Feral is a builder-and-finisher rotation with an Energy cooldown on top.
Shred builds combo points,
Rip spends them, and
Shifting Power refills your Energy from your mana whenever it is ready. Energy limits how often you Shred, and mana limits how much Energy Shifting Power can give you.
Before the pull
- 1At -1.0 s: Cast
Faerie Fire - 2At -0.5 s: Cast
Prowl
Go into
Prowl before the pull and stand behind the boss. Prowl holds your first white swing for the opener and is worth 2.6 % on its own. The pre-pull
Faerie Fire is worth 0.0 % here only because the benchmark raid already keeps a Faerie Fire on the boss. If your raid has no Balance Druid, keep it up yourself: in Cat Form it costs nothing and lasts 40 seconds.
At the pull,
Berserk,
Elune's Light (Night Elf) and your on-use trinket go out first, then
Ravage. Ravage deals 350 % weapon damage plus 343, can't be dodged, and with Berserk up it always crits. The opener is worth 2.6 % on a one-minute fight and 0.7 % on three. If you carry a
Manual Crowd Pummeler, wear it for the pull, use it, and swap back to your two-hander when its 30 seconds of attack speed run out.
Priority
Whenever your global cooldown is free, go down the list and use the first line whose condition is met. The order settles which ability wins when two are ready. It doesn't say what comes next. The table shows every line the simulated cat plays, its casts a minute and what the rotation loses without it.
- 1Swap to item set swap1 if Haste not active and
Manual Crowd Pummeler not readyWeapon swap (bench/swap.go): the set's own weapons go on once Manual Crowd Pummeler is used and its buff is over.+35 DPS · 4.7 % - 2Cast
Manual Crowd PummelerWeapon swap (bench/swap.go): Manual Crowd Pummeler is used at the pull.1.0/min– - 3Cast
Shifting Power if
Shifting Power known and energy ≤ 608.9/min+123 DPS · 16.3 % - 4Use the other cooldowns as they come up if
Prowl active+8.9 DPS · 1.2 % - 5Cast
Ravage if
Prowl active1.0/min+20 DPS · 2.6 % - 6Cast
Faerie Fire if
Faerie Fire due on the target (within 1.0 s)1.0/min– - 7Use the other cooldowns as they come up if
Cat Form active– - 8Cancel
Cat Form if mana ≥
Cat Form cost and the GCD is ready and ((
Goblin Sapper Charge known and
Goblin Sapper Charge ready) or (
Furor known and ((
Demonic Rune known and
Demonic Rune ready and mana + 1500 ≤ mana ÷ mana %) or (the potion known and the potion ready and mana + 2250 ≤ mana ÷ mana %)))) and
Clearcasting known and
Clearcasting active and energy < 27.8– - 9Cast
Rip if combo points ≥ 5 and
Rip not ticking5.3/min+127 DPS · 16.9 % - 10Cast
Shred23/min+429 DPS · 57.2 % - 11Cancel
Cat Form if mana ≥
Cat Form cost and the GCD is ready and ((
Goblin Sapper Charge known and
Goblin Sapper Charge ready) or (
Furor known and ((
Demonic Rune known and
Demonic Rune ready and mana + 1500 ≤ mana ÷ mana %) or (the potion known and the potion ready and mana + 2250 ≤ mana ÷ mana %)))) and ((combo points < 5.0 and energy + 10.1 <
Shred cost) or (combo points = 5.0 and energy + 20.2 <
Ferocious Bite cost) or (
Clearcasting known and
Clearcasting active and energy < 27.8))+6.0 DPS · 0.8 % - 12Cast
Faerie Fire if
Faerie Fire due on the target (within 14.0 s)1.0/min– - 13Cast
Goblin Sapper Charge if
Cat Form not active1.0/min+29 DPS · 3.9 % - 14Cast
Demonic Rune if
Cat Form not active and mana + 1500.0 ≤ mana ÷ mana %0.9/min+10 DPS · 1.4 % - 15Cast the potion if
Cat Form not active and mana + 2250.0 ≤ mana ÷ mana %0.3/min+3.9 DPS · 0.5 % - 16Cast
Cat Form if
Cat Form not active3.1/min+456 DPS · 60.8 %
- Shifting Power at 60 Energy or less. It gives 40 Energy for 684 mana, and with
Improved Shifting Power and the
Howling Idol it is ready every 7 seconds. Waiting for 60 keeps the 40 from spilling past your 100 cap. The sims press it about 8.9 times a minute, close to every time it is ready, and the line is worth 16.3 %.
- Ravage while Prowl is up, once, at the pull.
- Rip when it has dropped off the boss and you hold enough combo points. It is a 12-second bleed of six ticks that can crit, worth 16.9 %. The sims never refresh a running Rip.
On this fight the rotation waits for 5 combo points.
- Shred with everything else. At 42 Energy it is your builder for the rest of the fight, and the line is worth 57.2 %. While Rip is running and you sit at 5 points, the next Shred's combo point is lost. The sims accept that rather than spend the points on
Ferocious Bite. - Leave Cat Form only to use a consumable. The rotation cancels Cat Form when a
Goblin Sapper Charge is ready, or a
Demonic Rune with 1,500 mana missing, or a mana potion with 2,250 missing, uses it, and shifts straight back.
Furor keeps your Energy while you're out. The Sapper line is worth 3.9 %, and the shift back 60.8 %: without it you would never return to Cat Form.
Ferocious Bite is in only one of the six rotations, the one for a one-minute fight against three bosses, and its line scores −0.2 % there. A Rip is worth more for the same five points, so keep them for Rip.
More than one target
Three bosses don't change what you press. A cat has no area attack in Forever, since Swipe stays a Bear Form ability. Keep Shred and Rip on the main boss. The simulated cat never moves Rip to the others. Your
Goblin Sapper Charge,
Dragonbreath Chili and, on some three-boss sets,
Smokey's Lighter reach all three. On a three-minute fight against three bosses the Sapper is 1.7 % of your damage and the Chili 2.5 %, against 0.5 % on one boss.
Cooldowns
- Berserk goes on the pull, before Ravage, and comes back after 3 minutes. If the boss outlives that, use it again the moment it's back.
- Elune's Light, your on-use trinket and the Pummeler go with it on the pull.
- Goblin Sapper Charge goes in the first 15 seconds or so, at a moment when the next Shred is still about two seconds of Energy away, so the trip out of form wastes as little as possible.
- Demonic Rune and mana potion go when they fit: 1,500 and 2,250 mana below full.
What your log should show
Your own Warcraft Logs parse should look close to this. A low Shifting Power count means Energy you never got. A low Rip uptime means late finishers.
The numbers to look for: about 22.6 Shreds, 8.9 Shifting Powers and 5.3 Rips a minute. Shred near 32.6 % of your damage, Rip 20.8 % and your white swings 32.0 %. Windfury Totem's extra attacks show up as their own line, at about 8.6 %.
Uptimes
Watch
Rip above all and aim for about 86.7 %. Every second without it loses its ticks and Rend and Tear's bonus on your Shreds.