Fury Warrior DPS Rotation, Cooldowns, and Abilities — Shadowlands 9.1
On this page, you will learn how to optimize the rotation of your Fury Warrior 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 — Shadowlands 9.1.
If you were looking for WoW Classic content, please refer to our TBC Classic Fury Warrior rotation.
Fury Warrior Rotation
Welcome to our Rotation page for Fury Warriors. On this page you will find everything you need to know about actually playing the spec in Raiding and Mythic+ scenarios.
If the rotations below seem overwhelming to you, you might benefit from visiting our Easy Mode page which outlines a close-to-optimal rotation in simpler terms.
The content on this page is purely PvE-related. If you are looking for PvP Rotation Tips, please visit our PvP page below.
Fury Warrior Single-Target Rotation
The Fury rotation is a conditional priority list, which can change depending on talent choice. Use the checkboxes below to make the appropriate customizations, though the default is optimized for Venthyr.
|Night Fae||Dragon Roar|
- Cast Rampage if Enrage is not active, or at >90 Rage.
- Cast Condemn if available.
- Cast Bloodthirst if Enrage is not active.
- Cast Raging Blow when two charges are off cooldown.
- Cast Dragon Roar during Enrage.
- Cast Bloodthirst on cooldown.
- Cast Raging Blow for Rage.
- Cast Whirlwind as a filler.
Whether due to the target being below 20% (35% with Massacre talented) health or Sudden Death proc, Execute usage does not appreciably change the priority listed above, it merely generates extra Rage in order to use Rampage that much sooner.
Opening Rotation/During Recklessness
Because Charge is off the global cooldown, opening combat with Recklessness followed immediately by Charge will lead to a net increase in Rage generation on the pull with no additional downtime, however it is crucial to ensure that the target will not be moving substansially, or else you will easily find yourself moving to the bosses former location, and wasting precious buff time trying to reposition. An exception is made when talenting Reckless Abandon, as it generates enough Rage alongside Charge to open with Rampage anyway.
After Recklessness, the rotation proceeds as normal. Because the cooldown doubles Rage generation, Rampage will be cast much more frequently, potentially as often as every other global cooldown. For this reason, Rampage should not be delayed unless reapplying the Whirlwind buff to cleave, and care should be taken to avoid ever overcapping Rage.
Multiple-Target Rotation for Fury Warriors
Prioritize Whirlwind whenever the buff is not active, roughly every third global cooldown, in order to ensure single target single target attacks continue to cleave. Otherwise, continue to follow the normal rotation detailed above.
For maximum burst:
- Open with Charge whenever possible
- Whirlwind when the buff is not active
- Bloodthirst or Rampage
- Raging Blow
- Raging Blow
This priority will change slightly depending on whether you have enough Rage to open with Rampage, and whether you are taking extra time to place Spear of Bastion or Ancient Aftershock. The important part is ensuring the Whirlwind buff is maintained after every two single-target attacks to ensure abilities continue to cleave, and that a fresh Enrage is active for Bladestorm.
Mastering your Fury Warrior
Fury is a very cyclic and consistently-damaging specialization, so there is not a lot of advantage in delaying Recklessness to align with other cooldowns as opposed to simply using it on cooldown as much as possible. In general, no cooldown should be delayed more than a few seconds for any other, outside of preparing for burst AoE (see the multitarget section above), or a timed damage phase, such as Heroism/Bloodlust or specific boss mechanics. This is particularly important when talenting Anger Management, since it can throw off the abilities' natural alignment.
The increased critical strike of Recklessness is relatively minor, while doubling Rage generation amounts to a larger damage increase, due to casting Rampage much more frequently. While the rotational priority does not change, the increased Rage generation makes it much easier to overcap, so care should be taken when using high Rage abilities such as Raging Blow.
Bladestorm vs Dragon Roar
Due to Dragon Roar now dealing reduced damage to secondary targets, Bladestorm is now the dedicated multitarget ability nearly any time there are several enemy targets. When only two or three targets are present for long periods of time, Meat Cleaver is surprisingly effective.
Most legendary items are passive bonuses that do not need to be managed. However, a few can be optimized to improve performance slightly:
- When using Signet of Tormented Kings, ensure your cooldowns Recklessness and Bladestorm are desynced enough to not waste potential procs.
- When using Judgment of the Arbiter with a partner also wearing the effect, the AoE projectile will bounce between Judgment wearing players. This means proper positioning is key to ensure that the wave of damage actually hits the targets you are in combat with.
Tier 1 Talent Rage Generation
On average, one target needs to die every 10 seconds for War Machine to keep up with Sudden Death in sustained combat. For this reason, it tends not to less practical in most raid encounters, and is better reserved for fast paced dungeons and open world content.
Tier 5 Talents Managing Rage with Rampage
The goal of the Fury rotation is a continual feedback loop of generating Rage, spending it on Rampage, and triggering Enrage, which increases Haste to allow more Rage to be generating, feeding back into the loop. Bloodthirst also helps this process, with a 30% chance to trigger Enrage, and it should be kept on cooldown to benefit from this chance as much as possible. All other special abilities generate Rage, making it important to fill global cooldowns in order to always be generating Rage.
Movement and Mobility
Warriors have a great deal of active tools through Charge and Heroic Leap that allow for instant movement across large distances. Finding ways to maximise your uptime on a target through intelligent use of these is crucial, as downtime is extremely detrimental to the flow of Fury's rotation. The talents Double Time and Bounding Stride are particularly useful in any encounter which demands heavy movement.
Sustain and Defense
Fury's defensive ability comes in the form of higher base stamina due to dualwiedling two two-handed weapons, and considerable self-healing through Bloodthirst, Enraged Regeneration, and Victory Rush, as well as various talents which improve those abilities. The increased health and self-healing make Fury very tanky in sustained combat, although less able to deal with frequent bursts of high damage. In those cases, Enraged Regeneration is best used preemptively, with Bloodthirst cast as often as possible over the 8 second duration to benefit from its increased healing.
Warriors also have access to Rallying Cry, one of the few defensive group cooldowns in the game. It is typically used to help the group survive key encounter mechanics rather than as a personal cooldown. Keep in mind that it is on the global cooldown, so be ready to use it when needed.
Fury also brings Battle Shout, increasing all party and raid members Attack Power by 5%, which should be applied before combat begins.
For information about Mythic+ as a Fury Warrior and the rotation you need to use in this game mode, please refer to our Mythic+ page.
WeakAuras for Fury Warriors
WeakAuras can have a tremendous effect on your performance, helping you track important buffs, debuffs, and cooldowns. Since this is a broad topic, we made a page dedicated to it.
- 28 Jun. 2021: Updated for Patch 9.1.
- 09 Mar. 2021: Reviewed for Patch 9.0.5.
- 23 Nov. 2020: Removed Essence & Azerite information, updated the rest for Shadowlands launch.
- 12 Oct. 2020: Page updated for the Shadowlands pre-patch.
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