Enhancement Shaman DPS Spell Summary — Shadowlands 9.0.5
On this page, we present you with all spells and procs that you need to understand as an Enhancement Shaman in World of Warcraft — Shadowlands 9.0.5.
If you were looking for WoW Classic content, please refer to our Classic Enhancement Shaman DPS spells.
Enhancement Shaman Spell Summary
If you are new to Enhancement, 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. This is especially useful for any returning players who are interested in the new Shadowlands system, but if you already have experience with the new design, we recommend moving on to the more advanced pages.
Enhancement Shaman's Main Resource
Unlike most conventional specs, in Shadowlands, Enhancement no longer
operates on a primary resource. Instead, your damage is dictated by your
individual ability cooldowns listed below, your Maelstrom Weapon
procs and your
Stormbringer resets. You also have Mana that
fuels your utility and healing tools, such as
Healing Surge, but
is not an important part of your damage toolkit.
Having access to some quick Macros and Addons that can make gameplay smoother is always helpful, and you can find some on our dedicated page below:
Unlocking Abilities
This page simply lists all the different abilities, assuming you are at max level. If you are leveling a new character, check out our dedicated Shaman Leveling page, which has detailed information on when you unlock all of these abilities.
Enhancement Shaman's Basic Abilities
These abilities are available no matter what talents you chose, and form the core of the specialization.
Stormstrike is Enhancement's main strike, with a base 7.5-second
cooldown (reduced by Haste) and deals heavy Physical damage with both
weapons. It triggers your on-hit effects (such as your
Flametongue Weapon and
Windfury Weapon imbues) and can
trigger your
Stormbringer and
Maelstrom Weapon effects.
The cooldown can be reduced by Haste, and is used on cooldown as often
as possible.
Lava Lash is your secondary strike, with a 12-second cooldown
(reduced by Haste) dealing light Fire damage with your off-hand. Damage
is increased by 100% if you have
Flametongue Weapon imbued.
This can trigger your
Stormbringer and
Maelstrom Weapon
effects. It is used as a filler when stronger abilities are not available.
Crash Lightning is your AoE strike, dealing low Nature
damage in a 120-degree cone in front of you, with a 9-second cooldown
(reduced by Haste). If it hits 2 or more targets, it empowers you for
10 seconds causing your
Stormstrike and
Lava Lash
to splash additional Nature damage to targets in the same cone when
cast. The active damage can trigger
Stormbringer,
Windfury Weapon, and
Maelstrom Weapon. It also increases
the damage of your next
Stormstrike cast by 5% per target
hit. This is used on cooldown as a filler at all times, or on
cooldown at 2 targets to maintain the buff.
Frost Shock deals low Frost damage to your target, and
slows them by 50% for 6 seconds on a 6-second cooldown (reduced
by Haste), with a 40-yard range. This shares a cooldown with
Flame Shock, and is kept on cooldown whenever you have Flame
Shock active on your target.
Flame Shock deals low Fire damage and moderate Fire damage
over the next 18 seconds on a 6-second cooldown (reduced by Haste),
with a 40-yard range. This shares a cooldown with
Frost Shock,
and the debuff should be maintained in single-target at all times.
Lightning Bolt deals high Nature damage to your target with
a 40-yard range. This has a 2-second cast, but can be made instant if
you consume 5
Maelstrom Weapon stacks that also empower its
damage. This should be used as a finisher tool to make use of the
stacks in single-target situations.
Chain Lightning deals high Nature damage to your target with
a 40-yard range, and jumping to two additional nearby enemies. This
has a 2-second cast, but can be made instant if you consume 5
Maelstrom Weapon stacks that also empower its damage. This
should be used as a finisher tool to make use of the
stacks in AoE situations. This also increases the direct damage of
your next
Crash Lightning cast by 20% per target hit when
cast.
For more information on how to use these abilities together in your rotation, please read our rotation page.
Important Procs for Enhancement Shaman
Stormbringer has a base 5% proc chance (increased by
Mastery) that can trigger from any special attacks. When this
activates, it resets the cooldown of
Stormstrike and increases
the damage of your next Stormstrike by 25%. Special attacks that
trigger this effect are:
Stormstrike,
Lava Lash,
Crash Lightning,
Windfury Weapon, and
Ice Strike.
Maelstrom Weapon forms the core of Enhancement's rotation
flow. This has a 20% chance to trigger from any melee hit, reducing
the cast time and increasing the damage by 20% per stack of the
following spells:
This can be stacked up to 10, but will only ever consume 5. That means you use this as a high damage cast, ideally when you cannot press anything else, or are about to cap stacks. You can also use it for emergency off-healing if needed, but has a high opportunity cost to do so.
Windfury Weapon is an imbue you can place on your main-hand
weapon, granting a 25% chance for each main-hand hit to strike two
additional times for low damage and triggering any on-hit effects.
This can proc
Stormbringer,
Maelstrom Weapon,
and
Flametongue Weapon when it triggers and should always
be used.
Flametongue Weapon is an imbue you can place on your
off-hand weapon, causing all hits to deal additional Fire damage.
This also increases the damage of your
Lava Lash when
applied, and should always be active.
DPS Cooldowns for Enhancement Shaman
Feral Spirit summons two wolves to fight with you for 15
seconds on a 2-minute cooldown. When this is cast, you instantly generate
one stack of
Maelstrom Weapon, and an additional 5 over the
duration. These wolves are immune to crowd control and movement
impairing effects, but deal low damage, so are mostly used for the
burst of Maelstrom Weapon stacks they generate.
Bloodlust and
Heroism increase Haste by 30% for 40
seconds for all party and raid members within 100 yards. This ability debuffs
everyone with a debuff that prevents the possibility of benefiting from
Time Warp,
Primal Rage,
Heroism, and
Bloodlust for the next 10 minutes.
Movement Tools for Enhancement Shaman
Spirit Walk grants 60% movement speed for 8 seconds on a 1-minute
cooldown, and removing all movement impairing effects when cast, but you
are still vulnerable to them after this.
Ghost Wolf is a toggled shapeshift that transforms you into a
wolf with 30% additional movement speed and preventing you from being slowed
below 100%. While in this form you cannot cast abilities, so you should
only use this when movement is more important than damage, or when forced
out of range.
Additional Utility for Enhancement Shaman
Windfury Totem places a totem nearby that grants all nearby
party (note, not raid) members a 10% chance to swing a second
time with their auto-attacks. These attacks are treated as regular swings,
can proc any on-hit effects, but has a 0.5-second internal cooldown so
cannot trigger itself. This totem lasts for 2 minutes, a 30-yard range,
and has a half Global Cooldown at the cost of 12% Mana.
Astral Shift is Enhancement's only baseline defensive tool,
providing 40% damage reduction for 8 seconds with a 1.5-minute cooldown.
This provides a moderate cooldown tool to survive high damage situations.
Reincarnation allows you to resurrect yourself with 40% of your
maximum Health and Mana when you die, with a 30-minute cooldown. This ignores
the Battle Resurrection limit and can be very useful if caught off guard by a
lethal mechanic. Due to the long cooldown, it tends to only be used in
emergency situations.
Lightning Shield is a self-buff with a 30-minute duration,
causing you to deal Nature damage to enemies that strike you in
melee and has a 50% chance to generate a stack of
Maelstrom Weapon
when this triggers. This is exclusive to
Earth Shield, and
should be maintained at all times in solo content, due to the additional
resource generation it provides.
Healing Stream Totem costs 9% of your Mana and plants
a totem for 15-seconds that heals a nearby ally every 2 seconds. This
has a 30-second cooldown, and a 40-yard pulse range. Due to being a totem, it
only has a half Global Cooldown, and can be slotted in during any downtime
to support your group for cheap off healing.
Healing Surge heals your current target for a moderate
amount at the cost of 24% of your Mana. This has a 40-yard range and no
cooldown. The healing is increased by your
Maelstrom Weapon
stacks, and cast time can be made instant with 5.
Chain Heal heals your current target for a moderate amount
and jumps to two nearby allies at a 30% reduced rate per jump, at the
cost of 30% of your Mana. This has 40-yard range and no cooldown.
The healing is increased by your
Maelstrom Weapon stacks,
and cast time can be made instant with 5.
Capacitor Totem places a totem up to 40 yards away that will
detonate after 2 seconds, stunning any targets within 8 yards for 3 seconds,
with a 1-minute cooldown.
Hex is a long duration crowd control Curse effect, silencing
and incapacitating your target, but can break when damage is taken. This has a
1.7-second cast, a 30-second cooldown, and a 1-minute duration. It can also only
target Humanoids and Beasts.
Wind Shear is your interrupt tool, with a 12-second cooldown and
a 30-yard range, locking out the target school for 3 seconds. This has the
advantage of having the longest range of any melee interrupt, giving Enhancement
more flexibility.
Cleanse Spirit removes all Curse effects from the targeted ally
within 40-yards on an 8-second cooldown at the cost of 6.5% Mana.
Purge removes one beneficial effect from your current target at
the cost of 10% Mana, with a 30-yard range and no cooldown.
Earthbind Totem places a totem up to 40 yards away that will slow
the movement speed of enemies within 10 yards of it by 50% for 5 seconds, which
will refresh while they remain in range. This lasts for 20 seconds and has a
30-second cooldown.
Earth Elemental summons an Elemental guardian for 1 minute, on a
5-minute cooldown. This will deal very light damage, but will attempt to taunt
enemies around you (unless it is currently targeting a Tank specialization
player), protecting you from attacks by taking them itself.
Tremor Totem places a totem at your feet for 10 seconds that will
remove Charm, Fear and Sleep effects on you and fellow raid members within 30
yards every second. This has a 1-minute cooldown.
Water Walking allows the target ally to walk on water for 10 minutes
when cast on them with a 30-yard range. Any damage taken will remove this
effect.
Talented Abilities for Enhancement Shaman
The abilities listed below are all active tools gained from talents specifically and will be ordered based on their position in the tree. For detailed information on each of these choices, please refer to our talent page.
Level 15
Elemental Blast has a 2-second cast time, 12-second cooldown
and 40-yard range. This deals heavy Elemental damage to your target, and
grants 3% Critical Strike or Haste, or 6% Mastery.
Maelstrom Weapon
interacts with this, reducing its cast time and increasing the damage
dealt.
Level 25
Ice Strike has a 15-second cooldown (reduced by Haste).
Deals moderate Frost damage and slows your target for 6 seconds,
and resets the cooldown of your
Frost Shock/
Flame Shock
when cast.
Level 30
Earth Shield applies a shield to your target for 10 minutes,
increasing the healing you do to them by 10% with 9 charges. Whenever the
target takes damage, a charge is consumed and they are healed a small
amount with a small internal cooldown. This is exclusive with
Lightning Shield if cast on yourself.
Level 35
Fire Nova has a 15-second cooldown (reduced by Haste). Causes
all of your active
Flame Shock debuffs to erupt around them,
dealing light Fire damage to 6 targets within 8 yards when cast.
Level 40
Feral Lunge has a 30-second cooldown, 8-25-yard range.
Causes you to leap to your target and deal a small amount of Physical
damage when you arrive, on a 0.5-second Global Cooldown.
Wind Rush Totem places a totem within 40-yards that lasts
for 15 seconds, providing an aura around it that increases the
movement speed of allies within 10 yards by 60% for 5 seconds. This
constantly refreshes when within the aura, and has a 2-minute
cooldown.
Level 45
Stormkeeper has a 1-minute cooldown and
1.5-second cast time. It causes your next two
Chain Lightning
casts to deal 300% increased damage and be instant. This can be
made instant with
Maelstrom Weapon stacks.
Sundering has a 40-second cooldown and deals heavy
Flamestrike (Fire/Physical) damage to targets in a short line in
front of you, incapacitating any target hit for 2 seconds.
Level 50
Earthen Spike has a 20-second cooldown and 10-yard
range. Deals moderate Physical damage to your target and leaves
a 10 second debuff, increasing all Physical and Nature damage
they take from you by 20%.
Ascendance has a 3-minute cooldown. Deals
massive Nature damage in an AoE around you, and transforms you for
15 seconds. When in this form, your
Stormstrike becomes
Windstrike (with a 66% reduced cooldown), and your
auto-attacks become
Windlash. These are counted as
specials to trigger some procs, and both have a 30-yard range.
Covenant Abilities for Enhancement Shaman
Kyrian: Vesper Totem summons a totem on a
1-minute cooldown at your targeted location with 3 damage charges
and 3 healing charges. Each time you cast a spell of that type,
a charge is expended to pulse for damage or healing, and lasts
for 30 seconds. The cooldown begins when the totem is placed,
and can be moved to a different location off the Global Cooldown.
Necrolord: Primordial Wave is a 45-second
cooldown ability that deals shadow damage to your target, applies
Flame Shock and gives a 15-second buff. This buff causes
your next
Lightning Bolt cast to echo its cast on all targets affected by your
Flame Shock effect for 150% of its base damage, including your current target
if applicable.
Night Fae: Fae Transfusion is a 3-second channel
with a 2-minute cooldown. This deals damage to all targets in an
area split evenly, and stores 60% of the damage done. It can be
re-activated within 20 seconds to heal nearby allies for 60% of
the damage dealt.
Venthyr: Chain Harvest is a 1.5-minute cooldown
with a 2.5-second cast time that deals damage to up to 5 targets, and
also heals up to 5 allies at the same time.
Maelstrom Weapon
both reduces the cast time and increases the damage and healing if
consumed.
Shadowlands Levelling Passives for Enhancement Shaman
- Level 52:
Chain Lightning now also reduces the cooldown of
Crash Lightning by 1 second per target hit.
- Level 54:
Astral Shift lasts for 4 additional seconds.
- Level 56:
Hex cooldown is reduced by 10 seconds.
- Level 58:
Windfury Totem has an additional 10% chance to trigger an extra attack for allies affected.
Changelog
- 09 Mar. 2021: Page reviewed for Patch 9.0.5 with new changes added.
- 24 Nov. 2020: Page updated for Shadowlands launch.
- 13 Oct. 2020: Page updated for the Shadowlands 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 also follow him on Twitter.
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