Talent Tree
Elemental Shaman Talents
The full Elemental Shaman talent tree from the current game data: class, specialization, and hero talents with icons, ranks, and tooltips.
About the Elemental Shaman talent tree
The Elemental Shaman talent tree below is read straight from the current World of Warcraft client build. It is grouped the way the in-game talent UI presents it - the shared class talents, the Elemental specialization talents, and the hero talent trees this spec can choose from. Each talent shows its icon and how many points it can take; click any talent to open its spell page for the full tooltip resolved from the game data. Use the calculator above to build and share a spec.
Interactive: click a talent to spend a point, right-click to remove, and import or export a build string that works in-game.
Class Talents 46
Heals the friendly target, then jumps up to 40 yards to heal the most injured nearby allies. Healing is reduced by 30% with each jump.
Hurls molten lava at the target, dealing Fire damage. Lava Burst will always critically strike if the target is affected by Flame Shock and its damage is increased by your critical strike chance. Generates 8 Maelstrom.
Hurls a lightning bolt at the enemy, dealing Nature damage and then jumping to additional nearby enemies. Affects $x1 total targets$?a383303[ Consumes Maelstrom Weapon for increased cast speed and damage.]?a187880[ Consumes Maelstrom Weapon for increased cast speed.][] Generates 2 Maelstrom per target hit.
Protects the target with an earthen shield, increasing your healing on them by 20% and healing them for when they take damage. This heal can only occur once every.1 sec. Lasts 60 min. Earth Shield can only be placed on the Shaman and one other target at a time. The Shaman can have up to two Elemental Shields active on them.
Cleanse Spirit, Wind Shear, Purge, and totem casts no longer cancel Ghost Wolf.
Increases all Fire and Frost damage you deal by 3%.
While transformed into a Ghost Wolf, you gain 5% increased movement speed and 5% damage reduction every 1 sec sec, stacking up to $260881u times.
Ghost Wolf removes snares and increases your movement speed by an additional 25% for the first 3 sec. May only occur once every $proccooldown sec.
Chills the target with frost, causing Frost damage and reducing the target's movement speed by 50% for 6 sec.$?a343725&a210714[ Generates 10 Maelstrom.]?a343725[ Generates 3 Maelstrom.][]
Increases the number of Elemental Shields you can have active on yourself by 1. You can have Earth Shield on yourself and one ally at the same time.
Removes all movement impairing effects and increases your movement speed by 60% for 8 sec.
A gust of wind hurls you forward.
Shift partially into the elemental planes, taking 40% less damage for 12 sec.
When your health is brought below 35%, you instantly heal for 40% of your maximum health. Cannot occur more than once every 45 sec.
Increases the cooldown of Frost Shock by 15 sec, but Frost Shock now freezes targets in place for 4 sec.
Enemies within 10 yds of your Frost Shock are snared by 30%.
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Increases your movement speed by 5% and the movement speed bonus of Ghost Wolf by an additional 5%.
Reduces the cooldown of Astral Shift by 30 sec.
Astral Shift reduces damage taken by an additional 20%.
Stamina increased by 8%. While you are at full health, Reincarnation cools down 50% faster.
Disrupts the target's concentration with a burst of wind, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec.
Healing from Healing Stream Totem reduces Fire, Frost, and Nature damage taken by 6% for 3 sec.
Summons a totem at the target location for 20 sec. The totem pulses every 2 sec sec, rooting all enemies within yards for 8 sec. Enemies previously rooted by the totem instead suffer 50% movement speed reduction.
Summons a totem at the target location that gathers electrical energy from the surrounding air and explodes after 2 sec, stunning all enemies within yards for 3 sec.
Mastery increased by 3%.
The effects of your weapon imbues are increased by $?c1[30]?c2[15]?c3[20][]%.
Interrupting a spell with Wind Shear reduces all spell damage taken by 15% for 12 sec.
Your Healing Wave is 25% more effective on yourself.
Removes all Curse effects from a friendly target.
Reduces the cooldown of Capacitor Totem by 15 sec.
Summons a totem at the target location for 15 sec, continually granting all allies who pass within 10 yards 40% increased movement speed for 5 sec.
Calls forth a Primal Earth Elemental to protect you, increasing your maximum health by 15% for 30 sec.
Purges the enemy target, removing $m1 beneficial Magic effects.$?(s147762&s51530) [ Successfully purging a target grants a stack of Maelstrom Weapon.][]
Purges the enemy target, removing $m1 beneficial Magic effects.
Increases the critical strike chance of your Nature spells and abilities by 2%.
Wind Rush Totem's cooldown is reduced by 30 sec and its movement speed effect lasts an additional 2 sec.
Wind Rush Totem's movement speed bonus is increased by 10% and now removes snares.
Your Earth Elemental no longer taunts nearby enemies or generates threat and instead increases your maximum health by 15% while active.
Transforms the enemy into a frog for 1 min. While hexed, the victim is incapacitated, and cannot attack or cast spells. Damage may cancel the effect. Limit 1. Only works on Humanoids and Beasts.
Calls upon the guidance of the spirits for 15 sec, permitting movement while casting Shaman spells. Castable while casting. Increases movement speed by 20%.
Relocates your active totems to the specified location.
Reduces all magic damage taken by 8%.
Increases the radius of your totem effects by 15%. Increases the duration of your Earthbind and Earthgrab Totems by 10 sec. Increases the duration of your Cloudburst, Tremor, Poison Cleansing, Ancestral Protection, Earthen Wall, and Wind Rush Totems by 3.1 sec.
Reduces the cooldown of Spiritwalker's Grace by sec and increases your movement speed by 20% while it is active.
When you cast Spiritwalker's Grace, you become immune to Silence and Interrupt effects for 5 sec.
Your $?!s137041[Lava Burst][] and RiptideStormstrike casts restore $?a137040[]?a137041[][] mana to you and 4 allies nearest to you within yards. Allies can only benefit from one Shaman's Mana Spring effect at a time, prioritizing healers.
Summons a totem at your feet that shakes the ground around it for 10 sec, removing Fear, Charm and Sleep effects from party and raid members within 30 yards.
Summons a totem at your feet that removes all Poison effects from a nearby party or raid member within yards every 1.5 sec sec for 6 sec.
Earth Shield and Water Shield no longer lose charges and are 115% effective.
When refreshing Earth Shield, your target is healed for for each stack of Earth Shield they are missing. When refreshing Water Shield, you are refunded mana for each stack of Water Shield missing. Additionally, Earth Shield and Water Shield can consume charges 1.1 sec faster.
Your Hex target is slowed by 70% during Hex and for 6 sec after it ends. Reduces the cooldown of Hex by sec.
Your next healing or damaging Nature spell or Hex is instant cast and costs no mana.
Reduces the cooldown of most totems by 5 sec.
Water Shield increases your Agility by 3%. Casting Water Shield now applies your weapon imbuements. Earth Shield is also applied if you have the Elemental Orbit talent.
Elemental Talents 42
Instantly shocks the target with concussive force, causing Nature damage. Earth Shock will consume all stacks of Fulmination to deal extra Nature damage to your target.
Harnesses the raw power of the elements, dealing Elemental damage and increasing your Critical Strike or Haste by 3% or Mastery by% for 10 sec.
Causes the earth within 8 yards of your target to tremble and break, dealing Nature damage over 6 sec and has a 5% chance to knock the enemy down. Multiple uses of Earthquake may overlap. This spell is cast at your target.
Causes the earth within 8 yards of the target location to tremble and break, dealing Nature damage over 6 sec and has a 5% chance to knock the enemy down. Multiple uses of Earthquake may overlap. This spell is cast at a selected location.
Your damaging and healing critical strikes deal% damage or healing instead of the usual 200%.
Riptide and Lava Burst have an additional charge.
Increases the critical strike chance of Lightning Bolt, Tempest, and Chain Lightning by 10%.
Earth Shock, Elemental Blast, and Earthquake deal 20% increased damage.
Earth Shock, Elemental Blast, and Earthquake have a 25% chance to refund all Maelstrom spent.
Lava Burst deals 15% additional damage.
Casting Lava Burst increases the damage or healing of your next Nature or Frost spell by 15%.
While Lightning Shield is active, your Nature damage dealt is increased by 8%.
Charge yourself with lightning, causing your next 2 Lightning Bolts to deal 150% more damage, and also causes your next 2 Lightning Bolts or Chain Lightings to be instant cast and trigger an Elemental Overload on every target. Additionally, increases Lightning Bolt and Chain Lightning damage by 25.1%. Generates 10 Maelstrom.
Imbue your off-hand weapon with the element of Fire for 60 min$?c2[, causing each of your attacks to deal additional Fire damage]?c1[, increasing the damage of your Fire spells by 5.1%][].
Reduces the cast time of Lightning Bolt, Tempest, and Chain Lightning by 15%.
Increases your maximum Maelstrom by 50. Increases Earth Shock, Elemental Blast, and Earthquake damage by 5%.
Elemental Fury increases critical strike damage by an additional 25%.
Casting Stormkeeper summons a Primal Storm Elemental to hurl gusts of wind at your enemies for 10 sec.
Reduces the cooldown of Stormkeeper by 15 sec.
Reduces the cooldown of Flame Shock and Voltaic Blaze by 1.5.1 sec. Flame Shock deals damage% faster.
Increases your haste by 3%.
All Elemental damage increased by 3%.
Imbue your shield with the element of Lightning for 60 min, giving Lightning Bolt, Tempest, and Chain Lightning a chance to call down 2 Thunderstrikes on your target for Nature damage.
Increases your Intellect by 3%.
While a Fire Elemental is active, your Fire damage dealt is increased by 6%. While a Storm Elemental is active, your Nature damage dealt is increased by 6%.
Flame Shock damage has a chance to generate 2 Maelstrom.
Casting Lava Burst has a 15% chance to cause your next Lightning Bolt, Tempest, or Chain Lightning cast to trigger Elemental Overload an additional time, stacking up to $191877U times.
Increases Earth Shock and Earthquake damage by 8% and the stat bonuses granted by Elemental Blast by 25%.
$@spellicon1258895 $@spellname1258895 All elemental damage is increased by an additional 2%. $@spellicon462757 $@spellname462757 Increases the chance for Thunderstrikes to occur by 30% and increases Thunderstrike damage by 75%.
Increases the damage dealt by your Elemental Overloads by 25%.
Increases the duration of your Elementals by 20%.
Your damaging spells incite the earth around you to come to your aid for 6 sec, repeatedly dealing Nature damage to your most recently attacked target.
Lava Burst damage increased by 5%. Lava Burst and Lava Burst Overload generate 1 additional Maelstrom.
Consuming Power of the Maelstrom additionally fires an Elemental Blast at your target at 40% effectiveness.
Reduces the Maelstrom cost of Earth Shock and Earthquake by 5. Reduces the Maelstrom cost of Elemental Blast by 10.
Transform into a Flame Ascendant for 15 sec, instantly casting a Flame Shock and a 100% effectiveness Lava Burst at up to 6 nearby enemies. While ascended, Elemental Overload damage is increased by 75% and spells affected by your Mastery: Elemental Overload cause 1 additional Elemental Overloads.
Lightning Bolt, Tempest, Chain Lightning, Earth Shock, Elemental Blast, and Earthquake deal 10% increased damage to targets affected by Flame Shock.
Flame Shock damage increased by 100%.
Tempest, Earth Shock, Elemental Blast, and Earthquake make your target a Lightning Rod for 8 sec. Lightning Rods take 10% of all damage you deal with Tempest, Lightning Bolt, and Chain Lightning.
Earth Shock, Elemental Blast, and Earthquake can trigger your Mastery: Elemental Overload at 50% effectiveness. Overloaded Earthquakes do not knock enemies down.
Ascendance summons a Primal Fire Elemental to rain destruction on your enemies for 20 sec. While the Fire Elemental is active, Flame Shock deals damage 20% faster, and newly applied Flame Shocks last 100% longer.
Instantly shocks the target and 5 enemies within yds with blazing thunder, applying Flame Shock and dealing Nature damage. Always critically strikes. Generates 6 Maelstrom.
Increases the duration of Lightning Rod by 4 sec and its damage bonus by 25%.
The cooldown of Ascendance and Healing Tide Totem is reduced by 60 sec.
Your haste is increased by 25% $?a137039 [while Ascendance or Healing Tide Totem is active and their durations are][during Ascendance and its duration is] increased by 3 sec.
Your Earth, Fire, and Storm Elementals are drawn from primal elementals 80% more powerful than regular elementals, with additional abilities, and you gain direct control over your Primal Fire Elemental.
Voltaic Blaze's cooldown is reduced by 3 sec and its instant damage is increased by 50%.
Voltaic Blaze unleashes volcanic rage, causing your next Lava Burst to also fire at 5 additional targets with your Flame Shock at 80% effectiveness with reduced Maelstrom generation. Lava Burst damage increased by 10%.
Elemental Overload damage increased by 35%.
Spell critical strike chance increased by 5%. Elemental Fury increases spell critical strike damage by an additional 25%.
Elemental Overloads have a 25% chance to cause an additional Elemental Overload. This effect cannot chain.
Farseer 14
Choose two hero trees is a Midnight/TWW feature; the trees below are the ones this spec can pick from.
Stormkeeper calls an Ancestor to your side for 8 sec. Whenever you cast a healing or damaging spell, the Ancestor will cast a similar spell.
Your Ancestors' spells are 25% more powerful.
Ancestors have a 20% chance to call another Ancestor for 8 sec when they depart.
Lava Burst gains an additional charge and deals 10% increased damage. Riptide gains an additional charge and heals for 20% more.
Ancestors last an additional 4 sec.
Lightning Bolt, Lava Burst, Flame Shock, Voltaic Blaze, and Chain Lightning have a 8% chance to call an Ancestor to your side for 8 sec.
Your Intellect is increased by 1.1% for each Ancestor active.
When an Ancestor is called, they reduce the cooldown of Stormkeeper by 3 sec.
Increases your maximum Maelstrom by 25.
Using spells with a cast time increases the duration of Spiritwalker's Grace and Spiritwalker's Aegis by 1 sec, up to a maximum of 4 sec.
The cast times of Healing Surge, Chain Heal and Lava Burst are reduced by 10%.
Reduces the cooldown of Nature's Guardian by 15 sec and causes it to heal for an additional 10% of your maximum health.
Earth Shield has an additional 3 charges and heals you for 25% more.
Increases the damage of Earth Shock, Elemental Blast, and Earthquake by 25%. Increases the healing of Healing Surge and Chain Heal by 25%.
When an Ancestor departs, they cast Elemental Blast at a nearby enemy.
For 8 sec sec after casting Nature's Swiftness or Ancestral Swiftness, the recharge rate of Riptide is increased by 10%. Increases the chance for Lava Surge to occur by 20%.
Your next healing or damaging spell or Hex is instant, costs no mana, and deals 10% increased damage and healing. If you know Nature's Swiftness, it is replaced by Ancestral Swiftness and causes Ancestral Swiftness to call an Ancestor to your side for 8 sec.
Stormbringer 14
Choose two hero trees is a Midnight/TWW feature; the trees below are the ones this spec can pick from.
Each Maelstrom spent has a 0.3.2% chance to upgrade your next Lightning Bolt to Tempest. $@spelltooltip452201
Spending Maelstrom grants you 1% haste for 15 sec. Multiple applications may overlap.
Increases the critical strike chance of your Nature damage spells by 5% and the critical strike damage of your Nature spells by 5%.
You have a chance to get struck by lightning, increasing your movement speed by% for 5 sec. The effectiveness is increased to 100% in outdoor areas. You call down a Thunderstorm when you Reincarnate.
Tempest increases your movement speed by 20% for 5 sec.
Storm Elemental lasts 2 sec longer, and Stormkeeper generates 10 Maelstrom.
Tempest grants% Mastery for 6 sec.
Lightning Bolt, Tempest, and Chain Lightning have a 50% chance to cause an additional Elemental Overload.
Casting Tempest grants a charge of Stormkeeper.
Reduces the cooldown of Stormkeeper by 15 sec.
Nature damage is increased by 2%
Earthquake and Chain Lightning damage increased by 15%.
Lightning Rod targets now also take 10% of the damage that Tempest deals, and Tempest also applies Lightning Rod effect.
Lightning Shield reduces the damage you take by 3%.
Casting Tempest grants Surging Currents, increasing the effectiveness of your next Chain Heal or Healing Surge by 16%, up to%.
Casting Ascendance upgrades your next Lightning Bolt to Tempest.
Each Maelstrom spent has an additional 0.3.2% chance to upgrade your next Lightning Bolt to Tempest.