Feral Druid DPS Rotation, Cooldowns, and Abilities — The War Within (11.2)
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 — The War Within (11.2).
If you were looking for WotLK Classic content, please refer to our WotLK Classic Feral DPS 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 there being two Hero Talents available for Feral in The War Within, below are some quick-start recommendations for what is played in Season 3.
-
Druid of the Claw - is the locked-in Mythic+ tree, and after acquiring the Season 3 Tier Set, this also extends to Raid and single-target. Its high burst and flexible cleave make it suitable to every situation.
-
Wildstalker - also deals extremely high single-target, but after switching to the Season 3 Tier Set, the power gap shrinks. It's capable of good numbers in Mythic+, but the damage profile isn't as desirable.
Feral Druid Rotations in Season 3
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 & Tier Set | |
---|---|
![]() ![]() |
![]() |
![]() |
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
- Either use alongside 5 Combo Points, or when 30 Energy below your cap.
Cast
Rip with 5 Combo Points if it's not active, or expiring within sec - Click for Rip Rules
- Aim to only apply/refresh this with
Tiger's Fury and
Bloodtalons active when possible.
- Aim to only apply/refresh this with
- Cast
Rake if it's not active, or expiring within sec.
- Cast
Berserk on cooldown. Sync with
Tiger's Fury and
Convoke the Spirits.
- Cast
Ferocious Bite with 5 Combo Points, and
Rip has more than sec remaining.
- Cast
Thrash if it's not active, or expiring within sec.
- Cast
Shred to build Combo Points.
The most important thread throughout all of Feral is making sure that you
maintain Rip and
Rake efficiently, ideally snapshotting them
with
Tiger's Fury and
Bloodtalons. After that, excess Energy and
Combo Points are used to fuel
Ferocious Bite. Some key notes are:
- When committing resources to cast
Ferocious Bite , Always be at 50 Energy or more.
AoE Rotation for Feral Druids
Feral in AoE almost entirely hinges on powerful talent picks in the tree that
attach AoE components to single-target finishers. Primal Wrath allows for
much easier application of
Rip, and
Rampant Ferocity converts
Ferocious Bite into AoE damage when paired together.
- 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, sync with
Tiger's Fury .
- Cast
Thrash if it's not active, or expiring within sec.
- Cast
Rake, cycling between targets.
Many of the rules that Feral plays by in single-target remain in multi-target
situations, alongside the need to apply Rake to multiple enemies.
Primal Wrath replaces
Rip entirely, and excess Combo Points are
spent on
Ferocious Bite for priority damageto
trigger
Rampant Ferocity. Key notes are:
Swipe
Brutal Slash replaces
Shred at 2 or more targets.
Rake should be maintained on as many targets as possible, using any
Sudden Ambush procs to amplify them. Try to avoid overwriting Snapshotted Bleeds.
Moonfire with
Lunar Inspiration should also be maintained while at lower target counts.
Feral Druid Opening Sequence
Feral has a relatively fixed opening sequence to generate enough Combo Points to get its Bleeds set up, then enters into its cooldowns. How you spend your first few sets of Combo Points, however, varies depending on the target count, so select the 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
Berserk.
- Cast
Tiger's Fury.
- Cast
Primal Wrath with your first 5 Combo Points.
- Cast
Rip to your primary target.
- Cast
Rip with your first 5 Combo Points.
- Cast .
- Continue with the normal priority list.
Always try to have all of your major effects applied before entering
into Berserk, as you will be spending a lot of time casting, building,
and spending aggressively due to the resource flood. Some notes
are:
- Both
Berserk and
Tiger's Fury are off the GCD, so can be used together alongside another ability.
Simplified Feral Druid Rotation for Beginners
Feral's rotation may be overwhelming at first glance, due to the number of conditions related to maintaining your DoTs and resources. 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.
Season 3 Tier Set Changes for Feral Druid
In Season 3, Tier Sets have been given a fresh twist: both the
2-piece and 4-piece bonuses provide different effects depending on whether you are
playing Druid of the Claw or
Wildstalker. For Feral,
these bonuses do impact ideal Hero Tree picks, but don't really impact
Talent Tree choices much after gaining access to them. You can use the tool below
for details on each effect:
Season 3 Tier Sets
Hero Talents | |
---|---|
![]() |
![]() |
Blizzard Rotation Assist for Feral Druid
Added in Patch 11.1.7, the Rotation Assist tool curated by Blizzard has two modes: the first highlights action bar buttons with a recommended key press, the second provides a single keybind that presses the top priority ability on that same list for you, but with a 25% GCD penalty. The rough performance losses when using the tool can be found by clicking the button below:
Rotation Assist Performance Comparison
Hero Talent | Single-Target | AoE |
---|---|---|
![]() |
-22% | -28% |
![]() |
-26% | -28% |
![]() |
-16% | -25% |
![]() |
-19% | -25% |
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, as the tool struggles with some of the
Wildstalker
DoT management.
Feral Druid Hero Talents:
Note that 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.
Berserk: Frenzy — Combo Point generators apply a Bleed for 150% of damage dealt over 8 sec.
Incarnation: Avatar of Ashamane — duration increased to 20 seconds, and the Energy cost of
Cat Form abilities reduced by 25% while active.
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 is known for its exceptional 2-minute burst, and this plays a key part in
that, strongly encouraging the use of on-use trinkets to lean itno it further.
This should be lined up with Tiger's Fury and
Convoke the Spirits,
and, while active, you should aim to be spending as much resources as possible,
ideally having none left as it expires.
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 increases Energy recovery rate by 25% for 6 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.
As you can see, 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 take advantage of the
Snapshot, 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
channeled 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. As of The War Within, 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 can be taken, reducing the cooldown to 1-minute
while also reducing the spell count to 12. While not typically fit into current
builds, 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 /
Brutal Slash,
Thrash,
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 with
Critical Strikes. 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 an important one. 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 defines
Feral. 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.
Thrash — costs 40 Energy, 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 many tools, 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; these 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)
Thrash — 4.5 seconds
Moonfire — 4.8 seconds
Note that these amounts are reduced by 25% with Circle of Life and Death,
increasing their tick speed.
Tracking these is made considerably easier when using external addons, allowing you to keep tabs on each debuff. We recommend using an external Weakaura to track this, and you can find one in the Weakauras section of our Addons page:
Snapshotting
"Snapshotting" is a core pillar of Feral Druid gameplay, used to power up your Bleed effects. It's limited to a specific suite of buffs, and their effects apply to the entire duration of a DoT applied under their effects.
The effects that have the snapshot interaction with Bleeds, and which DoTs they affect are:
Tiger's Fury — all DoT effects;
Tiger's Tenacity —
Rake,
Rip,
Thrash,
Feral Frenzy,
Bloodseeker Vines;
Sudden Ambush —
Rake;
Bloodtalons —
Rip /
Primal Wrath;
Moment of Clarity —
Thrash.
Tiger's Fury applies to any Bleed effect, while
Bloodtalons
will only apply to your Finishers in
Rip and
Primal Wrath.
Sudden Ambush also only applies to
Rake via the
Pouncing Strikes
effect.
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.
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. With the Season 3
Set bonus, the
Ravage echos triggered by the 4-piece have the following
added conditions:
Coiled to Spring is snapshot from the initial cast, doesn't consume the buff.
Bloodtalons is snapshot from the initial cast, doesn't consume a charge.
Ruthless Aggression,
Killing Strikes and the 2-piece are triggered.
- A new
Ravage echo can't be triggered until the first occurs.
- Echoes do not consume
Tiger's Tenacity,
Ravage procs or
Apex Predator's Craving.
- Stats update dynamically to the new
Ravage echo.
Playing with Bloodtalons
Playing around Bloodtalons adds an extra layer of resource management
for Feral. This has a heavy focus on pooling Energy to activate, as the effect is
triggered by a quick succession of 3 different Combo Point generators
within 4 seconds. This means you need a pool in reserve to trigger this when needed,
with any of the following abilities:
Shred
Rake
Thrash
Swipe /
Brutal Slash
Moonfire (with
Lunar Inspiration)
Feral Frenzy
This generates 3 charges when activated, so you have a few finishers between
each cycle to plan resources. In AoE, this gets a bit more hectic with the addition
of Apex Predator's Craving (that does consume a charge), so you may need to
trigger this more aggressively. Most talent builds pick a third activator for
single-target (either
Brutal Slash or
Lunar Inspiration) for better
efficiency.
This is also a Snapshot effect, meaning that it applies its benefit to
the entirety of a Rip /
Primal Wrath DoT applied using a charge.
That means you should always try to apply these buffs while consuming a
charge in the process.
Other Feral Talents
Feral has several rotationally impactful talents, each with their individual rules. These are more basic, simple conditionals rather than things that impact the entire playstyle. We've covered these below:
Adaptive Swarm
This is cast on cooldown to amplify our other DoT effects. If possible,
aim to refresh this on a boss that has 1-2 stacks, and as close to the end of the
duration as possible to extend it. Unbridled Swarm has some small extra
considerations:
- In AoE, applying
Adaptive Swarm follows a priority list of enemy states:
2 stacks ➜ 1 stack ➜ 0 stacks ➜ 3 stacks, in that order.
Sudden Ambush
Sudden Ambush procs are generated from Finishers, so you will (usually)
be at 0 Combo Points when this triggers. This should be spent on maintaining
Rake, snapshotting the benefits of
Pouncing Strikes, and overlapping
with other snapshot effects when possible. In multi-target situations, also try to
maintain this on multiple targets. Avoid overwriting buffed
Rakes in
single-target, unless you will also be applying an amplified one.
Brutal Slash
When using Brutal Slash, try to ensure that you always have at
least one charge on cooldown. This is always worth casting as an energy-efficient
equivalent to
Shred in single-target. With
Bloodtalons taken, this
serves as a third activator in the sequence alongside other builders.
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.
Changelog
- 04 Aug. 2025: Updated for Patch 11.2.
- 15 Jun. 2025: Updated for Patch 11.1.7 to include notes regarding Rotation Assist.
- 21 Apr. 2025: Reviewed for Patch 11.1.5.
- 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.
- Get Your Horde Style In Order! One Player’s Ultimate Transmog Showcase
- Your Chat Will Feel Reborn: Chattynator All-In-One Addon
- Brann’s Out — Valeera Steps In for Delves in Midnight Expansion
- Less Visual Clutter: Spell Density Feature Bugged, Fix Coming
- Tank and Healer Rankings Shaken Up in Season 3: Mythic+ and Raid Logs!
- How to Get Rid of Group Finder Mythic+ Spam in 3 Seconds
- You Don’t Want to Miss These Awesome Dwarf Mogs During September!
- Midnight Might Kill Off a Major Lore Character