Enhancement Shaman DPS Rotation, Cooldowns, and Abilities — The War Within (11.0.7)
On this page, you will learn how to optimize the rotation of your Enhancement Shaman 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 (11.0.7).
If you were looking for WotLK Classic content, please refer to our WotLK Classic Enhancement Shaman rotation.
Enhancement Shaman Rotation
Welcome to our Rotation page for Enhancement Shamans. On this page, you will find everything you need to know about actually playing the spec in Raiding and Mythic+ scenarios.
If you have not already, please read the Spell Summary page. Knowing how each spell/ability works in detail will greatly increase your understanding of the topics discussed on this page.
Each of the sections below explain the rotation for Enhancement at different
target counts. Click the boxes to switch to the desired damage type. Our
current recommendation is a Storm loadout in all situations, with
Stormbringer in all situations, although
Totemic is still
equally strong in single-target encounters.
Anywhere you see the
icon on this page, this means it is the recommended choice
Enhancement Shaman Rotation
Hero Talents | |
---|---|
![]() ![]() |
![]() |
Talent Selections | ||
---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Enhancement Shaman Single Target Rotation
Enhancement Shaman plays with a priority list that focuses on managing your
Maelstrom Weapon stacks and keeping your main abilities on cooldown while
reacting to procs. Enhancement tends to take a bit of time building up muscle
memory so you know what to focus on, and what to ignore.
Enhancement has a strong ebb and flow that you will slowly get used to when
playing, as the general "feel" of Maelstrom Weapon and ability cooldowns
is a pattern you learn. Reacting to quick bursts of stack generation and
Static Accumulation
procs is very important, as is making sure you are always active each Global Cooldown.
Quick notes (populated based on tool choices) are:
Enhancement Shaman AoE Rotation
Enhancement AoE gets very busy due to the number of different tools we have.
While there are additions, the core focus is maintaining Crash Lightning
for additional
Maelstrom Weapon, and spending that on
Chain Lightning.
Our AoE priority can often be overwhelming at first glance, but many things are
dictated by quite simple rules. Generally, maintaining Crash Lightning
when possible and making sure to spend
Maelstrom Weapon without wasting
any is the central focus, while weaving in your chosen rotational abilities / cooldowns as frequently as possible. Key notes based on your rotation
tool selections are:
Enhancement Shaman Opening Rotation
Our opener changes quite a lot depending on build and target count. Use the tool below to adjust the display based on the fight style, and it will populate depending on your choices in the rotation tool.
Encounter Type | |
---|---|
Single-target | AoE |
- Continue with normal ability priority.
Enhancement has quite a few things to set up before it can get started when entering combat, but once its major cooldowns are rolling you can usually transition smoothly into our priority list. Key notes to bear in mind are:
Enhancement Shaman Hero Talent Changes —
Note that this section is populated based on your selection in the rotation tool.
Simplified Enhancement Shaman Rotation for Beginners
With Enhancement's rotation being very overwhelming at a glance, you may benefit from visiting our Quick Guide page to get yourself started. This outlines all the key points you need to hit on in a more digestible way.
Understanding Enhancement Shaman Mechanics
In the below sections are a number of explanations on exactly how some of the core components of how Enhancement works. It dives into the underlying mechanics of major cooldowns and rotational abilities to get a better understanding of exactly why you are pressing each button.
Enhancement Shaman Major Cooldowns
Throughout the talent tree, there are a variety of different cooldown options that provide burst windows in different ways, many with different interactions. Below, we go over the ways they impact the rotation and how you should use them.
Major Cooldowns
Feral Spirit
Feral Spirit summons two wolves to fight with you for 15 seconds on a
90-second cooldown. When this is cast, you instantly generate one stack of
Maelstrom Weapon and gain an additional
Maelstrom Weapon stack
every 3 seconds for their duration. The first follow-up talent,
Witch Doctor's Ancestry,
reduces the cooldown by 1 second every time you generate a stack of
Maelstrom Weapon,
which reduces the cooldown to roughly 30 seconds in active combat. This means
in endgame combat, this is much more of a rotational ability rather than a big
cooldown moment, as uptime is extremely high.
Flowing Spirits instead
removes
Feral Spirit as an active cast, and gives every ability a chance
to summon a wolf to your side.
While active, the physical damage of your abilities (not including auto
attacks) is increased by 15% per active wolf, stacking multiplicatively - meaning
the default effect before other stacking buffs is 32.25% increased physical
damage. This physical buff can be paired with our other physical cooldowns, such
as Doom Winds and
Sundering, to devastating effect.
Feral Spirit Capstones
Feral Spirit also has a choice of two capstones to empower it further,
both with very different effects:
Elemental Spirits replaces the physical damage buff with a pool of 3 different elemental wolves that buff either fire, frost, or nature damage by 20% chosen at random. This puts a significantly higher focus on the magic damage you deal with your tree, and is often paired with similar builds and effects to make sure our wolves are amplifying a damage type that aligns with our build.
- With
Flowing Spirits taken, the above will spawn a wolf of a specific type based on the school of ability you cast. The list of abilities that trigger it and their associated school is:
- Fire:
Flame Shock,
Lava Lash,
Sundering,
Elemental Blast,
Voltaic Blaze (DoT application) and
Primordial Wave.
- Ice:
Frost Shock and
Ice Strike.
- Nature:
Lightning Bolt,
Chain Lightning,
Tempest,
Crash Lightning and
Voltaic Blaze (direct damage).
- Fire:
Alpha Wolf causes
Chain Lightning and
Crash Lightning casts to make each individual Feral Spirit pulse for uncapped, armor-ignoring physical damage to all nearby enemies every 2 seconds for 8 seconds. This affects any wolf spawned through any means and turns the ability into a stronger AoE tool.
Ascendance
Ascendance has two methods of activation — either
with the active ability on a 3-minute cooldown for 15 seconds, or through procs
triggered by
Lightning Bolt,
Tempest or
Chain Lightning
using
Deeply Rooted Elements for 6 seconds. While this is active,
Stormstrike's
cooldown is significantly reduced and both it and your auto-attacks are replaced
with 30-yard range, armor-ignoring alternatives in
Windstrike and
Windlash. While active we generally aim to cast Windstrike as
often as possible, but the base cooldown is quite weak. Instead, a lot of value is
from the follow-up talents.
Ascendance Follow-up Talents
Whenever playing these nodes, it is highly recommended to complete the entire talent row with both follow-up talents.
Static Accumulation — each point causes you to generate one
Maelstrom Weapon per second while
Ascendance is active, and spending
Maelstrom Weapon on
Lightning Bolt or
Chain Lightning has a 10% chance per point to fully refund the amount spent. This is an enormous source of resource generation and often alters our priorities.
Thorim's Invocation — reduces the cooldown of
Ascendance by 1 minute, and extends the duration of
Deeply Rooted Elements procs by 2 seconds. Also increases the damage of
Lightning Bolt and
Chain Lightning by 20%, and causes
Windstrike to also spend up to 5
Maelstrom Weapon to discharge either
Lightning Bolt or
Chain Lightning, depending on your most recent cast. With this taken it means no matter your build you will want to cast
Windstrike on cooldown, as it both generates and spends Maelstrom Weapon at the same time.
Thorim's Invocation Details
There is a lot of complex parts of Thorim's Invocation when it comes to
how it interacts with other specific talents, and what changes its priming state
between
Lightning Bolt and
Chain Lightning. Below are key details
to bear in mind, in particular for AoE scenarios:
- Any
Lightning Bolt and
Chain Lightning, regardless of
Maelstrom Weapon spent, will set
Thorim's Invocation manually to the respective spell.
Tempest is dynamic, meaning the number of targets hit dictates what it is primed to. If it hits only one, it will be set to
Lightning Bolt, While if it hits two it will change to
Chain Lightning
Thorim's Invocation will consume
Tempest procs if you are primed to
Lightning Bolt, but will not consume it if you are primed to
Chain Lightning.
Primordial Wave is dynamic with
Lightning Bolt casts that consume it. If one echo is triggered, it will be set to
Lightning Bolt, while if multiple occur it will be changed to
Chain Lightning.
- The rule to follow is that, before each
Ascendance cast, you want to always be primed to the correct spell:
- Single Target -
Lightning Bolt
- AoE -
Chain Lightning
- Single Target -
Primordial Wave
Casting Primordial Wave does heavy Elemental damage, and applies
Flame Shock to your target when it lands. After casting this, your next
Lightning Bolt cast is empowered, echoing 175% of its normal damage to
your target and any other enemy affected by
Flame Shock. This has a 30-second cooldown, so serves
as a good additional cooldown to set up on a target, and is incredibly
powerful for dealing burst AoE damage provided you set
Flame Shock up properly.
This can be taken as a single talent point and a lot of builds do so, but it does
have some useful follow-ups talents.
Primordial Wave Follow-up Talents
Both follow-up talents have been reduced in value going into The War Within relative to the rest of our toolkit, so are generally less appealing.
Primal Maelstrom — causes
Primordial Wave to generate 3/5
Maelstrom Weapon. This is extremely nice quality of life and serves as a resource reset, but its raw power is not very high so no builds currently pick it up.
Splintered Elements — consuming the
Primordial Wave effect grants you 10% Haste, plus an additional 4% for each extra
Lightning Bolt echo you trigger. This is good for getting started in a pull and especially nice for AoE, but due to the reduction to 10% in The War Within is falls quite short of being desirable, especially with the added power below the 20 talent point line.
Doom Winds
Doom Winds deals minor physical damage to your target and empowers
you for 8 seconds, tripling your chance to activate
Windfury Weapon and
increasing the damage of your
Windfury Weapon attacks by 10%. While the
buff is active; you should aim to fit as many main-hand abilities within the
window as possible without sacrificing
Maelstrom Weapon spenders.
Our main-hand attacks include:
Stormstrike
Ice Strike
Crash Lightning
Sundering
These abilities will have elevated priority during Doom Winds windows
to fuel additional
Windfury Weapon procs. Try to keep an eye on the
cooldown so you can prepare to spend resources or get other effects active
beforehand, even if they are not regularly at the top of your priority.
A lot of players ask how this is considered an AoE cooldown, and it is due to
both Crash Lightning and
Sundering counting as direct main-hand
strikes to targets hit. This means when they are cast, potentially every target
hit is struck by an individual
Windfury Weapon attack, dealing both high
damage and generating a huge amount of
Maelstrom Weapon.
Enhancement Shaman Mechanics Deep Dive
Due to Enhancement having a lot of moving parts and interactions, some of the more specific details about the quirks of our individual abilities are covered here.
Enhancement Shaman Mechanics
Maelstrom Weapon Details
Maelstrom Weapon management is crucial if you intend to play
Enhancement at a competitive level. This has a 20% chance to trigger from any
melee hit and stacks up to 5 times (or up to 10 times with
Raging Maelstrom). Each stack reduces the cast time of your next
Lightning Bolt /
Chain Lightning cast by 20%, and also
increases the damage of affected spells by 25% when using
Improved Maelstrom Weapon
and
Raging Maelstrom. At 5 stacks, ability casts that consume this become
instant, and only 5 stacks can be consumed at once. When talenting into
Overflowing Maelstrom, this is increased to 10 stacks to increase the
damage multiplier.
While it is tempting to cast these spells as soon as you hit 5 stacks, you
should train yourself to make use of the 10-stack limit granted by
Raging Maelstrom. If you are not at risk of overcapping your
Maelstrom Weapon stacks, then it makes more sense to focus on keeping
your other abilities on cooldown as much as possible. Certain builds approach
expenditure differently:
Stormbringer builds aim to spend at 8+, but can often find themselves spending lower depending on the situation to fish for
Static Accumulation and
Supercharge triggers.
Totemic with Elementalist aims to spend at higher stacks to maximize the damage of
Elemental Blast and open up GCDs to cast
Lava Lash. It still aims to avoid as much waste as possible to make sure it can stack up
Totemic Rebound efficiently.
Totemic with Storm also aims to spend at higher stacks to make room for
Stormstrike casts to fish for
Molten Thunder, but still avoids waste to make sure it can stack up
Totemic Rebound.
Static Accumulation
Due to the passive refund proc on Static Accumulation, when playing this
talent it removes
Lava Burst (if you are not playing
Elemental Blast)
from your rotation. It also raises the priority on
Lightning Bolt
even at 5 stacks, as the chance to refund here is significantly more
valuable than any other generation source.
Crash Lightning Explained
Crash Lightning looks simple on the surface but has many moving
parts and is an essential aspect of Enhancement gameplay. There are some core
components to bear in mind with how it works:
- The
Crash Lightning buff is triggered for 12 seconds whenever it strikes two targets, and should be maintained in any multi-target situation.
- While active,
Stormstrike,
Lava Lash and
Ice Strike will trigger a separate damage splash event called Crash Lightning.
- All
Crash Lightning damage, both active and splash component, can trigger
Maelstrom Weapon individually, while only the active cast hits can proc
Stormsurge.
- The initial cast of
Crash Lightning can trigger individual
Windfury Weapon events on targets hit.
The above means that any time we can get more than one target together, we
want to get this active for a free additional boost to our primary strikes. This
also leads to additional resources. In AoE situations, this causes a flood of
extra Maelstrom Weapon which confers a number of benefits to both builds
allowing for extra cooldown access, AoE and funnel. Storm generally uses
this as a primary damage delivery tool due to its gameplay structure (and the
additional synergy with
Forceful Winds,
Windfury Weapon and
Doom Winds). Elementalist on the other hand uses it as a supporting
resource generation tool to fuel other things and raise the value of
Lava Lash
casts.
Chain Lightning also has two interactions to both increase access to,
and amplify the damage of
Crash Lightning:
- Each target hit by
Chain Lightning reduces the cooldown of
Crash Lightning by 1 second (up to a maximum of 5 with
Crashing Storms)
- Each target hit by
Chain Lightning increases the damage of your next active cast of
Crash Lightning by 20% per target hit (up to 100% with
Crashing Storms).
This creates a generate-spend relationship between the two that leads to both extra access to the resources to activate it, and increased frontloaded power of the activating tool keeping them both relevant in AoE.
Finally, Converging Storms can be taken to cause each target hit by the
initial
Crash Lightning to increase the damage of your next
Stormstrike
cast by 25% per target hit, stacking up to 6 for a maximum of 150%. This activates
even on a single-target, giving a small boost to funnel on priority targets when
taken.
Unrelenting Storms
Some builds opt into picking up Unrelenting Storms to use
Crash Lightning
as a back-up single-target filler, in particular Mythic+ builds looking for point
efficiency. This causes
Crash Lightning to have a reduced cooldown when it
only hits a single target, and guaranteeably procs
Windfury Weapon
on your target. This is considered an independent proc, so your cast can technically
trigger it twice. When played, this is still generally a low priority filler but
it covers gaps in the rotation that some AoE builds struggle to fill.
Enhancement Shaman Funnel
It is often mentioned that Enhancement has a unique ability to "funnel" damage into priority targets, using extra enemies as fuel to amplify its single-target damage. There are a number of effects throughout the tree that enable this.
Crash Lightning is the primary driver, due to the additional
Maelstrom Weapon mentioned in the Crash Lightning section. Alongside this,
Ashen Catalyst when played significantly increases in stack rate allowing
for more frequent, empowered
Lava Lash casts.
With Stormbringer, there is also the added benefit of
Conductive Energy.
This allows you to make use of tools such as
Primordial Wave and
Arc Discharge
to hit multiple targets with
Lightning Bolt and
Chain Lightning,
and convert that into more primary target damage in the process.
Weapon Imbues and Buffs
Your Weapon Imbues should always be active as they confer a strong benefit. Some notes on each are:
Windfury Weapon - only applied to the main-hand, these additional strikes are considered special attacks and, as such, can generate
Maelstrom Weapon and trigger procs such as
Stormsurge.
Flametongue Weapon - only applied to the off-hand, this causes all weapon attacks to trigger an additional hit of fire damage and doubles the damage your
Lava Lash deals while active.
While Weapon Imbues do block you from using temporary weapon buffs such as
Ironclaw Whetstone, the extra mechanical effects these provide to the
Enhancement toolkit make them more valuable and as such we always use them.
This is made even more mandatory by the locked-in talent
Elemental Weapons,
and you should never use double
Flametongue Weapon - this confers
no benefit.
Lightning Shield should always be kept active in solo content thanks
to the additional
Maelstrom Weapon it generates, . Generally,
Earth Shield is played and maintained
for the minor additional sustain it provides .
Group Buffs
Enhancement also brings a small package of extra effects that help the party or specific members of your raid group:
Skyfury
Skyfury, granted by any Shaman provides a flat increase to Mastery
rating to all Party and Raid members. It also has additional benefits for
melee characters, granting them a 20% chance to proc an additional auto-attack
when swinging, with a 0.5-second internal cooldown per player, does not
trigger from missed attacks, and can miss itself. These extra attacks count as
regular auto-attacks, meaning they proc all on-hit effects, but they do not
affect Hunter auto-shots, pets, or guardians.
Mana Spring
This allows us to convert Stormstrike casts into Mana for healers, especially
in raid situations. This is even more potent if you are playing a Storm
build as this will often be pressing significantly more
Stormstrikes.
Since points are not very tight on our class tree, this is a great option for
many situations should you have room for it.
Flame Shock Explained
Flame Shock is more of a secondary component of your tree in The War
Within (and the degree of its importance depends on talent selections). It plays as
a passive, low-maintenance damage source in single-target and an AoE enabler,
meaning that it will be a part of your rotation in almost every situation in most
builds. There are some additional details to note when using it that are not quite
as intuitive on the surface:
Shocks and Pandemic
In single-target situations, you want to make sure that you keep
Flame Shock active whenever possible when playing
Lashing Flames,
but otherwise maintain it indirectly with effects such as
Primordial Wave
or
Voltaic Blaze. You can refresh it based on the pandemic window whenever
the damage over time effect has less than 5.4 seconds. With
Molten Assault,
Lava Lash will reapply
Flame Shock if it
is active on the target of the
Lava Lash cast, meaning that it often
maintains itself with regular gameplay .
Flame Shock Spread
Molten Assault allows the Shaman with an active
Flame Shock
on their target to apply
Flame Shock to nearby targets via
Lava Lash casts. This enables a lot of other parts of our AoE kit, such
as
Fire Nova,
Primordial Wave, and
Ashen Catalyst. When you cast
Lava Lash, it does not
just apply the damage over time effect to other targets; rather, it
casts an extra
Flame Shock on them, dealing the direct damage at the
same time.
Voltaic Blaze also grants an extra way to apply it in AoE, though with
an 18% chance to trigger from spenders it is not reliable enough to be your only
method of supporting talents such as
Primordial Wave.
Totemic
also has the benefit of the
Whirling Earth mote that allows
Flame Shock
casts to apply the debuff to 6 targets at once, making setup significantly easier
following each
Surging Totem cast.
Changelog
- 15 Dec. 2024: Updated for Patch 11.0.7, added a more detailed Thorim's Invocation section.
- 05 Nov. 2024: Significant priority list updates closer to more recent 11.0.5 knowledge.
- 21 Oct. 2024: First pass update for Patch 11.0.5. Will be updated as more live data comes in.
- 23 Sep. 2024: Updated for most recent hotfixes and Storm build switch.
- 09 Sep. 2024: Updated for Elemental Blast and Tempest hotfixes along with new Storm loadouts.
- 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: Updated for Season 4.
- 21 Mar. 2024: Reviewed for Patch 10.2.6, condensed insights section.
- 15 Jan. 2024: Reviewed for Patch 10.2, slight structure changes but content remains accurate.
- 06 Nov. 2023: Updated for Patch 10.2 and restructured the rotation tool.
- 04 Sep. 2023: Restructured cooldown section, but no content changes needed for 10.1.7.
- 14 Jul. 2023: Added build loadout buttons to switches for easier rotation display.
- 13 Jul. 2023: Cleaned up AoE rotation section with improvements for Storm.
- 10 Jul. 2023: Updated for Patch 10.1.5 to remove 4-piece use from Storm and highlight Stormstrike over spenders.
- 04 May 2023: Tweaks to rotation tool, added warnings to false talent combinations.
- 01 May 2023: Overhauled for Patch 10.1 updates, with Storm builds, rotation tool updates, T30 bonuses and added sections.
- 20 Mar. 2023: Reviewed for Patch 10.0.7.
- 24 Jan. 2023: Reviewed and improved rotation tool to align closer to current gameplay.
- 11 Dec. 2022: Added Tier Set section.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 25 Oct. 2022: Updated for Dragonflight 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.
- MoP Classic Upgrade Packs Now Available in Battle.Net Shop
- Slightly Rising: Mythic+ Runs Per Week and Data Round-up for the Penultimate Week of The War Within Season 1
- Twitch Drop: Get Tock the Clocker Spaniel Pet
- Meet C.H.E.T.T.: Your New Key to Farming Valorstones in The War Within Season 2
- Time-Lost Proto-Drake Vanishes! A Painful Lesson for Dragon Hunters
- New Cataclysm Classic Valor Cap Set to Week 2 Due to Bug
- Patch 11.1 PTR Hotfixes: More Updates to Season 2 Dungeons & Mythic+ Tuning
- Season of Discovery Naxxramas Soft Reset Issue Fix and Warning