Feral Druid DPS Rotation, Cooldowns, and Abilities — Midnight Pre-Patch (12.0)
On this page, you will learn how to optimize the rotation of your Feral Druid 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 — Midnight Pre-Patch (12.0).
If you were looking for Mists of Pandaria Classic content, please refer to our Mists of Pandaria Classic Feral Druid rotation.
Feral Druid Rotation
Welcome to our Rotation page for Feral Druids! On this page, you will find everything you need to know about actually playing the spec in Raiding and Mythic+ scenarios.
Due to Feral having two distinct Hero Talents with different strengths, below are some quick-start recommendations on the state of each in the Midnight Pre-patch.
-
Druid of the Claw - is generally the best option in
all situations. It benefits more from talent updates, is more flexible
between content types, and doesn't suffer as much from point restrictions
in the Pre-patch.
-
Wildstalker - can deal high single-target, but key effects
missing alongside weaker DoT tuning impacts it negatively. On top of that,
Hero Tree point restrictions in the Pre-patch require more sacrifice.
Feral Druid Rotations in Pre-Patch
In the sections below, you can find rotation recommendations for Feral 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
Feral Druid Rotation
| Hero Talents | |
|---|---|
Druid of the Claw
|
Wildstalker
|
| Talent Selections | ||
|---|---|---|
| |
|
|
| |
|
|
Feral Druid Single Target Rotation
Feral Druid in single-target focus heavily on its resource economy, building Combo Points by spending Energy, then consuming them on powerful Finishing moves. This resource management is at the core of every build, paired with active Bleed maintenance throughout.
Cast
Tiger's Fury on cooldown - Click for Details- Aim to use alongside 5 Combo Points, or when 50 Energy below your cap.
- Cast
Berserk on cooldown. Sync with
Tiger's Fury. Cast
Rip with 5 Combo Points if it's not active, or in Pandemic
range - Click for Rip Rules- Aim to only apply/refresh this with
Tiger's Fury active when possible.
- Aim to only apply/refresh this with
- Cast
Shred with
Sudden Ambush active. - Cast
Rake if it's not active on your target, or within Pandemic range. - Cast
Shred to build Combo Points.
Feral requires you to manage your Energy and Combo Points efficiently. While a
little Enegy waste isn't too bad, you should never be wasting any
Combo Points. In particular you need to watch out for bursts of generation with
Panther's Guile that add a mix-up into your spend goals. After that, you
need to make sure you maintain your Bleeds in
Rake and
Rip,
ideally buffing them with
Tiger's Fury. Some key notes are:
Berserk should be cast on cooldown, synced with
Tiger's Fury.
Feral Frenzy should be cast on cooldown.
- When committing resources to cast
Ferocious Bite,
Always be at 50 Energy or more.
FAQWhen Should I Refresh my Bleeds and DoTs?
FAQDo I Always Spend at 5 Combo Points?
FAQWhat is Snapshotting?
AoE Rotation for Feral Druids
Feral in AoE relies on important talent picks to convert its single-target
finishers into AoE attacks.
Primal Wrath does this for
Rip, while
Rampant Ferocity does so for
Ferocious Bite. Its playstyle remains
fairly similar to single-target, but with some extra wrinkles.
Cast
Primal Wrath with 5 Combo Points under these conditions - Click for Conditions
Rip isn't active, or is within its Pandemic timer;
Rip snapshot can be strengthened with
Tiger's Fury.
- Cast
Ferocious Bite with 5 Combo Points. Cast
Tiger's Fury on cooldown - Click for Details- Aim to be 70 or more Energy below your cap when used.
- Cast
Berserk on cooldown. Sync with
Tiger's Fury. - Cast
Swipe with
Sudden Ambush active. - Cast
Rake, cycling between targets. - Cast
Swipe to generate Combo Points.
Many of the rules that Feral plays by in single-target remain in multi-target
situations, but cyclying
Rake between targets is important. This is
especially true when playing with
Double-Clawed Rake, doubling the speed
you can blanket enemies with the effect. Key notes are:
Primal Wrath is always taken in AoE, allowing you to apply
Rip easily to all nearby enemies. This is your top priority in any
situation where you don't have Bleeds currently active.
Ferocious Bite should be used when you have
Rips active and
are at 5 Combo Points to trigger
Rampant Ferocity.- You should generate Combo Points by cycling targets to apply
Rake.
Once you have these active, use
Swipe as your secondary builder.
FAQWhat Finisher do I Cast in AoE?
FAQDo I Always Spend at 5 Combo Points?
FAQWhat is Snapshotting?
Feral Druid Opening Sequence
Feral has a relatively fixed opening sequence. This is done to generate enough Combo Points to set up Bleeds and DoTs, then enters into its cooldown windows. How you spend your first few sets of Combo Points, however, varies slightly depending on the situation. Select your chosen encounter type below:
| Encounter Type | |
|---|---|
| Single-target | AoE |
- Cast
Prowl before combat starts. - Cast
Rake from Stealth to trigger
Pouncing Strikes. - Cast
Shred until you are at 5 Combo Points. - Cast
Rake on different targets until you reach 5 Combo Points. - Cast
Berserk &
Tiger's Fury in the same GCD. - Continue with the normal priority list.
Always try to have all of your setup done before beginning
Berserk,
as you'll be flooded with resources you ideally want to be spending on
Ferocious Bite.
Some notes are:
- You always want to try and get
on cooldown after applying your
Rip effect. Use this to set up your first
Ferocious Bite.
Simplified Feral Druid Rotation for Beginners
Feral's rotation may be overwhelming at first glance, due to the number of unique mechanics relating to DoTs and resource management. If you are new, you may benefit from visiting our Quick Guide page to get a primer on the key things to look out for.
Midnight Pre-Patch Tier Set Changes for Feral Druid
In the Midnight Pre-patch, the Tier Sets available during Season 3 of The War Within are still available, though their bonuses have been tweaked. The Ornaments of the Mother Eagle instead provide flat damage increases, rather than bespoke effects based on your Hero Tree selection:
-
Druid - Midnight PrePatch - 11.2 Class Set 2pc — Increases all damage dealt
by 6%.
-
Druid - Midnight PrePatch - 11.2 Class Set 4pc — Increases all damage dealt
by 10%.
While previously these were impactful effects that altered build choices, these instead serve as a flat throughput bonus. Both the 2-piece and 4-piece should be used at all times during the Pre-patch if you have access to them.
Blizzard Rotation Assist for Feral Druid
Added during The War Within, 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.
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 Feral, the only major cooldown this applies to
is
Berserk, the rest are used rotationally by the tool.
The tool is a great way to get used to the flow of gameplay, easing you into
the various parts of Feral. If you intend to use it, we recommend playing
Druid of the Claw. It can handle most of its core mechanics reasonably well
considering the built-in downtime for Feral, provided you manually activate
Berserk when needed.
Feral Druid Hero Talents:
This section is populated based on your selection in the rotation tool.
Understanding Feral Druid Mechanics
In the below sections, we'll be covering the finer details of specific mechanics that drive Feral'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.
Feral Druid 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.
Feral Druid Major Cooldowns
Berserk
Berserk is Feral's major cooldown. This lasts for 15 seconds,
with a cooldown of 3 minutes (reduced to 2 minutes with
Berserk: Heart of the Lion). This is your strongest damage window, and should
be used as close to on cooldown as possible alongside other strong effects. While
active, it provides several benefits:
- Generates 1 Combo Point every 1.5 seconds
- All ability damage increased by 15%.
- Combo Point generating abilities generate 1 additional Combo Point, and up
to 3 Combo Points can be stored above the cap as
Overflowing Power. - Finishing Moves consume
Overflowing Power stacks to refund the same
amount of Combo Points.
Incarnation: Avatar of Ashamane — duration increased to 20
seconds, and the Energy cost of
Cat Form abilities reduced by 25% while
active.
Ashamane's Guidance additionally reduces Incarnation's cooldown to 90
seconds when taken.
While there are a lot of effects tied into it, the main impact is quite simple:
you deal significantly more damage, and have access to much more resources.
Feral has powerful 2-minute burst windows due to this, so it strongly encouraging
on-use trinkets to lean into it further. This should be lined up with
Tiger's Fury
and
Convoke the Spirits. While active, you should aim to be spending as many
resources as possible, ideally having none left as it expires.
With
Incarnation: Avatar of Ashamane taken, you also get access to a
single use of
Prowl in combat each time you use it. This
should be used to apply an empowered
Rake via
Pouncing Strikes,
ideally with
Tiger's Fury active.
Tigers Fury
Tiger's Fury is a 30-second cooldown, is off the GCD, and instantly
generates 50 Energy when used. Additionally, all Feral ability damage is increased
by 15% for 10 seconds. This damage increase also Snapshots Bleed effects
applied while active, applying to their full duration. There are a number of
talents present on the Feral tree that interact with this:
Predator — increases the duration by 5 seconds, and increases the
damage of Combo Point generating abilities by 40% of your Haste at all times.
Savage Fury —
Tiger's Fury grants 10%
Haste and 25% increased Energy recovery rate for 8 seconds.
Raging Fury — increases the duration by an additional 5 seconds.
Tiger's Tenacity — causes your next three Finishing Moves after
casting to also restore 1 Combo Point. Additionally, the
Tiger's Fury damage
snapshot applied to Bleeds is also increased by 10%.
Carnivorous Instinct — increases the damage bonus by 6% per
point spent.
Tiger's Fury makes up a major part of Feral's talent tree, and is a core
component of gameplay. It's pressed as close to every 30 seconds as possible,
ideally with low Energy to take advantage of the refund. While active, you should
aim to reapply fresh Bleeds to snapshot them, and sync its uses with other strong
cooldowns such as
Berserk and
Convoke the Spirits.
Convoke the Spirits
Convoke the Spirits is a 2-minute burst cooldown which, when used, casts
a quick succession of 16 Druid spells (free of cost) over 4 seconds. This can be
channelled while moving, but is also susceptible to interrupt effects. Each cast
prefers a Feral Spell, but a handful of abilities from other specs are also mixed
into the pool. This prioritizes single-target abilities on your current target.
Some quick notes about the abilities it casts are:
Ferocious Bite is the finisher in the Feral pool. This is considered
a max Combo Point cast that did consume additional Energy, but is not
increased further by
Saber Jaws.- Any Combo Point generating ability will still generate a Combo Point for you.
- The "exceptional spell" it can cast is
Feral Frenzy.
Moonfire,
Rejuvenation,
Regrowth and
Wrath are also in the pool.
Sudden Ambush will be consumed.
Ravage will be consumed.
Apex Predator's Craving will not be consumed.
Due to the buffs provided by
Berserk and
Tiger's Fury,
this should always be cast during these windows. Their cooldowns naturally
align, so avoid drifting them apart from each other.
Ashamane's Guidance
Ashamane's Guidance is also taken by some builds, reducing the cooldown
to 1-minute while also reducing the spell count to 12. This lower cooldown means
you should strictly stick to a 1-minute cast cycle to keep it aligned with
Berserk and
Tiger's Fury.
Feral Frenzy is also more
frequently picked from the pool of spells when used.
Feral Druid Mechanics Deep Dive
Feral has a variety of moving parts, with many abilities having important interactions. Below, we'll be covering the most important things to keep in mind, breaking down each mechanic to help you better understand Feral.
Feral Druid Mechanics
Combo Points and Energy
Feral Druid's core rotation is dictated by its dual resource system: Energy and Combo Points. The first of these, Energy, has a base capacity of 100 (increased by certain Talents), and refills at a rate of 11 Energy per second (increased by Haste). This is used to fuel every ability, both your Combo Point generators, and your Combo Point finishers.
Feral has a few different abilities to build Combo Points (known as generators):
Shred,
Rake,
Swipe,
Moonfire (with
Lunar Inspiration) and finally
Feral Frenzy. When used, these
generate at least 1 Combo Point, and with
Primal Fury taken will also
generate an additional one when dealing a Critical Strike. These are in turn used
to fuel your most powerful abilities.
Finishing Moves (known as finishers) spend all your Combo Points at
once, and often come with an Energy cost. The more Combo Points spent, the higher
the damage (or stronger the effect), so always aim to cast with the cap of 5.
Your most commonly used finishers are
Rip /
Primal Wrath to
apply powerful DoTs, and
Ferocious Bite for direct damage.
Energy Pooling
Due to the slow generation of Energy for Feral, the concept of "pooling" Energy
is worth understanding. This means holding your ability uses until certain conditions
are met, then spending to maximize efficiency. Feral always has a natural amount
of downtime in its rotation, so planning these moments rather than being forced
into a dry period is usually better. Also, try to always bottom out your Energy
in the lead-up to each
Tiger's Fury cast, which generates a burst of
resources.
Omen of Clarity procs should be used as soon as possible (below 5
Combo Points) to avoid overwriting procs. With
Moment of Clarity, this
allows you to sit on one charge, allowing it to accumulate up to 2.
Bleeds and Damage Over Time Effects
Feral should always aim to have 100% uptime on both
Rake and
Rip, with additional DoTs included based on your talent build. This is
the core of your damage output, and creates the maintenance playstyle that Feral
is built around. Remember, if you're playing
Circle of Life and Death all of
the below effects expire 25% faster!
Rip — costs 20 Energy, but duration is dependent on how
many Combo Points you apply it with. Aim to use 5 for the best Energy efficiency,
and when you do so it lasts for 24 seconds.
Rake — costs 35 Energy to apply, lasts for 15 seconds. Apply
rotationally.- With
Lunar Inspiration —
Moonfire costs 40 Energy, lasts
for 18 seconds. Apply rotationally.
When to Refresh Bleeds and Buffs
Feral benefits from the Pandemic effect on its DoTs, allowing you to refresh specific DoT effects up to 30% early, and carry the remaining duration into the next cast. This does not carry over any snapshotting effects; which instead need to be present when the new effect is applied. The Pandemic timers are as follows:
Rake — 4.5 seconds
Rip — 7.2 seconds (assuming 5 Combo Points)
Moonfire — 4.8 seconds
Note that these amounts are reduced by 25% with
Circle of Life and Death,
increasing their tick speed.
Snapshotting
"Snapshotting" is a core pillar of Feral Druid gameplay, used to power up your Bleed effects. In Midnight, this has been significantly pulled back, with only a handful of key effects falling under this category.
The effects that have the snapshot interaction with Bleeds, and which DoTs they affect are:
Tiger's Fury — all DoT effects;
Pouncing Strikes —
Rake (from
Prowl).
Tiger's Fury is the sole activator for most of your Snapshotting, and as
such it's a lot simpler to make use of. Simply always remember to reapply Bleeds
during this window, and ideally avoid doing so outside of it. Generally, the rule
to follow is to only ever overwrite a DoT effect if you will apply a stronger
snapshot, if possible. If you aren't currently able to do so, then wait until the
initial Bleed expires to reapply.
Tracking these is a little more difficult with the UI changes coming in Midnight, though it should be noted that the icon changes when a Bleed was applied under a snapshot effect. Your action bar will also switch over to the empowered icon, highlighting that a stronger Bleed is available to be applied, so use these to guide your decisions.
Ferocious Bite
Ferocious Bite is your direct-damage finisher, but it's only used
siphon off excess Combo Points after you have
Rip (or
Primal Wrath)
active. When casting it, make sure to have enough room with the remaining duration
that you can generate Combo Points before DoTs expire. Also always try to have
50 Energy when using
Ferocious Bite to amplify its damage (and doubly so
if playing with
Saber Jaws).
As covered in the rotation section, this is only something you commit to when
you have spare resources. While it can be appealing to see the big damage it deals,
losing uptime on DoTs is almost never worth the investment.
Apex Predator's Craving
procs, however, cause this to be completely free, and should be consumed
immediately. These procs do gain the bonus damage from extra Energy
consumption, but do not get increased further by
Saber Jaws.
Rampant Ferocity
The above rules also apply to
Rampant Ferocity, causing it to be amplified
by additional Energy consumption. This talent makes it even more important
to have
Rip applied to all nearby targets before committing to it,
as it only hits targets with DoTs active.
Ravage
As
Druid of the Claw, you also gain access to
Ravage procs.
These follow all of the above rules, being functionally identical to
Ferocious Bite in terms of how it scales. These should ideally be cast
as soon as possible to avoid overwriting procs (especially in AoE), but still try
to make sure you meet the Energy thresholds to maximize its damage.
Feral Frenzy
Feral Frenzy should be used when you have 0-2 Combo Points, and
immediately followed with a finishing move. This means you both need the Energy
to cast it, and to use the follow-up Combo Point spender in quick succession.
Whenever possible, overlap this with
Tiger's Fury. It also comes with a
follow-up choice node:
Focused Frenzy reduces the cooldown by 15 seconds, and increases
damage dealt by 40%.
Frantic Frenzy is the AoE equivalent, blinking rapidly
between targets and applying a strong Bleed.
Both of these nodes are strong either in single-target or AoE, and are usually
picked up to add to Feral's burst toolkit. With
Focused Frenzy, it is
always paired with every
Tiger's Fury cast, while
Frantic Frenzy
is either held to align, or used with every third cast, depending on your pull
cadence or add spawns. Damage is also amplified for
Druid of the Claw
via
Tear Down the Mighty.
Chomp
New in Midnight,
Chomp has a 20-second cooldown and no cost, dealing
high Physical damage to your target and tripled if it critically strikes. This can
only be used after fallng below 30% Energy, or within 2 seconds after.
This is a solid single-target option, and should be cast whenever available -
ideally during
Tiger's Fury, but don't hold it to align. Damage is also
amplified for
Druid of the Claw via
Tear Down the Mighty.
Changelog
- 19 Jan. 2026: Updated for Midnight Pre-Patch.
- 30 Nov. 2025: Updated for Patch 11.2.7.
- 05 Oct. 2025: Reviewed for Patch 11.2.5.
- 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.
- 24 Feb. 2025: Updated for Patch 11.1.0.
- 15 Dec. 2024: Reviewed for Patch 11.0.7, added recommended tags.
- 21 Oct. 2024: Reviewed for Patch 11.0.5.
- 30 Sep. 2024: Changed default loadout to Wildstalker ST to align with talent page.
- 09 Sep. 2024: Updated for recent Bloodtalons hotfix and Druid of the Claw recommendation.
- 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: Reviewed for Season 4, no gameplay changes but restructured page for readability.
- 19 Mar. 2024: Reviewed for Patch 10.2.6.
- 15 Jan. 2024: Reviewed for Patch 10.2.5, moved Convoke to the primary button, added AoE opener switches.
- 06 Nov. 2023: Updated for Patch 10.2 and restructured the rotation tool.
- 04 Sep. 2023: Restructured for Patch 10.1.7.
- 10 Jul. 2023: Reviewed for Patch 10.1.5, small tweaks and notes about Dire Fixation AoE.
- 01 May 2023: Updated for Patch 10.1 to include new Berserk changes and updated builds.
- 20 Mar. 2023: Reviewed for Patch 10.0.7.
- 24 Jan. 2023: Updated for Patch 10.0.5.
- 11 Dec. 2022: Updated for Dragonflight season 1.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
More Druid 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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Wildstalker