Plan your Shaman talents on the new Forever trees: Elemental, Enhancement, Restoration. Load a ready build for leveling, dungeons or PvP, or spend the 51 points yourself and share your build with one link.
Data from the live WoW Forever game client, hotfixes can still change values. Talent tree data: talentsforever.com (CC BY 4.0). Ready builds: our Talent Path plans and level 60 builds as published on wowforeverbuilds.com.
All Shaman talents
Every talent with its maximum rank, from the WoW Forever game client.
Elemental
Convection 5 · Row 1, needs 0 points
Reduces the mana cost of your Shock, Lightning Bolt, and Chain Lightning spells by 10%.
Concussion 5 · Row 1, needs 0 points
Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 5%.
Elemental Devastation 3 · Row 2, needs 5 points
Your Critical Strikes with direct damage spells increase your chance to get a Critical Strike with melee attacks by 9% for 10 sec.
Reverberation 5 · Row 2, needs 5 points
Reduces the cooldown of your Shock spells by 1.0 sec.
Elemental Alacrity 3 · Row 2, needs 5 points
Reduces the cast time of your Lightning Bolt and Chain Lightning spells by 0.50 sec.
Call of Flame 3 · Row 2, needs 5 points
Increases the damage done by your Fire Totems and by your Flame Shock and Fire Nova spells by 15%, as well as increases the duration of your Flame Shock spell by 9 sec.
Elemental Focus 1 · Row 3, needs 10 points
Gives you a 10% chance to enter a Clearcasting state after casting any Fire, Frost, or Nature damage spell. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
Elemental Warding 3 · Row 3, needs 10 points
Reduces damage taken from Fire, Frost, and Nature effects by 10%.
Trial by Fire 2 · Row 4, needs 15 points
Increases the damage done by your Fire Nova spell by 20% and reduces its cooldown by 4 sec, and increases the duration of your Magma Totem by 20 sec.
Eye of the Storm 3 · Row 4, needs 15 points
Gives your Lightning Bolt and Chain Lightning spells a 70% chance to not lose casting time when you take damage.
Earthbound 1 · Row 4, needs 15 points
Your Earthbind Totem Immobilizes nearby targets for 5 sec when cast.
Elemental Reach 2 · Row 5, needs 20 points
Increases the range of your Lightning Bolt, Chain Lightning, and Fire Nova spells by 6 yards.
Call of Thunder 1 · Row 5, needs 20 points
Increases the critical strike chance of your Lightning Bolt and Chain Lightning spells by 5%.
Lightning Overload 3 · Row 5, needs 20 points
Gives your Lightning Bolt and Chain Lightning spells a 30% chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no threat.
Elemental Fury 5 · Row 6, needs 25 points
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 100%.
Lightning Mastery 1 · Row 7, needs 30 points
Gain mastery over Lightning, reducing the cast time of your Lightning Bolt spell by 0.5 sec, and removing the cooldown from your Chain Lightning spell. Lasts 15 sec.
Enhancement
Earth's Grasp 2 · Row 1, needs 0 points
Increases the health of your Stoneclaw Totem by 50% and the radius of your Earthbind Totem by 20%.
Thundering Strikes 5 · Row 1, needs 0 points
Improves your chance to get a critical strike with all spells and attacks by 5%.
Ancestral Knowledge 5 · Row 1, needs 0 points
Increases your Intellect by 10%.
Guardian Totems 2 · Row 2, needs 5 points
Increases the amount of damage reduced by your Stoneskin Totem and Windwall Totem by 20% and reduces the cooldown of your Grounding Totem by 2 sec.
Mental Dexterity 3 · Row 2, needs 5 points
Increases your Attack Power by an amount equal to 150% of your Intellect.
Increases the damage done by your Lightning Shield orbs by 15%.
Elemental Weapons 3 · Row 3, needs 10 points
Increases the melee attack power bonus of your Rockbiter Weapon by 20%, your Windfury Weapon effect by 40% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 15%.
Shamanistic Focus 1 · Row 3, needs 10 points
Reduces the mana cost of your Shock and Lightning Shield spells by 45%.
Anticipation 3 · Row 3, needs 10 points
Increases your chance to dodge by an additional 6%.
Toughness 5 · Row 4, needs 15 points
Increases your Stamina by 10%.
Flurry 5 · Row 4, needs 15 points
Increases your attack speed by 30% for your next 3 swings after dealing a melee critical strike.
Stormstrike 1 · Row 4, needs 15 points
Instantly strike for 150% weapon damage and increase the damage you deal to the target with your next Lightning Bolt, Chain Lightning, or Earth Shock spell by 20% for 12 sec.
Improved Ghost Wolf 2 · Row 4, needs 15 points
Reduces the cast time of your Ghost Wolf spell by 3.0 sec, and Ghost Wolf may be used indoors.
Spirit Weapons 1 · Row 5, needs 20 points
Gives a chance to parry enemy melee attacks, reduces all threat generated by your attacks by 30% while Rockbiter Weapon is not active, and increases all threat generated by 30% while Rockbiter Weapon is active.
Mental Quickness 2 · Row 5, needs 20 points
Increases your spell damage and healing by up to 30% of your Intellect.
Improved Stormstrike 2 · Row 5, needs 20 points
When you Stormstrike, you have a 100% chance to gain 50% mana regeneration while casting spells for 15 sec, and Stormstrike's cooldown has a 100% chance to reset each time you Dodge or Parry.
Maelstrom Weapon 5 · Row 6, needs 25 points
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 20%. Stacks up to 5 times. Lasts 30 sec.
Rage of the Farseer 1 · Row 7, needs 30 points
Increases your attack speed by 30% for 25 sec.
Restoration
Improved Healing Wave 5 · Row 1, needs 0 points
Reduces the casting time of your Healing Wave spell by 0.5 sec.
Tidal Focus 5 · Row 1, needs 0 points
Reduces the Mana cost of your healing spells by 5% and improves your chance to hit by 5%.
Mindfulness 3 · Row 2, needs 5 points
Allows 50% of your Mana regeneration to continue while casting.
Natural Grace 3 · Row 2, needs 5 points
Reduces the threat generated by your spells by 15%.
Totemic Focus 5 · Row 2, needs 5 points
Reduces the Mana cost of your totems and any spells that summon or move them by 25%.
Improved Reincarnation 2 · Row 2, needs 5 points
Reduces the cooldown of your Reincarnation spell by 20 min, increases your maximum health by 4%, and increases the amount of health and Mana you reincarnate with by an additional 20%.
Ancestral Healing 3 · Row 3, needs 10 points
Increases your target's armor value by 25% for 15 sec after getting a critical effect from one of your healing spells.
Healing Focus 3 · Row 3, needs 10 points
Gives your healing spells a 70% chance to not lose casting time when you take damage.
Water Shield 1 · Row 3, needs 10 points
The caster is surrounded by 3 globes of water. When a spell, melee, or ranged attack hits the caster or when one of the caster's spells gets a critical result, 2% of maximum mana is restored to the caster, expending one water globe. Only one globe will activate every few seconds. Lasts 10 min.
Only one Elemental Shield can be active on the Shaman at any one time.
Tidal Mastery 5 · Row 4, needs 15 points
Increases the critical effect chance of your healing spells by 5%.
Restorative Totems 5 · Row 4, needs 15 points
Increases the effect of your Mana Spring Totem by 25% and increases the effect of your Healing Stream Totem by 50%.
Mana Tide Totem 1 · Row 4, needs 15 points
Summons a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 88 mana every 3 seconds to group members within 30 yards.
Healing Way 3 · Row 5, needs 20 points
Increases the amount healed by your Healing Wave spell by 25%.
Nature's Swiftness 1 · Row 5, needs 20 points
When activated, your next Nature spell with a casting time less than 10 sec. becomes an instant cast spell.
Purification 5 · Row 6, needs 25 points
Increases the effectiveness of your healing spells by 10%.
Riptide 1 · Row 7, needs 30 points
Heals a friendly target for 445 over 15 sec, and increases the effectiveness of your Chain Heal casts directly on that target by 25%.
FAQ
How many talent points does a Shaman 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 Shaman talents compared to Classic?
11 of 50 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 Shaman 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.
Is there dual spec in WoW Forever?
Yes. Dual Specialization unlocks at level 40. You change your talents, Legacy talents included, at a class trainer in one of the major cities.
Are the talents final?
They are the live trees: the calculator shows the talents of the game since the launch on November 4 (as of 2026-11-04). Hotfixes can still change values, and we update the calculator when they do.
Short on time for leveling?
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