Elemental Shaman Spell Summary
If you are new to Elemental, it is recommended you read this before
proceeding! In this section we will discuss what abilities you have, what
they are used for within the specialization, and how they interact with
important cooldowns. If you have played this spec before or have already
achieved a level of comfort playing this spec in a practical environment,
it is recommended you skip this section and move on to the rest of the
Main Resource for Elemental Shaman
Maelstrom is the primary resource of Elemental Shamans. Maelstrom is
essentially a clone of the Rage resource Warriors use. It is generated by
casting spells and using specific abilities, while other abilities covert
Maelstrom into powerful damage. Maelstrom is generated and consumed fairly
slowly for Elemental, which makes the rotational priority very easy to
predict and contributes to a fluid state of play.
Note that this page simply lists all the different abilities, assuming
you are at max level. If you are leveling, check out our dedicated Shaman
Leveling page, which has detailed information on when you unlock all of these
Baseline abilities for Elemental Shaman
These abilities are available no matter what talents you chose, and form the
bread and butter of this specialization.
| Lightning Bolt
||Your main filler. It deals decent damage
and generates 8 Maelstrom. Can become quite strong with a Lightning-focused build.
| Flame Shock
||A damage-over-time spell you should keep
applied to your primary target at all times. It deals weak damage-over-time but
has an important interaction with your Lava Burst: it
guarantees that all Lava Burst casts will be critical hits. Flame Shock has no
Maelstrom cost but has a 6-second cooldown.
| Healing Surge
||Heals for a significant amount with a fast cast
time. It costs 25% of your Mana pool. Do not hesitate to use it on yourself or
others. Particularly useful for solo content, especially with the
Swelling Waves War Mode talent.
| Bloodlust/ Heroism
||Formerly the signature Shaman cooldown, increasing the haste
of all your party and raid members by 30% for 40 seconds,
with a 5-minute cooldown. Presently available to Mage, Hunter, and now
Evoker as well.
||A passive ability allowing you to raise from the
dead with 40% of your Health and Mana. This has a 30-minute cooldown which does
not reset on wipe. This is a unique and incredibly powerful ability when it is available.
| Earthbind Totem
||Projects a totem that slows everything around it by 50%
for 20 seconds. Very useful especially if you kite around the totem.
| Lightning Shield
||A maintenance buff that needs to be refreshed every 30 minutes for
fights where there is a risk of getting hit in melee. When hit, you generate 5
Maelstrom and deal minor damage. It only stacks with Earth Shield if
you have the Elemental Orbit class talent, so keep that in mind for
solo play in particular.
| Flametongue Weapon
||Technically part of our arsenal, but only actually used if you are also
using the Improved Flametongue Weapon talent.
| Primal Strike
||You will never use this. Take it off your bars.
| Ghost Wolf
||Transforms you into a wolf, preventing you from casting
but increasing your movement speed by 30% as long as you stay in this form.
In addition, your movement speed cannot go below 100% while in this form.
| Ancestral Spirit
||Allows you to resurrect allies after a very long
cast. It is not usable in combat.
| Astral Recall
||Is essentially a second Hearthstone charge, with a 10-minute cooldown.
It is still linked to your Hearthstone, and you can only use this to teleport back
to the location you picked with your Hearthstone.
| Far Sight
||Is one of the least useful spells in the game, it allows you
to see at a distance. You can safely remove this from your bars.
| Water Walking
||Allows you or whoever you target to walk on water as
long as no damage is taken.
Active Class Tree Abilities for Elemental Shaman
| Chain Heal
||Is the only multi-target heal Elemental Shamans can get,
it heals one target for a moderate amount then jumps on up to 3 nearby allies,
the healing amount decreasing by 30% each jump.
| Lava Burst
||Is one of your main damage spells, technically dealing less
damage than Lightning Bolt, however when used on an enemy afflicted by
Flame Shock, it always critically strikes. Because we always take
Elemental Fury this makes Lava Burst powerful.
| Astral Shift
||Is a 1.5-minute cooldown reducing your damage taken by
40% for 12 seconds. It is your main defensive cooldown and you should use it often.
| Chain Lightning
||Is your main Maelstrom generating nuke for AoE/Cleave. It deals decent
damage and generates 4 Maelstrom per target hit. It can chain to up to 5 targets.
| Earth Elemental
||Is a summon that is primarily used to help
with tanking for 1 minute. It can taunt and take quite a bit of punishment
before dying and also deals decent damage. Your maximum Health is increased by
15% while it is active. It has a 5 minutes cooldown.
| Wind Shear
||Is your "kick". It is fairly unique in that its 30 yards
range and 12-second cooldown are shorter than most other ranged characters.
This makes Wind Shear one of the best interrupts in the game, and you should use
it a lot.
| Frost Shock
||Is your filler spell during movement. It also slows the
target by 50% for 6 seconds. It deals a moderate amount of damage but does not
generate Maelstrom unless empowered by Icefury. You should only use
this for movement, when you need the slow, or if you really need extra damage
| Earth Shield
||Places a shield that heals its target for a small amount whenever they
take damage. This heal can only occur once every few seconds, and has 9 charges.
Your healing is increased by 20% on whoever has this spell active.
| Capacitor Totem
||Is your only way to "stun" targets. You cast it at a
target location and, after 2 seconds, it will stun enemies within 8 yards for 3
seconds. This ability has a 1-minute cooldown, which can be reduced by using the
Static Charge talent.
| Cleanse Spirit
||Removes all curses from a friendly target within 40 yards,
with an 8 seconds cooldown.
| Spiritwalker's Grace
||Allows you to cast while moving for 15 seconds, on a 1.5 minute base cooldown
(usually reduced to 1 minute by Graceful Spirit). It also increases your
movement speed by 20%. 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.
| Tremor Totem
||Summons a totem removing all Fear, Charm and Sleep
effects on party and raid members within 30 yards every few seconds for 10 seconds.
||Removes 1 beneficial magic effect from an enemy target.
| Greater Purge
||Removes 2 beneficial magic effects from an enemy target.
It has twice the mana cost of Purge and a 12 seconds cooldown. Currently
does not seem to have a useful niche.
| Wind Rush Totem
||Summons a totem for 15 seconds that increases the
speed of allies within 10 yards by 60% for 5 seconds. The speed buff is
continually refreshed, as long as they are within range.
| Earthgrab Totem
||Summons a totem at a target location for 20 seconds
with a one minute cooldown. Every 2 seconds, all enemies within 8 yards of
the totem are rooted in place for 2 seconds. Enemies previously rooted by the
totem instead suffer a 50% movement speed slow.
||Is the Shaman equivalent of Polymorph. This spell
transforms 1 enemy into a frog for 60 seconds, preventing it from attacking or
casting spells as long as you do not attack it. It only works on humanoids and
| Healing Stream Totem
||Does minor healing within 40 yards over 15 seconds.
It can be useful between fights or when moving.
| Totemic Projection
||Is a 10-second cooldown ability that allows you
to move all your active totems to a location within 40 yards.
| Spirit Walk
||Removes all movement impairing effects and increases your
movement speed by 60% for 8 seconds, on a 1 minute cooldown.
| Gust of Wind
||Hurls you forward (similar to hunter Disengage but
forward) on a 30-second cooldown.
| Nature's Swiftness
||Is a one minute cooldown ability that makes your next
healing or damaging Nature spell instant and cost no mana.
||Does very little damage but knocks away enemies
around you and slows them by 40% for 5 seconds. Quite useful, especially when
you use it to displace an enemy in a specific direction.
| Lightning Lasso
||Is a channeled ability that stuns a target within 20
yards and deals considerable damage over 5 seconds. You can move while channeling
it and it has a 45 seconds cooldown.
| Poison Cleansing Totem
||Removes ALL poison effects from a nearby party
or raid member within 30 yards every 1.5 seconds for 6 seconds, on a 45 seconds
| Totemic Recall
||Resets the cooldown of your most recently used totem that
has a base cooldown shorter than 3 minutes.
| Ancestral Guidance
||Converts 25% of your damage and healing done into healing
on up to 3 nearby party and/or raid members. Lasts 10 seconds, with a 2-minute
| Stoneskin Totem
||Summons a totem that grants 10% physical damage reduction
to you and the 4 nearest allies within 30 yards for 15 seconds, on a 30 seconds
| Tranquil Air Totem
||Summons a totem that prevents cast pushback and reduces
the duration of all incoming interrupt effects by 50% for you and the 4 nearest allies
within 30 yards for 20 seconds, on a 1 minute cooldown.
Passive Class Tree Abilities for Elemental Shaman
| Planes Traveler
||Reduces the cooldown of Astral Shift by 30 seconds.
| Astral Bulwark
||Makes Astral Shift reduces your damage taken by
an additional 20%.
| Spirit Wolf
||Increases your movement speed and damage reduction by 5% every
second you stay in Ghost Wolf form, up to 4 times.
| Thunderous Paws
||Increases the movespeed of Ghost Wolf form by
an additional 25% for the first 3 seconds and removes any snare effects on you.
This effect can only occur every 20 seconds.
| Maelstrom Weapon
||Gives you a chance to gain a stack of Maelstrom Weapon
whenever you deal damage with a melee weapon, stacking up to 5 times. Each stack
reduces the cast time of your next damage or healing spell by 20%. A maximum of 5
stacks of Maelstrom Weapon can be consumed at a time. Forces you to be in melee,
which is extremely unpractical.
| Fire and Ice
||Increases all Fire and frost damage you deal by 3%.
| Ancestral Wolf Affinity
||Makes Cleanse Spirit, Wind Shear,
Purge and totem casts no longer cancel Ghost Wolf.
| Elemental Orbit
||Increases the number of Elemental Shields you can have
active on yourself by 1 and allows you to have Earth Shield cast on yourself
and one ally at the same time.
| Ancestral Defense
||Increases your Leech and Avoidance by 2%.
| Static Charge
||Reduces the cooldown of Capacitor Totem by 5 seconds
for each enemy it stuns, up to a maximum reduction of 20 seconds.
| Guardian's Cudgel
||Spawns a secondary Capacitor Totem when it fades
or is destroyed.
||Increases the attack speed of your next 3 melee swings by 15%
after dealing a critical strike with a spell or ability.
| Graceful Spirit
||Reduces the cooldown of Spiritwalker's Grace by
30 seconds and increases your movement speed by 20% while it is active.
| Spiritwalker's Aegis
||Enhances your Spiritwalker's Grace by making
you immune to Silence and interrupt effects for 5 seconds when you cast it.
| Nature's Fury
||Increases the critical strike chance of your Nature spells
by 2% per point (2 points maximum).
| Totemic Surge
||Reduces the cooldown of your totems by 3 seconds per point
(2 points maximum).
| Elemental Warding
||Reduces all magic damage taken by 2% per point (2
| Nature's Guardian
||Heals you for 10% of your maximum health per point
whenever your health is brought below 35% (2 points maximum). This effect has a
45 seconds cooldown
| Voodoo Mastery
||Reduces the cooldown of your Hex spell by 15 seconds.
||Slows the target of your Hex spell by 70% during the spell and for
6 seconds after the spell ends.
| Winds of Al'Akir
||Increases the movement speed bonus of Ghost Wolf
by 5% per point. Additionally, when you have 3 or more totems active, your movement speed
is increased by 7% for one point, 15% for two points (2 points maximum).
| Brimming with Life
||Increases your maximum Health by 8% when Reincarnation
is off cooldown. Additionally, while you are at full health, Reincarnation cools down
Active Elemental Tree Abilities
| Earth Shock
||is your Maelstrom consuming nuke. It deals
powerful instant damage, has no cast time and costs 60 Maelstrom.
||Is your main Maelstrom consuming nuke for AoE/Cleave.
It deals good damage over 6 seconds in the targeted area, and has a 5% chance to
knock down enemies within every time it deals damage.
| Fire Elemental
||Is a 2.5-minute cooldown that summons a powerful Fire
Elemental for 30 seconds. You do not have control over it, but it deals significant
damage and you usually want to pair it with Bloodlust/ Heroism/ Time Warp.
It increases the damage of Flame Shocks by 33% and the duration of new Flame Shock
casts by 100%.
| Storm Elemental
||Is a 2.5-minute cooldown that summons a powerful Storm
elemental for 30 seconds. You do not have control over bit, but it deals significant
damage and reduces the cast time of and the GCD incurred by your Lightning Bolt and
Chain Lightning by 3% each time you cast either spell, up to
||Hurls frigid ice at the target, dealing significant damage and
causing your next 4 Frost Shock to deal 225% increased damage and generate
14 Maelstrom. It generates 25 Maelstrom, has a 2-second cast time, and a 30-second cooldown.
||Has a 1.5-second cast time and causes your next 2
Lightning Bolts to do 150% more damage and also causes your next to Lightning
Bolts OR Chain Lightnings to be instant cast and trigger an additional
Elemental Overload on every target hit.
| Elemental Blast
||Is a 2-second cast that costs 75 Maelstrom and replaces
Earth Shock. It deals massive damage and increases either your Critical
Strike or Haste by 6%, or your Mastery by 11% for 10 seconds. It has no cooldown
and deals "Elemental" damage meaning it counts as Nature, Fire and Frost damage.
| Primordial Wave
||Deals some damage and applies Flame Shock to an
enemy, or heals an ally for the same amount. Additionally, it causes your next
Lava Burst to also hit all targets affected by your Flame Shocks for 80%
of normal damage. It has a 45 seconds cooldown.
||Transforms you for 15 seconds, removing the
cooldown from Lava Burst and transforming Chain Lightning
into Lava Beam. The damage of Lava Burst is further
increased by your Critical Strike chance while Ascendance is active. When you
initially transform, a Lava Burst is immediately cast at all enemies affected by
your Flame Shock and it refreshes their durations to 18 seconds.
Ascendance has a 3-minute cooldown.
| Liquid Magma Totem
||Summons a totem at the target location for 15
seconds that deals minor damage to 3 nearby enemy targets, applying Flame Shock,
then deals damage to a random nearby target every second for 6 seconds, dealing
Fire damage to all enemies within 8 yards of the target. It has a 1-minute cooldown.
Passive Elemental Tree Abilities
| Deeply Rooted Elements
||Gives Lava Burst casts a 7% chance to
activate Ascendance for 6 seconds.
| Primal Elementalist
||Increases the damage of your Earth, Fire and Storm
Elementals by 80%, gives them additional abilities and gives you direct control over them.
| Echoes of Great Sundering
||Makes your Earth Shocks increase the damage
of your next Earthquake by 60% per point and makes your Elemental Blasts
increased the damage of your next Earthquake by 70% per point (2 points maximum).
| Elemental Equilibrium
||Makes it so doing direct Fire, Frost and Nature damage
within 10 seconds will increase all damage dealt by 8% for one point, 15% for two points
for 10 seconds, with a 30 seconds internal cooldown (2 points maximum). Note that
due to Elemental Blast's nature, it counts as all 3 damage types at once,
and so can immediately proc Elemental Equilibrium.
| Rolling Magma
||Makes Lava Burst and its overloads' damage reduce
the cooldown of your Primordial Wave by 0.5 seconds for one point, 1 for
two points (2 points maximum).
| Echo Chamber
||Increases the damage of your Elemental Overloads by 8% for
one point and 15% for two points (2 points maximum).
| Oath of the Far Seer
||Reduces the cooldown of Ascendance by 30
seconds per point and you gain 8% for one point or 15% for two points additional
Haste while Ascendance is active (2 points maximum).
| Magma Chamber
||Makes Flame Shock damage increase the damage of
your next Earth Shock, Elemental Blast or Earthquake by
1.5% for one point or 3% for two points, stacking up to 20 times (2 points maximum).
| Searing Flames
||Gives Flame Shock damage a 100% chance to generate
1 Maelstrom per point (2 points maximum).
| Lightning Rod
||Causes Earth Shock, Elemental Blast, and
Earthquake to designate a target as a Lightning Rod for 8 seconds. Lightning
Rods take 20% of all damage you deal with Lightning Bolt or Chain Lightning.
| Primordial Surge
||Causes Primordial Wave casts to trigger a
Lava Surge immediately and then every 3 seconds for 12 seconds. These
Lava Surges also increase the damage of your next Lava Bursts by 25%.
| Splintered Elements
||Makes each additional Lava Burst generated
by Primordial Wave increase your Haste by 10% for 12 seconds.
| Mountains Will Fall
||Allows your Earth Shock, Elemental Blast
and Earthquake to trigger your Mastery: Elemental Overload at 50% effectiveness.
Overloaded Earthquakes do not knock enemies down.
| Further Beyond
||Extends your active Ascendance by 2.5 seconds
every time you cast Earth Shock or Earthquake and by 3.5 seconds
when you cast Elemental Blast.
| Windspeaker's Lava Resurgence
||Grants you Lava Surge and increases
the damage of your next Lava Burst by 10% whenever you cast Earth Shock,
Elemental Blast or Earthquake.
| Skybreaker's Fiery Demise
||Increases the critical strike chance of Flame Shock
by 50% and its damage-over-time critical strikes reduce the cooldown of your Fire
or Storm Elemental by 1 second.
For a more in-depth look at all the Elemental Shaman talents, visit the link below.
For more information on how to use these abilities together in your
rotation, please read our rotation page.
Once you reach max level, it can be somewhat overwhelming to completely
change the way you play by suddenly implementing a large number of addons in a
short space of time, especially if they have a heavy visual impact on your UI.
We recommend using some of the more basic addons recommended on our Addons Page
below while leveling, so that you have more time to get used to them during the
easier phases of playing your class. You will want at least some of our Macros
- 20 Mar. 2023: Updated many talents descriptions for the Patch 10.0.7 changes.
- 24 Jan. 2023: Updated Mana Spring and Totemic Surge descriptions for Patch 10.0.5.
- 11 Dec. 2022: Reviewed for Dragonflight Season 1.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.