Restoration Shaman Rotation Guide - Shadowlands 9.0.5
Executing your rotation properly in World of Warcraft can mean the difference between a kill or a wipe. In this guide, we will explain all Restoration Shaman abilities and how they should be used optimally to maximize your performance, providing in-depth Restoration Shaman rotations and priority lists.
We will teach you all the synergies and special interactions between your class abilities, so you can have peak performance in for your Restoration Shaman in raids and dungeons. Besides the basics, we explain more nuances and advanced concepts in your Restoration Shaman rotation, such as highlighting the best moments to use notable cooldowns.
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This page is maintained by Niseko, Restoration Shaman for CyaThursday on Stormscale-EU, co-creator, author and theorycrafter for
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Restoration Shaman Spell Priority List for Shadowlands
Below is a rough priority list for Resto Shamans to follow:
Rotation Selection Tool Instructions:
This area allows you to manually select talent choices to filter the priority to one appropriate
to you. Anything that directly alters the priority list will be listed below, and when you check
an option (using the
markers next to an ability), the list below will repopulate based on
Any talent not present in the list has no observable changes to gameplay.
) Venthyr (
) Necrolord (
) Night Fae (
When something is being listed as to be used "on cooldown", it's better to not take that in the literal sense. Using healing spells while the whole group or raid is full health would be a waste, and in that case you'd rather to be casting damage abilities. You can use this time of no or low damage to study the raids positioning, check your own positioning, and look at what's coming up next.
active, ideal target is a tank.
active on yourself.
when heavy damage is incoming, and
when heavy damage has occurred.
on cooldown whenever there is something to heal.
as close as possible on cooldown. Cast
again to recall the totem and heal early to catch low health players or if the totem would fully overheal at the end of its natural duration.
on cooldown, while being mindful of its positioning.
on cooldown, being sure to keep the HoT up on the active tank.
When you have multiple
out and the targets are hurt, use
, followed by a
on cooldown. The best spell to buff is
or the other single target healing spells if there is no group or raid damage.
under a clump of allies who are currently damaged or will soon become damaged. For most fights, the melee DPS grouping is a good default target, but consider casting it at the ranged if players are clumped and mostly stationary.
the same way as
If AoE healing is needed, use
on a centrally-located target.
If AoE healing is needed, use
on a centrally-located target. Replace it with
If AoE healing is needed, use
on a centrally-located target. Replace it with
for single target healing; use
when a large emergency heal is desirable, or
for efficient healing.
as a mana-efficient filler during times of low damage
If desired, use free GCDs to cast
procs to contribute damage on a priority add or the boss.
During long periods of low healing requirements, cast
to conserve mana and contribute damage.
Due to Resto Shaman's Deep Healing Mastery, choosing the correct target for your spells is the most important skill to develop. Focus on the most heavily injured players and pay attention to the positioning of your raid to determine where you will get the most out of your
casts in the Resto Shaman rotation.
: Keep up
on cooldown and fill with
: Keep up
on both targets, use
procs, fill with
. If one target is important, use
on cooldown as well.
. If there is a focus target, keep up
Baseline Restoration Shaman Spells for Shadowlands
- Manifests restorative waters onto a target, healing them for a moderate amount then leaving a healing over time effect on them for a few seconds.
- Fast-casting, high mana costing potent heal.
- Slow-casting, efficient strong heal.
- Heals a friendly target for a moderate amount, then jumps to up to 3 injured targets to heal a little less each time.
- Manifests rain in an area, healing allies that stand in it.
- Summons a water totem at the Shaman's feet, healing injured allies every couple seconds.
- The caster is surrounded by globes of water, granting 50 mana every 5 sec. When a melee attack hits the caster, the caster regains 2% of their mana.
- Protects the target with an earthen shield, increasing your healing on them, and healing them for a small amount when they take damage.
- Sears a target, dealing light Fire damage and leaving a moderate fire damage over time effect.
- Throws molten lava at the target, dealing high Fire damage.
will always critically strike is the target is affected by
- Hurls a bolt of lightning at a target, dealing moderate Nature damage.
- Hurls lightning at a target, dealing moderate Nature damage and jumping to nearby.
- Chills the target with frost, causing Frost damage and reducing the target's movement speed by 50% for 6 sec.
- An instant weapon strike that causes Physical damage.
- Imbue your weapon with the element of Fire for 1 hour, causing each of your melee attacks to deal a small amount of additional Fire damage.
- A Shield that reflects damage, mostly useful for solo content and it's unlikely this will see any play in group content.
- Delivers several pulses of healing to all raid members within 40 yards of its location. The Shaman drops the Totem and may continue to cast other spells during its duration, making this a very powerful raid CD that is particularly strong during heavy movement phases. Use when the raid is taking dangerous pulsing damage or when the entire raid is low in health. Do not drop it in advance of damage, as
delivers its first tick of healing instantly.
is a unique cooldown that both reduces incoming damage on players within 10 yards of its location, as well as redistributes their health every second to ensure all players are at the same health percentage. This cooldown has a very high potential to save lives, and when paired with AoE healing (particularly with the Ascendance Talent) can provide a lot of protection and throughput. Use this cooldown when the raid is stationary and taking heavy damage. This can be used in advance of a single, large hit of damage as well.
has a nice interaction with
, removing the random element, and making
a more reliable 20% group damage reduction.
- Allows the Shaman to cast while moving for a few seconds, as well as increasing the Shaman's movement speed.
- Summons a Mana Tide Totem at the feet of the caster, granting increased mana regeneration to party and raid members close to the totem.
Defensive Cooldown Abilities
is the only baseline defensive cooldown that Resto Shamans have access to. It reduces incoming damage by 40% for 8 seconds and is off the GCD. With a 90-second cooldown, it can be used frequently to reduce the damage of predictable attacks. Its long duration makes it ideal for mitigating powerful DoT damage or to keep yourself alive during heavy movement.
increases the party or raid's haste by a significant margin. Its use should be coordinated with raid leaders or with the party as a whole.
is a powerful single-target crowd control option. It is somewhat resistant to damage so it can be used even if the target is affected by DoTs or if DPS are using AoE abilities near it. Note that enemy players affected by
still retain complete control of their characters' movement.
removes all Curse and Magic effects from an ally. Always look for opportunities to use this spell on cooldown as removing a debuff is often easier than trying to heal through it.
is an offensive dispel and can be used to remove beneficial spell effects from enemies. This has many applications in PvP. Its use in PvE is typically more rare, but very impactful - for example, removing
from Ember of Taeshalash adds during the
is a ranged interrupt on an extremely short cooldown.
are the only healers that retained a true interrupt in
. It is a powerful tool for leveling, questing, PvP, and dungeons. Its usefulness in raids is fight-dependent and composition-dependent, but it can be excellent for raid trash or when your raid finds itself short on DPS capable of interrupting.
is a mobility spell that transforms the player into a wolf increasing movement speed by 30%. It can be used indoors and outdoors, in or out of combat. If you are in a situation where you need to use
to get somewhere quickly, try to minimize your time spent under its effect as you are unable to cast most spells in your wolf form.
allows the Shaman to cast while moving for 15 seconds. This is useful for continuing to heal while the raid or party is repositioning or dodging mechanics.
can be cast on any friendly player (including the
) and allows that player to walk over the surface of water for 10 minutes or until they take damage.
's effects transfers those effects to the mount. While some dungeons do contain bodies of water,
is mostly used in open world exploration.
allows the Shaman to view events and objects very far away. This can be useful in scouting out the location of treasures. It is mostly a flavor spell.
is an AoE dispel for Fear, Charm and Sleep effects. Chances to use this will be rare, but in those situations, it will be powerful.
is a high health, high armor Elemental which taunts and tank enemies for a minute or until he dies, however, he will not taunt if there is a tank attacking the enemy. The Earth Elemental can be used in dungeons to prevent wipes after a tank death.
Other utility spells are available through Talents. Chack out the
for more details.
's periodic damage a chance to reset the remaining cooldown on
and causes the next
to be instant.
- Allows the Shaman to ressurrect upon death. This effect can only happen once every 20 minutes.
- Allows the Shaman to regain mana after striking a critical hit on a direct healing spell.
- Reduces the cast time of the next
, or increases the critical hit chance of your next
, after casting a
. This effect can stack up to 2 times.
Restoration Shaman Class Covenant Abilities
AoE Totem that pulses healing or damage within 8 yards of it. Has 3 charges of healing and 3 charges of damage, which gets triggered by your healing and damage spells respectively. Can be repositioned after placing.
A combination of
, but works more like a 20 yard radius ground AoE around the target rather than a chain. Cooldown gets reduced with every critical hit.
on your target and gives you a buff that enables your next
to cleave to everyone with your
Deals damage in an small targeted area split between enemies, which can be casted again within a short duration to use part of the damage dealt to heal allies close to you.
Hidden Spell Mechanics for Restoration Shaman Spells in Shadowlands
behaves in an interesting manner. It will heal whoever it hits, but to make the spell easier to use, it has a 6 target efficiency cap on it - that means that after hitting 6 targets, it reaches maximum potential and divides the healing done between everyone hit instead of increasing further. Do note that this is calculated as the spell finishes casting and only injured targets count. This means that you're not required to look for the maximum number of people for maximum healing, but instead hitting anything above 6 targets is always ideal.
The second hidden mechanic is the overhealing - in order to not feed
crazy amounts, the overhealing gets cut into a quarter of the original value after hitting 6 targets (only on fully overhealed targets).
Here is a visualization of how that looks like:
isn't quite as simple as it sounds. When the cast finishes, the initial heal is calculated, including multipliers, Versatility and
if you have the buff active. After that, each bounce gets reduced by 30% and each bounce receives their own individual modifiers independent from each other (Mastery, Critical Strike,
) - that means that those cannot increase the healing of the following bounces, while
Target selection is important for
, how exactly it targets the bounces, however, is not - this is advanced information.
is a fully smart heal, always targeting most injured targets (most smart heals only target any random people from those who are injured, regardless of how much of their health is missing). Note that "most injured" means the person with the most numerical missing health, not percentage - if someone is at 5% and missing 40k health, but someone else is at 10% with 50k missing health, it will jump to the player with 10%, which is a bit counterproductive because your mastery works with health percentage.
It tries to find the best route after the initial targets for maximizing healing, jumping through full health people or pets if necessary to reach other injured players.
Our Resto Shaman guides are always updated with the latest information from in-game experience, simulations, and logs; make sure to check our changelog to this page, by clicking on
at the top of the page. If you are interested in more in-depth Resto Shaman guides for , make sure to browse the
below, and our list of
just beneath the
Table of Contents
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When listing rotation, you allow the user to select Cloudburst Totem while not removing the line explaining to Healing Stream off cd. Other than that, great guide!
When you have multiple Riptide out and the targets are hurt, use Primordial Wave, followed by a Downpour.
This comes up even without downpour selected above, I think it's supposed to be healing wave instead?
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