Frost Mage DPS Spell List and Glossary — The War Within (11.0.7)
On this page, we present you with all spells and procs that you need to understand as a Frost Mage in World of Warcraft — The War Within (11.0.7).
If you were looking for WotLK Classic content, please refer to our WotLK Classic Frost Mage spells.
Frost Mage Spell Summary
If you are new to Frost, it is recommended you read this before proceeding! In this section, we will discuss what abilities you have, what they are used for within the specialization, and how they interact with important cooldowns. For extra tips on utilizing certain spells, particularly ground-target effects, check our Macro section:
Main Resource for Frost Mage
Frost Mage does not rely on a primary resource. Like the other Mage specs,
you have a Mana bar. However, Frost relies more on generating procs through
your basic spells to fuel damage output. A notable exception to this is
Arcane Explosion. It has a very high Mana cost, and you should take
care not to drop too low while utilizing it for AoE, lest you be unable to
DPS.
Important Procs for Frost Mage
Fingers of Frost is your main source of burst damage output.
Fingers of Frost has a 15% chance to proc off of
Frostbolt and
10% chance off of
Frozen Orb. Fingers of Frost cause your next
Ice Lance to be considered frozen, granting both the triple damage
bonus of Ice Lance and benefit from
Shatter.
Brain Freeze has a 25% chance to proc off of a
Frostbolt cast causes your next
Flurry to deal 50% extra
damage and reset the cooldown of Flurry. Flurry applies Winter's Chill, which
causes the target to
behave as if it was frozen, allowing you to benefit from
Shatter.
You should follow up your Brain Freeze-buffed Flurry casts with 2
Ice Lances to exploit this.
DPS Cooldowns for Frost Mage
Icy Veins increases your Haste by 20% for 25 seconds. This is
your main DPS cooldown and is generally best used on cooldown.
Time Warp increases Haste by 30% for 40 seconds for all party and
raid members within 100 yards. This ability debuffs everyone with a debuff that
prevents the possibility of benefiting from Time Warp, Shaman's
Heroism and
Bloodlust, Hunter's
Primal Rage, or Evoker's
Fury of the Aspects for the next 10
minutes.
Defensive Cooldowns for Frost Mage
Ice Barrier is a shield that is worth 24% of your maximum Health,
increased by Versatility. This is a very low cooldown when compared to other
classes that have a functional Health boost and a very good button to hit if
you are moving without procs available.
Ice Block will freeze you solid, making you immune to just about
everything. This will also clear most debuffs. Ice Block is best served to
either soak a mechanic that would otherwise kill someone or use it as a
last-ditch effort to prevent your death.
Mirror Image is an interesting defensive. It temporarily drops
your current threat value by -90 million, making it so that you cannot pull
threat while active. In addition, while any images remain active, you take
20% reduced damage from everything. Taking direct, single-target damage will
cause one of your images to fade away on a 2-second cooldown. At a minimum,
this means Mirror Image is a 6-second 20% damage reduction if you are being
focused down. At best, it is 40 seconds of 20% damage reduction, incredibly
strong for a 2-minute cooldown.
Alter Time is a hybrid defensive/mobility ability. When activated,
your current location and Health amount are snapshotted. For the next 10
seconds, or until you activate the ability again, you can move anywhere within
100 yards, and take as much damage as you can before dying. When it expires, or
you reactivate it, you are instantly transported to the state you were in when
you started. This allows for some powerful positional gameplay when you have
to take a debuff out of the raid and is also useful in keeping you alive
through large hits that you know are coming. Alter Time is one of the most
powerful utility cooldowns in the entire game, so you should find new and
interesting ways to abuse it.
Frost Mage Abilities and Talent Descriptions
A note on abbreviations. A good number of spells share abbreviations and knowing which one is which will depend on the context of the conversation at hand. Many are legacy, whereas the other that shares the abbreviation did not exist yet, or only existed for a certain expansion and was then gone, only to have been brought back.
Core Abilities
Ability | Abbreviation | Description |
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FB, FrB | Main filler spell, deals damage, generates procs, and applies a slow to the target. |
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IB | Moderately strong instant cast a spell on a short cooldown. Useful for finishing off a mob, or if you get locked out of your Frost school. |
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FN, Nova | An AoE around you that freezes anything in range. It will break on damage taken, although there is a small grace period. This is considered "frozen" and "rooted" for purposes of spells that interact with those statuses. |
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Teleports you in the direction you are facing. This will break stuns and roots. It can save you from fall damage if cast within 20 yards of the ground. | |
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Table | Summons a consumable for you or your allies to consume to regenerate Health and Mana outside of combat. I will produce a table at higher levels while in a group, where group members can click the table to receive stacks of food. |
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A basic AoE filler spell. Duration always equals cooldown; both scale with Haste. It ticks 9 times. | |
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CS, Snap | Resets a few defensive cooldowns for Frost, notably,
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AE | Basic AoE spell that causes an explosion around you. |
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CS, kick | Basic spell interrupt. |
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Int, AI, buff | Mage raid buff. Keep this active at all times in combat. Casting it in a group will buff everybody in range. |
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Slows your fall speed to non-fatal damage. This can be cast on party members. It can also be cast on mounted targets or cast on yourself and then mount up to allow you speed for your jump. | |
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Sheep | Single target crowd control. This will take a target out of commission for a minute, as long as no damage strikes it, including DoTs already on target. Polymorphed targets will only aggro on the the first target in their range, and everyone else may pass by without being put in combat. |
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CoC, Cone | AoE slow and a burst of damage. This spell is extremely important to higher level Frost Mage AoE, so learning how it is angled and behaves at fairly close range is a good skill to have. |
Teleport: Location | Tele, Port | Teleport to all major cities and a few other select locations. |
Portal: Location | Tele, Port | Same as above, but spawns a clickable object for group members to follow you through. |
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The effect the stat Mastery grants us. More information about it may be found on the stats page. | |
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TW, Warp, Hero, Lust | Standard ![]() |
Talent Tree Active Abilities
Ability | Abbeviation | Description |
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IB, Barrier | A simple shield to prevent you from taking damage on a short cooldown. The shield is equivalent to 22% of your maximum Health, increased further by Versatility. |
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Block, Immune | Makes you immune to almost everything, removing debuffs and ignoring damage for the duration. |
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SS | Dispels enemy magic and usually grants it to yourself for up to 2 minutes. Offensive dispels are somewhat rare, and usually, if a target's ability can be Spellstolen; it will be glowing on the target frame. |
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Decurse | Removes curses from friendly targets. Curses have a purple debuff icon border. |
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MI | A threat drop and damage reduction. They also deal an extremely minor amount of damage themselves, but they should not be used for such a purpose, given how low it is. Any mob you are in combat with will have a temporary -90 million threat modifier towards you, so this is great if you pull aggro off your tank. In addition, for the duration of any images being alive, you take 20% reduced damage from all sources. Direct damage events will kill one off with an internal cooldown of 2 seconds, so you will get, at worst, 4 seconds of damage reduction. Most instanced damage is not coded as direct damage, however, and you will generally get the full 40 seconds' worth of damage reduction, which is obscenely strong in terms of defensive utilities. |
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AT | On activation, snapshot your location and Health percent. On either
the 10 seconds ending or you reactivating the spell, return to that
position and Health percentage. This can be used as a second
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Slows a target's movement speed. | |
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RoP, Ring | Incapacitates the first 10 targets that cross the ring border along
the edge of the cast reticle. Particularly powerful when combined with
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IN | Hits all targets for full damage, despite the tooltip, and freezes them for 2 seconds. This is considered "frozen" and "rooted" for purposes of spells that interact with those statuses. |
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Replaces Blink with a Blink that can Blink while casting in exchange for a significantly longer cooldown and the loss of the stun break utility. Generally considered easier to use the two choices. | |
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IF, Floes | A spell you can cast while casting that allows you to cast while
moving. Generally considered harder to use than ![]() |
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BW | Deals mediocre damage and puts enemies hit by it 8 yards away from
you. To detail, this spell is built so that if you are point blank on top
of something and hit it, it will fly 8 yards away. If they are 6 yards
away, they will move 2 yards out to 8 yards total distance from you.
Applies a heavy slow that does not benefit from
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GI, GInv | An instant Invisibility spell. While invisible, and for 3 seconds after breaking, you take 60% reduced damage. Generally used as a defensive cooldown. |
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DB | The same cone size as ![]() |
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DB | A ranged knock-up, centered on your current target, that deals minor damage. Useful as a pseudo-interrupt and can be cast from further away than our other abilities in this class. |
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SP | Deals pulsing damage that also reduces your cooldowns. Marginally
stronger and faster than hitting ![]() |
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Casts ![]() |
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Casts a 12-second Invisibility on your group. | |
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IL, Lance | A spammable low-damage spell, or heavy hitter when used with procs or on a frozen target. |
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FO, Orb | An extremely powerful AoE spell that also generates procs. Used in single target due to sheer strength. |
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Fl | An extremely important core ability. Winter's Chill is the debuff
it leaves on a target, and it makes any spell that impacts during its
duration be considered frozen. This is generally followed up by
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IV | The primary cooldown ability of Frost Mage. Grants 20% Haste and
prevents casting delays from being attacked directly. Summons a pet that
increases your damage every time it deals damage, up to 15% after 5 hits. Can
cast ![]() |
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CmS | A hard-hitting AoE ability. Drops 7 comets in a small circle around the target. It does not consume Winter's Chill, but it benefits from it. |
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RoF, Ray | A hard-hitting single-target ability that generates 2
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GS | An alternative playstyle talent. Turns ![]() |
Talent Tree Passive Abilities
Ability | Abbeviation | Description |
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Sets your spells to *2.1 instead of *2 damage on a Critical Strike. It has a minor effect that increases the Critical Strike chance when you fail to do so. | |
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Makes ![]() |
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Grants a shield for 6% of your maximum Health when you
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Turns ![]() |
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If it is not physical or any mixed element damage that contains physical, like chaos, this will reduce it. | |
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IF, Incanter's | A cyclical passive damage increase. |
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Heals you while you are inside ![]() ![]() |
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Procs only from the direct damage dissipation of an image, not by the image themselves dying to damage. | |
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Same as above, and only procs from the direct damage dissipation mechanic, not the image dying. Terrible for soloing, both of them. Most instance mechanics do not proc the dissipation either. | |
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Makes it so that if you succeed at an interrupt, you have a
20-second cooldown instead of 24 on ![]() |
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MoT | Cooldown reduction for one of our best defenses. The
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Heals you when ![]() |
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Brings ![]() |
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Increases the amount of damage a target can withstand before
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Provides 2% Critical Strike chance, and you should get it. | |
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Provides 2% Haste, and you should get it. | |
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Both provide a cooldown reduction on ![]() |
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Makes it so that melee attacks against you can grant you
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Will slow everything an additional amount. | |
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Reduces the cooldown of ![]() ![]() |
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Modifies ![]() ![]() |
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Provides your ![]() |
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Makes casting ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Makes it so that if you have ![]() |
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Any time ![]() ![]() ![]() |
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FC | Makes ![]() |
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IC | Trades ![]() |
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TA | Gives you a chance to gain either ![]() ![]() ![]() |
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Grants you, and only you, 3% more Intellect from
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FoF | Your first proc, which lets ![]() |
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The reason you care about frozen status. Functionally 100% Critical Strike chance against frozen targets at 33.34%. | |
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BF | Your second proc. Resets the cooldown of ![]() ![]() |
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EF | Adds 20% more duration to ![]() |
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Increases all Haste effects and stats from gear. | |
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Makes any given chill effect have a chance to freeze the target.
It has nice synergy out in the world or for trash mobs in dungeons with
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Increases the Critical Strike damage modifier of
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Makes ![]() |
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LW | A passive increase to your primary single target spells. |
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Passive ![]() ![]() ![]() |
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IC, Imp Blizzard | Grants you cooldown reduction for ![]() ![]() |
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BC | Functionally, a passive 5% damage increase as almost all of your spells have a chill attached to them. |
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GA | Gives your ![]() ![]() |
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FT | Increases ![]() ![]() |
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WT | Increases ![]() ![]() ![]() |
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FF | Makes ![]() ![]() ![]() |
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Only works against things that are both rooted and frozen.
So this does not work for ![]() |
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DS | Increases frozen damage by ![]() ![]() ![]() |
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Gives a 30% chance for double value from Mastery on
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FR | Part of your AoE combo with ![]() ![]() ![]() |
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SI | Increases damage of ![]() ![]() ![]() |
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Makes ![]() ![]() ![]() ![]() ![]() ![]() |
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SI | Gives subsequent ![]() |
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CR | Makes ![]() |
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Increases Mastery's value by an absurd amount, allowing the half of your casts that previously did not generate Icicles, generate them. | |
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CF | Casts a ![]() ![]() ![]() ![]() |
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FW | Makes it so that while ![]() ![]() ![]() |
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TV | Extends ![]() ![]() ![]() |
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Turns ![]() ![]() |
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Adds a 1-minute duration buff that functionally buffs ![]() |
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Causes ![]() |
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DC | Increases damage you deal during ![]() ![]() |
Frostfire Abilities
Ability | Abbreviation | Description |
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Passive stat buffs that cycle every 14 seconds. | |
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5% more maximum health for your ![]() |
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Cast a ![]() ![]() ![]() |
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FFB | ![]() |
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EA | Reduces the cooldown of ![]() ![]() |
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A waste of a talent. There is no planet you ![]() ![]() |
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Drops ![]() ![]() |
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15+haste RPPM buff to one ![]() |
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Simple cast time reduction to your filler spell. | |
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FFI | 30+haste RPPM additional bolt of Frostfire damage, applying both element types of ![]() |
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Proc that makes your ![]() ![]() |
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FFE | Proc that makes your next ![]() ![]() |
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Proc for your next ![]() ![]() |
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Spellslinger Talents
Ability | Abbreviation | Description |
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Splinters | Extra spell that flies out of you when you consume Winter's Chill. |
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CI | ![]() ![]() |
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A waste of a talent. ![]() |
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VM | ![]() |
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UP | ![]() ![]() |
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Does what it says. | |
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SFT | Proc reset ![]() |
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While 8 ![]() ![]() ![]() |
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Allows ![]() |
Changelog
- 15 Dec. 2024: Reviewed for 11.0.7.
- 21 Oct. 2024: Added Signature Spell.
- 09 Sep. 2024: Updated 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, did a minor pass fixing details that slipped through hotfixes.
- 15 Jan. 2024: Reviewed for Patch 10.2.5.
- 06 Nov. 2023: Reviewed for Patch 10.2.
- 04 Sep. 2023: Reviewed for Patch 10.1.7
- 10 Jul. 2023: Updated for Patch 10.1.5's changes.
- 01 May 2023: Reviewed for Patch 10.1.
- 20 Mar. 2023: Reviewed for Patch 10.0.7.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 11 Dec. 2022: Reviewed for Dragonflight Season 1.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 24 Oct. 2022: Updated for Dragonflight pre-patch.
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This guide has been written by Kuni, one of the best Frost Mages in the world, who raids in Mortal Desire.
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