on  Ascendance and more flexible. Ascendance and more flexible.
- Less "interesting/engaging" gameplay
- Significantly easier to play, less focus on target swapping.
- Less busy with WeakAuras, fewer things to track.
- End of pack min/maxing is much less and much less important.
 Echoes of Great Sundering becomes optional. Echoes of Great Sundering becomes optional.
- You lose 3% damage reduction.
It is particularly good in Tazavesh: Streets of Wonder and we highly recommend it for this key.
Be sure to make use of the 'Export Talents' button to import the best build directly into your game!
If you DO NOT have  Shaman Farseer 11.2 Class Set 2pc, swap out
 Shaman Farseer 11.2 Class Set 2pc, swap out  Latent Wisdom
for
 Latent Wisdom
for  Ancient Fellowship.
 Ancient Fellowship.
Note that this class tree purposefully ignores some utility talents, such as  Purge.
You should adjust this recommendation depending on what utility will be needed in
 each encounter. There is a reasonable amount of flexibility in our class tree,
 you can and should adapt your utility toolkit to the content you intend on doing.
 Purge.
You should adjust this recommendation depending on what utility will be needed in
 each encounter. There is a reasonable amount of flexibility in our class tree,
 you can and should adapt your utility toolkit to the content you intend on doing.
Many combinations are viable, this is only our preferred one at the moment.
The following talents are NEVER optional:  Stormkeeper,
 Stormkeeper,  Primordial Fury,
 Primordial Fury,
  Lightning Capacitor,
 Lightning Capacitor,  Echo Chamber,
 Echo Chamber,  Ascendance,
 Ascendance,  Mountains Will Fall,
 Mountains Will Fall,
  Icefury,
 Icefury,  Fusion of Elements.
 Fusion of Elements.
We recommend you also check out our Dedicated Mythic+ Page.
Delve Talents for Elemental Shaman
This is a general build for Delving but many things can be adapted in either tree,
the main notable picks are  Guardian's Cudgel which is great for solo content
and
 Guardian's Cudgel which is great for solo content
and  Refreshing Waters to sustain yourself.
 Refreshing Waters to sustain yourself.
Note that this class tree purposefully ignores some utility talents, such as  Purge.
You should adjust this recommendation depending on what utility will be needed in
 each encounter. There is a reasonable amount of flexibility in our class tree,
 you can and should adapt your utility toolkit to the content you intend on doing.
 Purge.
You should adjust this recommendation depending on what utility will be needed in
 each encounter. There is a reasonable amount of flexibility in our class tree,
 you can and should adapt your utility toolkit to the content you intend on doing.
How To Use Elemental Shaman Talents
There are multiple talents that require a change to your rotation in order to use them optimally. You can find more information on how your rotation will look after selecting your talents on our Dedicated Rotation page.
The Viability/Uses of Elemental Shaman Talents
The following sections will give the author's opinion on the viability of every talent, including whether some are "automatic picks" because you want them in every circumstance. The point requirements to reach the next rows of talents also sometimes force picks. Note that these opinions are mostly focused on PvE.
Active Class Tree Abilities for Elemental Shaman
Rows 1-3
| Ability | Description/Effect | 
|---|---|
|  Chain Heal | It is never picked or used. | 
|  Lava Burst | It is automatically acquired when specializing. | 
|  Astral Shift | It is your main defensive cooldown. It is an Automatic Pick. | 
|  Chain Lightning | It is automatically acquired when specializing. | 
|  Earth Shield | It is very strong for solo play PvP and useful in most PvE
circumstances. There are some things you may want to grab over it in raids and M+,
but it should definitely be a default pick and probably alongside  Elemental Orbit
for solo play and PvP. | 
|  Wind Shear | It is your "kick." It is fairly unique in that its 30-yard range and 12-second cooldown are shorter than all other ranged characters. This makes Wind Shear one of the best interrupts in the game, and you should use it a lot. This is, again, not quite an automatic pick, as you will not need it in every raid fight. Outside of those, however, you should always pick it. . | 
|  Frost Shock | Outside of  Icefury, you should only use this for movement when
you have nothing else to cast, when you need the slow, or if you really need extra
damage immediately. It is an automatic pick for any build using  Icefury,
for obvious reasons. | 
|  Capacitor Totem | It is your only way to stun targets. It is of great value (and an automatic pick) almost everywhere outside of raids and is even useful in some raid fights. It can backfire in PvP, however, by putting stun-diminishing returns on people when you do not want to. | 
|  Spirit Walk | It is very good in most circumstances. It competes with the more "fun"  Gust of Wind, which has a much shorter cooldown. In practice, Spirit Walk
tends to be overkill in PvE, but its ability to remove all movement impairing effects
is useful in certain dungeons. | 
|  Gust of Wind | It is competing with  Spirit Walk so, depending on the fight,
you may want to pick that instead. It also allows you to break falls and reach
otherwise unreachable locations, which is very nice for solo play. Overall, it is
a default pick unless you specifically want Spirit Walk. | 
|  Healing Stream Totem | It is nice to have for solo play and can make an appreciable difference
in Mythic+ or even raids. In fights where healing is a struggle, it can help a little.
 You only pick this if you have nothing more important to grab and it is a way
 to path to  Elemental Warding. | 
|  Earthgrab Totem | It is very handy in solo play, PvP, and sometimes in Mythic+, notably to temporarily neutralize the adds on various bosses. It is rarely useful in raids, with a few exceptions. | 
|  Purge | It is occasionally handy in solo and rarely in raids, very useful in Mythic+ and PvP. | 
|  Greater Purge | It is very handy in PvP but is otherwise never picked. | 
|  Earth Elemental | It is an automatic pick. Its only real downsides are a long cooldown, and the taunt can potentially backfire, so you have to carefully choose your moment. The additional health alone makes it worth picking. Note that unlike its older versions, it cannot taunt or pulse threats to enemies that are not in combat yet, making it much safer to use in dungeons. | 
Rows 5-7
| Ability | Description/Effect | 
|---|---|
|  Cleanse Spirit | It is occasionally useful in solo play, very handy in PvP, regularly used in dungeons and rarely used in some raid encounters. | 
|  Tremor Totem | It is mostly used in PvP and Mythic+. It has some use in solo play and rarely in raids, although when it works in raids, you definitely want it. | 
|  Hex | It is an automatic pick for PvP. It is rarely used in raids, but when you can use it is often mandatory. | 
|  Wind Rush Totem | It is a fantastic tool in raids where it is an automatic pick. It is handy in PvP and Mythic+, and even to speed up your solo play. | 
Rows 8-10
| Ability | Description/Effect | 
|---|---|
|  Spiritwalker's Grace | It is an Automatic Pick. It is a very helpful tool for movement
which should be used to kite or to keep dealing damage when you have to move a
lot. You might occasionally just want it for the movement speed to get somewhere quick,
especially with  Graceful Spirit. | 
|  Thunderstorm | It is very good for solo play and PvP. It has niche uses
in some raid fights and, especially combined with  Thundershock, is very useful
in Mythic+. | 
|  Lightning Lasso | It is a strong pick for PvP. It nice for solo play but should not really be necessary. | 
|  Totemic Projection | It is occasionally useful in PvP or to replace your  Wind Rush Totem
in raids. You often do not have anything better to grab while pathing to  Stone Bulwark Totem. | 
|  Poison Cleansing Totem | It is theoretically useful in PvP and is incredibly good against one affix and many enemies in Mythic+. | 
|  Totemic Recall | It is more or less an automatic pick and has two main uses: resetting
your  Liquid Magma Totem for heavy AoE situations or getting
another  Wind Rush Totem for your party/raid. It can be used with almost any
totem (notably not  Stone Bulwark Totem) so the potential is vast. | 
|  Stone Bulwark Totem | It is an automatic pick. It is a very powerful cooldown that also synergizes with all our other defensive abilities. | 
|  Nature's Swiftness | In my opinion, it is an automatic pick in most circumstances. It is extra nice
if you are using  Elemental Blast as you otherwise have to stand still to
hard-cast it if  Spiritwalker's Grace is not up. | 
Passive Class Tree Talents for Elemental Shaman
Rows 1-4
| Ability | Description/Effect | 
|---|---|
|  Planes Traveler | It is close in power with its sister talent  Astral Bulwark. What is
best entirely depends on the circumstances. Overall, most experienced players will
favor this talent, unless you absolutely need the extra damage reduction to survive
something specific. | 
|  Astral Bulwark | It is a good default pick for beginners who use  Astral Shift as a panic button,
 especially if you are not very familiar with the content, or if you prefer having
 a strong panic button over a lighter one that is available more often. | 
|  Spirit Wolf | It is somewhat niche compared to  Thunderous Paws and should mostly
be picked if you are going to stand in Ghost Wolf for several seconds in order
to "tank" a powerful ability, like a Druid going into  Bear Form. It can be nice during mechanics when you will not be doing
any DPS, anyway. Because of the ever-increasing damage in high Mythic+,
this talent can become mandatory at certain thresholds in order to survive certain
unavoidable damage instances. | 
|  Thunderous Paws | It is more generally useful than its sister talent and should be a default pick, although if you do not think you will need the extra speed, you can safely pick something else. | 
|  Winds of Al'Akir | The bonus is too small/niche to have much use unless you really have a spare point and regular burst movement is important, but that is often the case in optimized raid builds. | 
|  Elemental Orbit | It is excellent for solo play and PvP and becomes an automatic pick in
all content if using  Lightning Capacitor unless you really need the points
for other utility and end up dropping  Earth Shield altogether.
If you can spare the point, it is a nice way to provide a modicum of additional
healing in Mythic+ and Raids. | 
|  Fire and Ice | It is an automatic pick. You always pick damage. | 
|  Ancestral Wolf Affinity | Might be worth something in PvP but is otherwise ignored. | 
|  Encasing Cold | Unlikely to ever be picked, even if it was buffed. | 
|  Arctic Snowstorm | Unlikely to ever be picked, even if it was buffed. | 
|  Brimming with Life | It is an automatic pick in every circumstance. Both benefits are very powerful. | 
|  Static Charge | It is a strong pick for Mythic+. Depending on timings, it might be
worth picking if you need  Capacitor Totem for a raid encounter.
Otherwise, you can mostly ignore it. | 
|  Guardian's Cudgel | Alright for very low stakes Mythic+ but mostly useful for solo play or some PvP compositions. Diminishing returns on stuns make it much less useful if other people in your group also have stuns. It can notably backfire in PvP by putting stun-diminishing returns on people when you do not want to. | 
Rows 5-7
| Ability | Description/Effect | 
|---|---|
|  Elemental Resistance | Can be picked up to path to  Elemental Warding unless
you need  Tremor Totem or  Cleanse Spirit, but it is unlikely
to make a difference as it is a very low duration, small situation buff, and
its application is somewhat random. Badly designed. | 
|  Nature's Guardian | It is an automatic pick. There is no reason to ever not have this. | 
|  Nature's Fury | It is an automatic pick. Major damage talent. | 
|  Refreshing Waters | Good for solo play or PvP, nice to have in other situations if you have
spare points. You will always get  Elemental Warding, so it is never
needed to path to  Spiritwalker's Grace. | 
|  Elemental Warding | It is an automatic pick. Most of the damage you will take is magic damage,
especially outside of PvP, and it is a required pick to get  Ancestral Guidance. | 
|  Primordial Bond | It is an automatic pick. This is significant damage reduction for phases where you really need it, and also makes you tankier when you are "bursting" with your damage elemental. Gets better the more uptime you have on your elementals. | 
|  Voodoo Mastery | It is mostly a PvP talent, although it might be handy on some specific M+ pulls. | 
|  Totemic Focus | Generally nice to have, but unless the radius is really handy, like on a
raid boss where you really want a larger  Tremor Totem or  Wind Rush Totem
radius, it is a low priority pick. Since you will often have nothing better to grab
however, you should regularly have this. | 
|  Ascending Air | Useful if you need  Wind Rush Totem more often or would benefit
from a slightly longer effect. It is not a default pick unless you have a good
reason for it but a solid upgrade nonetheless. | 
|  Jet Stream | The snare removal is situationally extremely powerful, and it is very nice
on encounters where  Wind Rush Totem is highly-valued. | 
|  Enhanced Imbues | As long as you are picking either  Improved Flametongue Weapon or  Thunderstrike Ward,
you will pick this. If you have neither, it remains a mandatory pathing node to get
to  Seasoned Winds, which you should have in most situations by default. | 
Rows 8-10
| Ability | Description/Effect | 
|---|---|
|  Graceful Spirit | It is an automatic pick outside of PvP, where its sister talent is the
automatic pick.  Spiritwalker's Grace is very useful; getting it more
often and moving even faster with it is always going to be useful. | 
|  Spiritwalker's Aegis | It is an automatic pick for PvP and useless everywhere else. | 
|  Totemic Surge | Unless you will benefit from  Seasoned Winds it is required to
path to  Totemic Recall, making it an automatic pick. It is a decent
talent by itself and can really make the difference in getting key totems
back when you need them. | 
|  Seasoned Winds | It may seem like a niche talent, but when it ends up useful, it is VERY strong. We currently recommend using it in every dungeon except perhaps Siege of Boralus. Very strong for PvP as well, especially now that it does not have the opportunity cost of being a dedicated PvP talent anymore. | 
|  Mana Spring | Gives some Mana back to a few allies with a proximity
requirement, and loses a lot of value if you do not use a  Lava Burst
-centric build. It is an okay default pick if Mana ends up being a concern at all,
Note that multiple Mana Spring Totems' effects also do not stack. | 
|  Thundershock | It is a formidable variant of  Thunderstorm, turning it into a
reliable crowd-control ability without moving enemies and risking attracting
additional hostiles. While advanced Shaman players have learned to put the
regular Thunderstorm to good use; newer players should probably always pick
this. The additional reliable crowd control is very welcome in Mythic+, in
other circumstances, you are likely better off with the regular version. | 
|  Traveling Storms | Has a lot of potential but, unfortunately, only works on players. Not a default pick, but will definitely see some use. | 
|  Call of the Elements | More or less an automatic pick, though in raid situations, you may not need the extra cooldown. | 
|  Creation Core | Unless you have a very specific purpose in mind for it, get  Call of the Elements
instead. | 
Active Elemental Tree Abilities
Rows 1-3
 Earth Shock/
 Earth Shock/ Elemental Blast,
 Elemental Blast,  Earthquake and either
 Earthquake and either  Fire Elemental
or
 Fire Elemental
or  Storm Elemental are required picks. You cannot go down the tree without
picking them all.
 Storm Elemental are required picks. You cannot go down the tree without
picking them all.
 Elemental Blast and
 Elemental Blast and  Earth Shock are very close, but with mobility
 being a major concern; we recommend using Earth Shock unless movement requirements are exceptionally low,
 although Elemental Blast outscales it in Mythic+ but is MUCH harder to play around.
Earth Shock is an automatic pick in PvP because interrupts exist.
 Earth Shock are very close, but with mobility
 being a major concern; we recommend using Earth Shock unless movement requirements are exceptionally low,
 although Elemental Blast outscales it in Mythic+ but is MUCH harder to play around.
Earth Shock is an automatic pick in PvP because interrupts exist.
 Storm Elemental is an automatic pick and is far superior in most
ways to
 Storm Elemental is an automatic pick and is far superior in most
ways to  Fire Elemental.
 Fire Elemental.
Rows 4-7
| Ability | Description/Effect | 
|---|---|
|  Icefury | Has been overhauled in The War Within and is now much easier to use. It is mandatory for single-target but mostly used while moving for AoE/Cleave. | 
|  Stormkeeper | It is an automatic pick for every build. It has significant synergies with other talents and can deal good single or multi-target burst. It remains a must-have for PvP. | 
|  Thunderstrike Ward | Does not do enough damage even if you have a shield, there are simply stronger alternatives. | 
Rows 8-10
| Ability | Description/Effect | 
|---|---|
|  Ascendance | Is an automatic pick for every build since its rework in 11.0.5. It is now an extremely powerful cooldown which can single-handedly demolish a pull in dungeons. | 
|  Primordial Wave | It is a mandatory pick for  Farseer due to  Call of the Ancestors.
Can be used by  Stormbringer builds if you drop the Elemental pet synergy
talents. It is always picked together with  Splintered Elements. | 
|  Liquid Magma Totem | It is a strong pick in most situations where you have no better alternative.
It is deceptively good for single-target with  Farseer because it causes
ancestors to cast both a  Lava Burst and a  Chain Lightning due to its
dual nature (like  Ascendance does. If using this, it is a good
idea to also grab  Totemic Recall and  Call of the Elements from the
class tree if you did not already have them. | 
Passive Elemental Tree Abilities
Rows 1-4
| Ability | Description/Effect | 
|---|---|
|  Elemental Fury | It is an automatic pick in all situations. | 
|  Flash of Lightning | It is an automatic pick in all situations. | 
|  Aftershock | Currently an automatic pick. It is unreliable and requires reactivity and playstyle adjustments, but remains strong in any circumstance, but especially in AoE. | 
|  Surge of Power | Fairly complex to optimize, though you will generally only think about it when
trying line up two procs with  Stormkeeper and to remember to cast  Lightning Bolt after spenders. Currently not recommended as it is more work
 for less gain, so there is no real reason to ever use it. | 
|  Echo of the Elements | It is recommended in most builds but certain AoE-focused Mythic+ builds can drop it altogether. | 
|  Master of the Elements | It is an automatic pick if you are getting  Echo of the Elements.
 Reliable damage buff that works on any build and mandatory to path to  Elemental Unity for builds that want it. You generally want to use it on
 spenders and  Stormkeeper charges but should not focus on it. | 
Rows 5-7
| Ability | Description/Effect | 
|---|---|
|  Fusion of Elements | It is an automatic pick when using  Icefury, you just need to make sure
you use both a Fire (  Lava Burst,  Flame Shock,  Liquid Magma Totem)
and a Nature spell shortly after, at least before you press Icefury again. | 
|  Storm Frenzy | It is currently an automatic pick for every build now that it also reduces the
GCD of the ability (and works on Tempest for  Stormbringer). All builds
will always cast enough lightning spells for it to be good enough. | 
|  Swelling Maelstrom | It is primarily a comfort pick, but it is hard to pass in Mythic+ where pooling Maelstrom is very powerful. You are always happy to have this, though for raiding builds especially in pure single-target there usually are alternatives that give slightly more damage. | 
|  Primordial Fury | It is an automatic pick. More critical damage is always very strong even when you cast
few  Lava Bursts. | 
|  Herald of the Storms | It is always a good choice in multi-target situations but is definitely worse on single-target. It is down to preference/specific circumstances in Mythic+, but you will only rarely take this for raiding. | 
|  Fury of the Storms | It is an automatic pick for single-target encounters and is debatable in Mythic+, where its sister talent outshines it for AoE. | 
|  Elemental Unity | It is an automatic pick for most builds though there is a world where you might
skip it in Mythic+ if you are not using  Shaman Elemental 11.1 Class Set 2pc. | 
|  Flux Melting | It is not good enough to be played at the moment. | 
|  Lightning Capacitor | It is an automatic pick for any build, almost all your damage is Nature damage and 8% is a massive amount. Volcanic and Elemental damage both count Nature damage. | 
|  Power of the Maelstrom | It is generally a solid flex point that you pick by default and drop when you
really need something else, especially for Mythic+ where you will cast fewer  Lava Bursts. | 
|  Improved Flametongue Weapon | Does not stack with weapon oils, so always worse than it seems on paper. Even builds that do a lot of fire damage currently have better alternatives, do not pick. | 
|  Everlasting Elements | It is a solid talent synergizing well with  Elemental Unity, they are
 generally picked together along with  Earthen Rage to path to  Primordial Wave,
 skipping the weak  Searing Flames, though Searing Flames has the upside
 of only requiring one point to path to Primordial Wave. It is a default pick but
 if you are not using  Shaman Elemental 11.1 Class Set 2pc anymore you may want
 something else for Mythic+. | 
|  Earthshatter | It is an automatic pick for all builds, regardless of whether you pick  Elemental Blast
or  Earth Shock (or  Fusion of Elements which you always pick). | 
|  Thunderstrike Ward | With the new pathing and stronger alternatives, while it remains a reasonable damage increase, there are simply better talents to grab for most builds. | 
|  Echo Chamber | It is an automatic pick for every build, we get a lot of Mastery meaning our spells overload constantly and this is an enormous damage increase. | 
|  Searing Flames | It is a weak talent that is only picked as an alternative to  Everlasting Elements
and  Earthen Rage in order to path to  Primordial Wave with a single point. | 
|  Earthen Rage | It is a decent single-target increase that is a reasonable pick for any build.
It is picked along with  Everlasting Elements to path to  Primordial Wave,
 or not at all. | 
|  Flames of the Cauldron | It is an alternative single-point path to  Primordial Wave for builds that
both use  Elemental Unity and do not want to use  Power of the Maelstrom,
but that is the end of its value. | 
Rows 8-10
| Ability | Description/Effect | 
|---|---|
|  Elemental Equilibrium | Requires using either  Icefury,  Elemental Blast or  Primordial Wave.
Since you will always use at least two of these, it is always a good pick, though
not always optimal for Mythic+. Solid straightforward damage increase that tends to line up with burst periods. | 
|  Eye of the Storm | It is a reasonable filler point for any build but there are currently always stronger alternatives. | 
|  Echo of the Elementals | It is an automatic pick for most builds until you start dropping the Elemental pet
synergy talents, meaning once you remove your  Shaman Elemental 11.1 Class Set 2pc
you will want to drop it for Mythic+ in favor of stronger talents like  Liquid Magma Totem
or  Charged Conduit. | 
|  Lightning Rod | It is an automatic pick for  Stormbringer builds for Mythic+ and AoE-heavy
encounters (NOT for single-target), as it is very powerful
for cleaving, but loses some appeal for  Farseer builds. It is still okay
for those in Mythic+ but there are generally better points for single-target fights. | 
|  Mountains Will Fall | It is an automatic pick, we stack a lot of Mastery and with  Echo Chamber
our overloads do a lot of damage. | 
|  First Ascendant | Can compete with  Preeminence if the encounter timings favor the shorter
cooldown, especially if you have a priest who will cast  Power Infusion on you. | 
|  Preeminence | It is an automatic pick whenever you pick  Ascendance, unless
you have very specific timings or fight durations in mind. | 
|  Erupting Lava | It can be picked to edge out a little bit of extra single-target damage, but it is problematic gameplay-wise. | 
|  Magma Chamber | Has too low effective value to be picked currently, although it is a reasonable filler point. | 
|  Splintered Elements | It is an automatic pick whenever you are picking  Primordial Wave,
so for most builds at the moment. It is a large portion of the power of Primordial Wave. | 
|  Charged Conduit | It is very good for AoE fests is otherwise pretty weak. Good for  Stormbringer
builds in Mythic+ and other heavy AoE circumstances but much harder to justify for  Farseer
builds. | 
|  Echoes of Great Sundering | It is an extremely strong pick whenever regular significant AoE/Cleave will
be in play for all builds. That being said a lot of people have trouble with the
"awkwardness" of not always using  Earthquake and the additional burden of
alternating and keeping track of it. Currently recommended for Mythic+ and heavy AoE
encounters in most circumstances, but you can still do reasonable damage without it.
Note that using it badly is likely to be a DPS loss. | 
|  Deeply Rooted Elements | Remains too strong to ignore and is an automatic pick with all builds, regardless of the target profile. | 
|  Primal Elementalist | It is strong when using  Shaman Elemental 11.1 Class Set 2pc but once you swap
out of this bonus it is not strong enough to be picked over alternatives. Unfortunately, it
makes you unable to use  Earth Elemental at the same time as  Storm Elemental,
which notably prevents the use of its defensive ability. | 
PvP Talents (War Mode)
In the open world, you can 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.
- Earn Conquest Points, which can reward gear every week.
With the benefits of enabling War Mode for leveling and PvE content, it is recommended to enable the feature to maximize your leveling and rewards at maximum level. However, you will make yourself available for open-world PvP, and the possibility to be "ganked" while leveling or doing World Quests exists. If you need advice on how to fight against other players, visit the link below.
Elemental Shaman War Mode Talents
In this section, we will rank the PvP talents best for leveling and doing solo or small-group PvE content. Below is a ranking of Elemental Shaman-specific PvP talents to aid in PvE.
 Totem of Wrath increases the critical effect of spells of allies
within 40 yards by 20% for 15 seconds, 40-second cooldown. Good for solo play
and excellent if you are doing outdoor content with others. Totem of Wrath increases the critical effect of spells of allies
within 40 yards by 20% for 15 seconds, 40-second cooldown. Good for solo play
and excellent if you are doing outdoor content with others.
 Burrow Burrow beneath the ground, becoming un-attackable, removing
movement-impairing effects, and increasing your movement speed by 50% for 5 seconds.
When the effect ends, enemies within 6 yards are knocked into the air and take Physical Damage.
This ability has a 2-minute cooldown. Burrow Burrow beneath the ground, becoming un-attackable, removing
movement-impairing effects, and increasing your movement speed by 50% for 5 seconds.
When the effect ends, enemies within 6 yards are knocked into the air and take Physical Damage.
This ability has a 2-minute cooldown.
 Static Field Totem summons a totem at a target location that creates
a circle of terrain that enemies cannot move through. It is extremely handy,
versatile crowd control with a 1-minute cooldown. Static Field Totem summons a totem at a target location that creates
a circle of terrain that enemies cannot move through. It is extremely handy,
versatile crowd control with a 1-minute cooldown.
 Counterstrike Totem replicates and reflects damage you take for
15 seconds on a 45-second cooldown. This can be really strong when in a high-damage area to deal some chip damage to targets around you and convert your
health pool into additional damage. Counterstrike Totem replicates and reflects damage you take for
15 seconds on a 45-second cooldown. This can be really strong when in a high-damage area to deal some chip damage to targets around you and convert your
health pool into additional damage.
 Shamanism transforms Shamanism transforms Bloodlust/ Bloodlust/ Heroism into a weaker,
shorter duration cooldown that is up every minute. It lasts 10 seconds and, only
increases Haste by 20%, and does not apply Sated/Exhaustion. It is certainly an
okay choice, but I much prefer the stronger, rarer cooldown. Heroism into a weaker,
shorter duration cooldown that is up every minute. It lasts 10 seconds and, only
increases Haste by 20%, and does not apply Sated/Exhaustion. It is certainly an
okay choice, but I much prefer the stronger, rarer cooldown.
 Grounding Totem can be handy in PvE but is mostly strong in PvP-exclusive
activities. Grounding Totem can be handy in PvE but is mostly strong in PvP-exclusive
activities.
 Unleash Shield is a 20-yard range, 30-second cooldown crowd-control
ability, the effect of which depends on the type of elemental shield you are using.
For Elemental, it will mostly be a knockback, which is always nice, but in our
opinion, not really worth picking up for PvE. Unleash Shield is a 20-yard range, 30-second cooldown crowd-control
ability, the effect of which depends on the type of elemental shield you are using.
For Elemental, it will mostly be a knockback, which is always nice, but in our
opinion, not really worth picking up for PvE.
We recommend picking 3 of the above talents, depending on what you value most.
Personally, I recommend choosing  Totem of Wrath,
 Totem of Wrath,  Burrow and
 Burrow and  Static Field Totem
 by default.
 Static Field Totem
 by default.
Changelog
- 05 Oct. 2025: Reviewed for Patch 11.2.5.
- 18 Sep. 2025: Fixed a copypaste error in talents that showed raid build with tier still using Primal Elementalist over Liquid Magma totem and the Ancient Fellowship hero talent instead of Latent Wisdom.
- 02 Sep. 2025: Updated recommendations to assume new tier set.
- 15 Aug. 2025: Updated recommendation on Farseer M+ build.
- 10 Aug. 2025: Fixed Farseer M+ build not using Earth Shock.
- 05 Aug. 2025: Fixed a typo on the Raid talent reccommendation: you drop Primal Elementalist for Liquid Magma Totem with the new 4-piece, not 2-piece.
- 04 Aug. 2025: Updated and reviewed for Patch 11.2.
- 08 Jul. 2025: Repaired the Farseer Raid build which had a broken tree.
- 15 Jun. 2025: Updated for Patch 11.1.7.
- 21 Apr. 2025: Updated for Patch 11.1.5.
- 29 Mar. 2025: Re-added Elemental Blast talent choice line that was munched by mistake for the Stormbringer build. Added a Liquid Magma Totem option for Farseer builds. Added a mention of Stix Bunkjunker as a boss where Stormbringer can be used.
- 07 Mar. 2025: Rephrased commentary on the possibility of using Erupting Lava.
- 01 Mar. 2025: More precision regarding mandatory/optional talent. Added Echoes of Great Sundering to M+ Farseer build.
- 24 Feb. 2025: Updated for Patch 11.1.
- 15 Dec. 2024: Added "Recommended" tags.
- 26 Nov. 2024: Updated for November 26th Farseer buffs, Farseer is now recommended for single-target encounters.
- 31 Oct. 2024: Re-added a dedicated Delve build. Adjusted Farseer build. Added a dedicated pure single-target build.
- 26 Oct. 2024: Adjusted some wording on flexible talents section.
- 25 Oct. 2024: Adjusted Farseer build to Erupting Lava variant, added "Smooth Brain" easy Mythic+ build.
- 23 Oct. 2024: Small talent adjustments. Replaced Eye of the Storm by Swelling Maelstrom in Universal build. Added alternative build not using Primordial Wave.
- 22 Oct. 2024: Updated for Patch 11.0.5.
- 09 Sep. 2024: Added a Farseer Lightning M+ build, reordered talent builds and adjusted recommendations, removed mentions of Hybrid builds.
- 30 Aug. 2024: Fixed Lightning ST hero talents using Routine Communication instead of Heed my Call.
- 28 Aug. 2024: Adjusted Delve and AoE/M+ build, added explanation on Elemental Equilibrium versus Magma Chamber.
- 25 Aug. 2024: Added a dedicated Delve build.
- 21 Aug. 2024: Updated talent builds, added a redirect to pages giving information on Hero Talents.
- 14 Aug. 2024: Added Single-Target Lightning talents.
- 12 Aug. 2024: Updated for Patch 11.0.2, added a Hybrid Mythic+ build.
- 23 Jul. 2024: Fixed some talent tree bugs, fixed information on a couple talents.
- 23 Jul. 2024: Updated for The War Within pre-patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Reviewed for Dragonflight Season 4.
- 17 Mar. 2024: Reviewed for Patch 10.2.6.
- 15 Jan. 2024: Reviewed for Patch 10.2.5.
- 06 Nov. 2023: Updated with 10.2 builds, emphasizing T31 recommended builds.
- 04 Sep. 2023: Updated the page with new templates.
- 10 Jul. 2023: Updated wording on Brimming With Life's recommendation.
- 06 May 2023: Removed an outdated sentence, added a specific recommendation for Wildfire use and advice regarding whether you want to pick Elemental Blast or not.
- 01 May 2023: Removed the Swelling Waves, Control of Lava and Spectral Recovery PvP talents, added the Volcanic Surge and Burrow PvP talents. Updated the default talent recommendations with T30. Updated commentary on talents and reordered them to align with the reworked class talent tree.
- 20 Mar. 2023: Updated for Patch 10.0.7 changes. .
- 24 Jan. 2023: Updated commentary on Mana Spring (Totem).
- 13 Dec. 2022: Updated Electrified Shocks blurb.
- 11 Dec. 2022: Adjusted recommended fire build for dungeons for more AoE burst.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 18 Nov. 2022: Updated a few things, removed unnecessary export strings, removed a fire build embedded calculator to lessen clutter.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
More Shaman Guides
Guides from Other Classes
This guide has been written by Stormy, Elemental main since Wrath of the Lich King and member of the Storm, Earth and Lava Elemental theorycrafting team.
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