Feral Druid DPS Spell List and Glossary — Midnight Pre-Patch (12.0)
On this page, we present you with all spells and procs that you need to understand as a Feral Druid in 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 spells.
Spell Summary of a Feral Druid
Feral is the Druid melee specialization specialized in
Cat Form
abilities, and this page covers the tools it has available. It also covers
synergies, cooldowns, and core concepts to get to grips with.
This page explains the details of each ability, and assumes you are playing at max level and are interested in the details. For information on when you will gain access to each tool, check out our dedicated leveling page here:
Feral Druid's Main Resources
Feral has a dual resource system that links together, with one fuelling the other:
- Energy - is used to build Combo Points, and generates passively or
with certain active tools such as
Tiger's Fury. This is spent on your
"generators", such as
Shred and
Swipe. - Combo Points - are built with "generators", and you can accumulate
up to 5. These are then spent on "finishers", and are your most powerful
abilities such as
Ferocious Bite and
Rip.
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:
Feral Druid Hero Talents
The two Hero Talent Trees available to Feral are
Druid of the Claw
and
Wildstalker, with their effects listed in the two boxes below:
Feral Druid Hero Talents
Druid of the Claw Talents for Feral Druid
These talents are available after selecting the
Druid of the Claw tree
from the Hero Talent selection, unlocked at Level 71. At level 90, you will have
access to all talents (not including choice nodes):
| Ability | Description/Effect |
|---|---|
| Your auto-attacks have a ramping chance (increasing with each auto-attack
since your last |
|
| Increases your maximum Energy and Rage by 20. |
|
| Increases the chance to trigger |
|
Grants the following effects:
|
|
| Your |
|
| Casting |
|
| Casting |
|
Grants the following effects:
|
|
| Every attack that spends Energy extends the duration of your active
|
|
| Increases the damage of your |
|
| Increases the damage of |
|
| Grants a 16% chacne to follow up any single-target melee ability with a Twin Claw attack, dealing Physical damage and generating 3 Energy. | |
| During your |
Wildstalker Talents for Feral Druid
These talents are available after selecting the
Wildstalker tree
from the Hero Talent selection, unlocked at Level 71. At level 90, you will have
access to all talents (not including choice nodes):
| Ability | Description/Effect |
|---|---|
| Damage and healing in |
|
| Casting |
|
| Increases the rate |
|
| When you remove an effect with |
|
| Enemies pulled in by |
|
| During |
|
| All healing you receive is increased by 4%. | |
| When you cast |
|
| When |
|
| Each of your active |
|
| The damage dealt by your Bleed and DoT effects is increased by 6%. | |
| Whenever |
|
| When you gain or lose |
|
| Targets affected by your |
Feral Druid Baseline Abilities
Below we'll be covering all Druid abilities available to Feral at a baseline
level. Note that all shapeshifts provide the same bonus of granting
immunity to Polymorph effects on top of their other benefits explained below.
This includes
Cat Form,
Bear Form, and
Travel Form.
| Ability | Abbreviation | Description/Effect |
|---|---|---|
| Bark | Reduces all damage you take by 20% for 12 seconds and prevents spell pushback from damage taken. This can also be used when stunned or incapacitated, while in any shapeshift form, and has a 1-minute cooldown. | |
| - | Shapeshifts you into a Bear, granting 220% increased Armour, 25% additional Stamina and access to some Bear Form-only abilities. | |
| - | Shapeshift that grants access to a majority of Feral abilities, increases your auto-attack damage by 40%, and movement speed by 30%. You should be spending the majority of your time in combat in this form. | |
| - | Instantly activates |
|
| Roots | Roots your current target in place for up to 30 seconds, but any damage dealt may break the effect. This has no cooldown, a 1.7-second cast, and a 35-yard range. | |
| FB / Bite | Feral's direct damage finisher, dealing heavy Physical damage for 25 Energy, and consuming up to 5 Combo Points. It will also consume up to 25 extra Energy to deal 100% extra damage. | |
| - | Allows you to cast |
|
| Taunt | Taunts your current target, putting you at the top of their threat table and
causing them to attack you for up to 6 seconds. This has a 30-yard range and an
8-second cooldown, and requires |
|
| - | A direct damage Physical ability that generates 12 Rage, with a 6-second
cooldown. This can only be cast while in |
|
| MotW | ||
| - | Feral Druid Mastery. Increases all damage done by your |
|
| MF | Deals low Arcane damage to your target and applies a small Arcane DoT
effect lasting 18 seconds. This cannot be used in |
|
| PS | Finishing moves have a 20% chance per Combo Point spent to cause your
next |
|
| Stealth | ||
| CR | An in-combat resurrection tool with a 10-minute cooldown, a 2-second cast time, requiring you to be outside of any shapeshift forms to cast. In Raid encounters and keystones, this will accumulate charges based on group size that allow you to cast it multiple times in a row if banked up, but cannot be cast by you or any allies if your group has no charges available. | |
| RG | An instant heal on your target that leaves a small HoT lasting for 6 seconds. This has a 1.5-second cast and a 40-yard range. | |
| Res | Brings a dead ally within 40 yards back to life, with a 10-second cast time. It cannot be used while shapeshifted, or when in combat. | |
| - | Your core single-target Combo Point builder spell, dealing high Physical damage at the cost of 40 Energy, generating 1 Combo Point, and has no cooldown. | |
| - | Strikes all nearby enemies dealing Bleed damage, and appyling an additional
Bleed DoT effect to targets hit for 15 seconds. Can only be cast while in |
|
| - | Shapeshifts you into either a fast-moving land or aquatic beast, conferring
significantly increased movement speed in each scenario. While shapeshifted you
are pacified and cannot cast spells or attack. This can only be used outdoors, and
with Flying learned, will also activate |
|
| - | Caster form ability that deals minor Nature damage, with a 1.5-second cast and a 40-yard range. Not used by Feral in most situations. |
Feral Class Tree Talents
To help break this the talent trees into more manageable chunks, we have grouped abilities into active and passive effects and separated them into Class and Specialization tree offerings. If you would like to know more about which of these talents to select for your own Feral Druid, refer to the builds and talents page of our guide.
Feral Druid Class Tree
Druid Active Abilities
| Ability | Abbreviation | Description/Effect |
|---|---|---|
| - | Your primary rotational Bleed, instantly dealing moderate Bleed damage when cast, and applying an additional Bleed DoT for 15 seconds. This generates one Combo Point and costs 35 Energy. | |
| - | Instant cast ability with a 36-second cooldown, healing you for 15% of
your max health over 3 seconds. It costs 10 Rage and requires |
|
| Rejuv | Instant cast ability that applies a 12-second HoT effect to you or a targeted ally within 40 yards. Cannot be used while shapeshifted. | |
| - | Deals Arcane damage to your target within 40 yards, and a smaller amount to
enemies within 5 yards of the target with a 2-second cast. Can only be cast
while in |
|
| - | The AoE alternative to |
|
| WG | Applies a HoT effect for 7 seconds to up to 5 nearby allies within 40 yards, and has a 10-second cooldown. Healing is fast initially and decays over the duration. Cannot be cast while shapeshifted. | |
| - | Instant cast that deals Astral damage to your target within 40 yards, and has
a 10-second cooldown. It can only be cast while in |
|
| - | Your finisher Bleed, consuming up to 5 Combo Points to deal very high Bleed damage every 2 seconds for up to 24 seconds. The duration is based on how many Combo Points were consumed. This consumes all available Combo Points when cast and costs 20 Energy. | |
| Decurse/Dispel | Dispels all Curse and Poison effects on you or your targeted ally when cast, with an 8-second cooldown and 40-yard range. | |
| - | Grants access to |
|
| - | Combo Point finisher deals low Physical damage for 30 Energy. Spends up to 5 Combo Points to stun your target for 1 second per Combo Point spent, and has a 30-second cooldown. | |
| - | Instant cast ability on a 0.5-second GCD, increasing your Armour for 7 seconds.
Can only be cast while in |
|
| CC | Causes your target to fall asleep for up to 40 seconds, with a 1.5-second cast and 30-yard range. Any damage taken will break this effect, and can only be used on Beasts or Dragonkin. Only one target can be affected by this at a time. | |
| - | Instant cast that deals Nature damage to your target, and applies a
follow-up Nature DoT for 18 seconds. This has a 40-yard range and can
only be cast while in |
|
| Kick | Feral's interrupt tool, interrupting your target's current spell cast and locking the school out for 5 seconds, with a 15-second cooldown. Also comes with the extra advantage of a mini-charge to your target from up to 13 yards away. | |
| Charge | A 15-second cooldown ability that provides different movement options
based on your current shapeshift form. Being in no Form will cause you to
jump to a targeted ally, while |
|
| TD | Replaces your |
|
| - | Dispels all Enrage effects on your target, with a 10-second cooldown and a 40-yard range. | |
| - | Crowd controls your current target, rendering them immmune to all damage, healing and spell effects for 6 seconds. Has a 1.5-second cast, a 20-yard range and no cooldown. Only one target can be affected at a time. | |
| Roar | Increases the movement speed of you and all allies within 15 yards by 60% for 8 seconds, with a 2-minute cooldown. | |
| Knock | Knocks back all enemies in front of you, slowing them by 50% for 6 seconds. Has a 30-second cooldown. | |
| Mass Root | Roots your target and any other enemies within 15 yards in place for 30 seconds. Has a 30-second cooldown, 30-yard range, and is instant cast. Can be used in any shapeshift form. | |
| Vortex | Places a circle on the ground within 30 yards, lasting for 10 seconds and has a 1-minute cooldown. Enemies within are slowed by 50%, and the first time they try to leave this area, they will be pulled back to the center. Can be used in any shapeshift form. | |
| Incap | Shifts into |
|
| Stun | Stuns your target for 4 seconds. Has has a 1-minute cooldown, and can be used in any shapeshift form. | |
| - | Applies a 60-minute buff to you and a target ally. While active, 10% of your self-healing also heals your bonded ally, and 8% of any healing you do to your bonded ally heals you. | |
| HotW |
|
|
| - | Applies an 8-second buff to an ally within 40 yards that reduces the Mana cost of all spells to zero. Has a 3-minute cooldown, is instant cast, and can only be used on Healer specialization players. Can be cast in any shapeshift form. |
Druid Passive Effects
| Ability | Abbreviation | Description/Effect |
|---|---|---|
| - | Increases the damage of |
|
| - | Increases Stamina by 4%. Gain an additional 5% while in |
|
| - | Causes your |
|
| - | Increases your Physical damage dealt and Armor by 3/6%. | |
| - | Extends the duration of |
|
| - | Increases Magic damage dealt and healing done by 3/6%. | |
| - | While in |
|
| - | Reduces all damage you take by 4%. | |
| - | Increases all healing you do and receive by 4%. | |
| - | Increases the range of all Druid spells by 5 yards. | |
| - | When a single hit deals more than 12% of your maximum health, instantly heal for 10% of your health. This can only occur once every 30 seconds. | |
| - | Increases the damage of |
|
| - | Increases your movement speed by 15%. | |
| WHI | When you fall below 40% health, you will automatically gain the
|
|
| - | When you cast your |
|
| - | Increases the duration of |
|
| - | ||
| - | Reduces the internal cooldown of |
|
| - | Increases the damage of |
|
| - | Grants 3/6% additional secondary stats depending on your current form:
|
|
| - | Increases the damage of |
|
| - | Increases the radius of |
|
| - | Reduces the cooldown of |
|
| - | ||
| - | Grants an additional 15% Health and Armor for 4 seconds after shapeshifting
into |
|
| - | Reduces the cooldown of |
|
| - | Physical damage dealt by your abilities increased by 5%. | |
| - | Magic damage dealt by your spells increased by 5%. | |
| - | Provides an additional utility benefit depending on your current Form:
|
|
| - | Casting |
|
| - | Allows certain active abilities to shift you into an appropriate form
when cast, regardless of your current form:
|
Feral Specialization Tree Talents
Similar to the class tree, we have broke Feral specific talents down into active and passive tools. These are much more important, and have a significant impact on the overall playstyle. If you would like recommendations on how to build your tree, refer to the builds on our talents page.
Feral Druid Spec Tree
Feral Active Abilities
| Ability | Abbreviation | Description/Effect |
|---|---|---|
| TF | Instantly restores 50 Energy, and increases your damage dealt with all
|
|
| PW | Multi-target Combo Point Bleed finisher. Consumes all Combo Points, dealing
direct damage to enemies within 10 yards around you. Applies |
|
| SI | Reduces all damage taken by 50% for 6 seconds, with a 3-minute cooldown. | |
| Zerk | Go Berserk for 15 seconds, gaining a variety of benefits. While active,
generates 1 Combo Point every 1.5 seconds, and deal 15% additional damage with all
|
|
| FF | Rapidly strikes your current target 5 times, dealing Physical damage and applying a heavy Bleed for 6 seconds. Generates 5 Combo Points during the flurry of strikes. Has a 45-second cooldown, and costs 25 Energy. | |
| Incarn | Replaces |
|
| Convoke | Casts a flurry of 16 randomly selected Druid spells from a pool of abilities
(preferring Feral attacks, focusing on |
|
| - | Deals high Physical damage to your target, and Critical Strikes deal 300% increased damage. Can only be cast when below 30% Energy, or for 2 second after falling below that threshold. Has a 20-second cooldown and no cost. | |
| - | Replaces |
Feral Passive Effects
| Ability | Abbreviation | Description/Effect |
|---|---|---|
| OoC | Grants your auto-attacks a chance to make your next |
|
| - | Whenever you generate a Combo Point over 5, gain a buff that increases the
direct damage of your next |
|
| MC | Increases the damage of |
|
| Pred | Increases the duration of |
|
| DCR | Applying |
|
| SBT | For each Combo Point spent using |
|
| TE | Increases your maximum Energy by 20/40 and your base Energy regeneration rate by 7.5/15%. | |
| - | Grants additional benefits to specific abilities when used from
|
|
| TFB | Increases the damage dealt by your |
|
| - | Increases all |
|
| SA | Grants your finishing moves a 6% chance per Combo Point spent increase the
direct damage dealt by your next |
|
| MoC | Increases the chance for |
|
| SF | ||
| PG | When |
|
| RaF | Causes your |
|
| IW | Increases both the direct damage and Bleed DoT applied by |
|
| RF | Increases the duration of |
|
| TT | Your |
|
| - | ||
| - | Reduces the cooldown of |
|
| - | The damage dealt by |
|
| SotF | Increases the damage of your finishing moves by 5%, and causes them to generate 2 Energy per Combo Point spent. | |
| CI | Increases the damage bonus provided by |
|
| FM | Finishing moves have a 3/6% chance per Combo Point spent to grant 10% Haste for 6 seconds. | |
| SJ | The damage bonus gained from spending additional Energy on |
|
| Apex | Whenever you deal damage with |
|
| - | All Bleed damage dealt is increased by 10%. | |
| VR | Increases the duration of |
|
| RnT | Whenever you apply your |
|
| LI | Allows you to cast |
|
| - | Reduces the cooldown of |
|
| AG | Improves the effect of the talent taken on the previous choice node:
|
|
| - | Increases the rate at which your DoT effects deal damage by 20%, and your HoT effects heal by 15%. | |
| - | Whenever an enemy affected by your |
Further Reading
Since Feral has a lot of different components throughout its tree that influence your rotation, knowing how to manage your rotation in regular gameplay is essential. Now you are equipped with the knowledge of what each thing does; you can put it into practice using the details provided on the rotation page:
Changelog
- 19 Jan. 2026: Updated for Midnight Pre-Patch.
- 30 Nov. 2025: Reviewed 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: Reviewed for Patch 11.1.7.
- 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.
- 21 Oct. 2024: Reviewed for Patch 11.0.5.
- 09 Sep. 2024: Reviewed for The War Within Season 1.
- 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.
- 19 Mar. 2024: Reviewed for Patch 10.2.6.
- 15 Jan. 2024: Reviewed for Patch 10.2.5, no changes necessary.
- 06 Nov. 2023: Updated for Patch 10.2 talent changes.
- 04 Sep. 2023: Reviewed for Patch 10.1.7, no changes necessary.
- 10 Jul. 2023: Updated for Patch 10.1.5.
- 01 May 2023: Updated for Patch 10.1 talent changes.
- 20 Mar. 2023: Reviewed and updated for Patch 10.0.7.
- 24 Jan. 2023: Updated 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.
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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