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WoW Forever Druid Talent Calculator
Plan your Druid talents with the new Forever trees: Balance, Feral Combat, Restoration. Spend points, scrub through the levels and share your build with one link.
Balance
Feral Combat
Restoration
Beta data from the WoW Forever beta client, values can change until launch. Talent tree data: talentsforever.com (CC BY 4.0)
All Druid talents
Every talent with its maximum rank, from the WoW Forever beta client.
Balance
- Improved Wrath 5 · Row 1, needs 0 points
- Reduces the cast time of your Wrath spell by 0.5 sec and its Mana cost by 50%.
- Genesis 5 · Row 1, needs 0 points
- Increases the periodic damage and healing done by your spells and abilities by 5%.
- Moonglow 3 · Row 2, needs 5 points
- Reduces the Mana cost of your damaging spells by 25%.
- Improved Moonfire 2 · Row 2, needs 5 points
- Increases the damage and critical strike chance of your Moonfire spell by 10%.
- Nature's Majesty 2 · Row 2, needs 5 points
- Increases your critical strike chance with spells and melee attacks by 4%.
- Nature's Reach 2 · Row 2, needs 5 points
- Increases the range of your offensive Balance spells by 20% and improves your chance to hit by 4%.
- Improved Entangling Roots 3 · Row 3, needs 10 points
- Increases the damage done by your Entangling Roots spell by 75%, and its victims can take up to 75% more damage without interrupting the effect.
- Nature's Splendor 1 · Row 3, needs 10 points
- Increases the duration of your Moonfire and Rejuvenation spells by 3 sec, your Regrowth spell by 6 sec, and your Insect Swarm spell by 2 sec.
- Insect Swarm 1 · Row 4, needs 15 points
- The enemy target is swarmed by insects, decreasing their chance to hit with attacks by 2% and causing 48 Nature damage over 12 sec.
- Vengeance 5 · Row 4, needs 15 points
- Increases the critical strike damage bonus of your Arcane and Nature spells by 100%.
- Improved Starfire 5 · Row 4, needs 15 points
- Reduces the cast time of Starfire by 0.5 sec and Starfire has a 15% chance to stun its target for 3 sec.
- Overgrowth 2 · Row 5, needs 20 points
- Increases the maximum number of targets you may have affected by Entangling Roots by 2.
- Nature's Grace 1 · Row 5, needs 20 points
- All non-periodic spell criticals grace you with a blessing of nature, increasing your spellcasting speed and reducing your global cooldown by 10% for 3 sec.
- Eclipse 3 · Row 5, needs 20 points
- Your Wrath spell reduces the cast time of your next 2 Starfire spells by 0.50 sec. Stores up to 4 charges. Lasts 15 sec.
- Moonfury 5 · Row 6, needs 25 points
- Increases the damage done by your Arcane and Nature spells by 10%.
- Moonkin Form 1 · Row 7, needs 30 points
- Transforms the Druid into Moonkin Form. While in this form, the armor contribution from items is increased by 360%, Omen of Clarity gains 100% increased chance to trigger, and all party members within 45 yards have their critical strike chance increased by 3%, exclusive with Leader of the Pack. The Moonkin cannot cast healing spells while shapeshifted. The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.
Feral Combat
- Ferocity 5 · Row 1, needs 0 points
- Reduces the cost of your Maul, Mangle, Swipe, Claw, and Rake abilities by 5 Rage or Energy.
- Heart of the Wild 5 · Row 1, needs 0 points
- Increases your Intellect by 10%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 20% and while in Cat Form your Strength is increased by 10%.
- Feral Swiftness 2 · Row 2, needs 5 points
- Increases your movement speed while in Cat Form by 30%, and increases your chance to Dodge by 4%.
- Feral Instinct 3 · Row 2, needs 5 points
- Increases damage done by your Swipe ability by 30% and reduces the chance enemies have to detect you while Prowling as if you were 3 levels higher.
- Brutal Impact 2 · Row 2, needs 5 points
- Increases the stun duration of your Bash and Pounce abilities by 1 sec and reduces the cooldown of Bash by 30 sec.
- Thick Hide 3 · Row 2, needs 5 points
- While in Bear Form, Cat Form, Dire Bear Form, or Moonkin Form, you gain 3 additional base Armor per level and another 2.00 base Armor for each point of defense skill beyond five times your level. This amount can be further increased by multipliers from those forms.
- Savage Fury 2 · Row 3, needs 10 points
- Increases the damage caused by your Claw, Rake, Shred, Maul, and Swipe abilities by 10%.
- Feral Charge 1 · Row 3, needs 10 points
- Charge an enemy, immobilizing them and interrupting any spell they are casting for 4 sec. Leap behind an enemy.
- Sharpened Claws 2 · Row 3, needs 10 points
- Increases your critical strike chance while in Bear Form, Dire Bear Form, or Cat Form by 6%.
- Shredding Attacks 3 · Row 4, needs 15 points
- Reduces the Energy cost of your Shred ability by 18 and reduces the Rage cost of your Lacerate ability by 3.
- Mangle 1 · Row 4, needs 15 points
- Mangle the target for 100% normal damage plus 26.
- Predatory Strikes 3 · Row 4, needs 15 points
- Increases your melee Attack Power in Cat Form, Bear Form, and Dire Bear Form by 150% of your level.
- Primal Fury 2 · Row 4, needs 15 points
- Gives you a 100% chance to gain an additional 5 Rage any time you get a critical strike while in Bear Form or Dire Bear Form. In addition, your non-periodic critical strikes from Cat Form abilities that generate Combo Points have a 100% chance to add an additional Combo Point.
- Predatory Instincts 2 · Row 5, needs 20 points
- Increases the critical strike damage bonus of your melee abilities by 20%.
- Leader of the Pack 1 · Row 5, needs 20 points
- While in Cat Form, Bear Form, or Dire Bear Form, the Leader of the Pack increases the critical strike chance of all party members within 45 yards by 3%, exclusive with Moonkin Aura.
- King of the Jungle 3 · Row 5, needs 20 points
- Tiger's Fury now instantly grants you 60 Energy.
- Natural Reaction 5 · Row 6, needs 25 points
- Increases your dodge chance by 5%, and gives you a 100% chance to gain 5 Rage each time you dodge.
- Rend and Tear 5 · Row 6, needs 25 points
- Increases damage done by your melee abilities on Bleeding targets by 10%.
- Berserk 1 · Row 7, needs 30 points
- Causes your Mangle ability to strike up to 3 targets, removes its cooldown, and increases the critical strike chance of your Combo Point-generating abilities by 100%. Clears and grants immunity to Fear effects for the duration. Lasts 15 sec.
Restoration
- Nature's Focus 5 · Row 1, needs 0 points
- Gives you a 70% chance to avoid interruption caused by damage while casting Arcane and Nature spells.
- Furor 5 · Row 1, needs 0 points
- Gives you a 100% chance to gain 10 Rage when you shapeshift into Bear Form or Dire Bear Form. When you shift into Cat Form, you will regain 100% of the Energy you had when you were last in Cat Form, plus 10 Energy for each second you spent not in Bear Form, Cat Form, or Dire Bear Form, up to a maximum of 100 Energy.
- Naturalist 5 · Row 2, needs 5 points
- Reduces the cast time of your Healing Touch spell by 0.5 sec and increases all damage you deal by 5%.
- Subtlety 3 · Row 2, needs 5 points
- Reduces the threat generated by your Nature and Arcane spells by 30%.
- Natural Shapeshifter 3 · Row 2, needs 5 points
- Reduces the mana cost of all shapeshifting by 30%.
- Reflection 3 · Row 3, needs 10 points
- Allows 50% of your Mana regeneration to continue while casting.
- Gift of Nature 5 · Row 3, needs 10 points
- Increases the effect of all your healing spells by 10%.
- Gift of the Earthmother 1 · Row 3, needs 10 points
- Reduces the global cooldown by 0.5 seconds on your Rejuvenation, Swiftmend, and Wild Growth spells.
- Tranquil Spirit 5 · Row 4, needs 15 points
- Reduces the mana cost of your Healing Touch and Tranquility spells by 10%.
- Improved Rejuvenation 3 · Row 4, needs 15 points
- Increases the effect of your Rejuvenation spell by 15%.
- Swiftmend 1 · Row 4, needs 15 points
- Instantly heals a target with an active Rejuvenation or Regrowth effect for an amount equal to the full duration of the periodic effect of one of those spells.
- Nature's Swiftness 1 · Row 5, needs 20 points
- When activated, your next Nature spell becomes an instant cast spell.
- Living Spirit 3 · Row 5, needs 20 points
- Increases your Spirit by 15%.
- Improved Tranquility 2 · Row 5, needs 20 points
- Reduces threat caused by Tranquility by 100% and its cooldown by 60%.
- Improved Regrowth 5 · Row 6, needs 25 points
- Increases the critical effect chance of your Regrowth spell by 50%.
- Wild Growth 1 · Row 7, needs 30 points
- Heals the target and their party for 336 over 7 sec. Party members must be within 43 yards of target. The amount healed is applied quickly at first, and slows down as Wild Growth reaches its full duration.
FAQ
How many talent points does a Druid get in WoW Forever?
You have 51 points at level 60. The first one comes at level 10, then one per level. The Legacy talent Talented from the Adventure tree gives you the first point up to five levels earlier, the total stays 51.
What changed in the Druid talents compared to Classic?
14 of 51 talents are new in Forever and 33 were changed or moved. Turn on "Show changes from Classic" and the calculator marks them right in the trees.
Which Druid build should I use for leveling?
Open the Talent Path: pick your goal and your spec, and see which talent to take at every level plus the stats that matter. One click opens the build here in the calculator.
Can I import a build from Wowhead?
Yes. Open More, choose Import a link and paste a link from the Wowhead Forever talent calculator. Open in Wowhead works the other way round.
Are the talents final?
No. The trees come from the WoW Forever beta client (as of 2026-09-20). Values can still change until launch, and the calculator is updated when they do.
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