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Restoration Druid Rotation

engine 53f4a3c10,000 iterations12 Octbenchmark on 1 boss · 1 minbeta data: unverified until level 60 opensupdated 12 Oct 2026How this is measured

· 1 boss · 1 min · Pre-raid

Think of the druid's rotation as two layers. Underneath, Rejuvenation, and Regrowth on a single target, gets refreshed the moment it falls off. On top, each Healing Touch is either rank 11, the fastest healing you have, or a cheaper rank that makes the mana last. Which one you cast depends on how your mana compares with the time left.

Before the pull

Nothing goes out before the pull in our rotations. Omen of Clarity needs no setup in Forever, and the raid already brings Gift of the Wild and Thorns, so the fight starts on a full bar.

Rank 11 or rank 4

Our druid picks each Healing Touch by comparing two fractions: the share of the bar still left and the share of the fight still to go. With more mana than time left, it casts for speed. With less, it casts for mana efficiency. Following that rule, the bar reaches empty close to when the fight does.

Speed means Healing Touch rank 11: a 3-second cast after Naturalist, costing 756. Efficiency means Healing Touch (Rank 4), 2.5 seconds for 171. Rank 4 heals roughly a third of rank 11 per cast but about 40 % more per point of mana, and it keeps every Healing Touch talent and most of your healing power.

One minute on a single target never triggers the switch. Rank 11 lasts the whole fight, so the rotation doesn't carry a cheap heal at all.

Priority

Read the list from the top: at each chance to act, cast the first line that is ready and whose condition is met. It is a set of rules, not an order to cast in. The widget shows how often each line fires and how much healing the build loses when the line is removed.

  1. 1Use the other cooldowns as they come up+148 HPS · 11.0 %
  2. 2Cast Nature's Swiftness1.0/min+62 HPS · 4.6 %
  3. 3Cast Innervate if mana % < 70%1.0/min+166 HPS · 12.3 %
  4. 4Cast Rejuvenation (Rank 11) if Rejuvenation (Rank 11) not ticking4.0/min+88 HPS · 6.6 %
  5. 5Cast Regrowth (Rank 9) if Regrowth (Rank 9) not ticking2.0/min+65 HPS · 4.8 %
  6. 6Cast Healing Touch (Rank 11)17/min+1,041 HPS · 77.5 %
the first line that can run does, every time you can act · worth: the rotation without that line, on the same simulated fights
  1. Automatic cooldowns, as soon as they won't waste mana. Potions, runes, trinkets and the Night Elf's Elune's Light share a single line and a single worth in the widget.
  2. Nature's Swiftness on cooldown. It makes the opening Regrowth instant, worth 4.6 %. Saved for a rank 11 Healing Touch it would gain one more second.
  3. Innervate below 70 % mana, which comes about halfway in. The bar lasts the minute only because the final Healing Touches run on Innervate's mana, so the line is worth 12.3 %.
  4. Rejuvenation and Regrowth as they fall off. That is four Rejuvenations and two Regrowths a fight, worth 6.6 % and 4.8 %.
  5. Rank 11 Healing Touch in every other gap. It does 79.8 % of your healing. Seventeen of them plus the heals over time fill the minute to within a tenth of a second.

Healing a party

Three bosses or one, a healer's fight is the same here: nobody takes a hit, and your targets are the same people.

For five people, flip the switch at the top to the party build. It puts Rejuvenation on all five, adds Tranquility, and on one minute Wild Growth too.

Cooldowns

  • Innervate: 20 seconds of five-fold Spirit regeneration, all of it kept while casting, about 4,500 mana on the 3-minute set. Our druid gives it to itself when the bar drops under 70 %, around 50 seconds into three minutes and around 30 into one. It takes a global cooldown, so slot it between heals.
  • Nature's Swiftness: one instant Healing Touch or Regrowth every three minutes. Ours fires it at the pull and loses it to whichever heal comes next. Hold it for rank 11.
  • Omen of Clarity: no button. Now and then a spell makes your next one free, about 1 times a fight in our runs, and the following heal uses it.
  • Major Mana Potion and Demonic Rune run on two separate two-minute timers, so carry both. Ours uses each the moment its full amount fits under your maximum mana.
  • Trinkets. Press Talisman of Ascendance early and again every minute. Only heals that land stack it, never ticks, so cast Healing Touches after it. Serenity Field gives 72 Spirit for 15 seconds once every 90.
  • Elune's Light (Night Elf): 10 % crit for the first 15 seconds.
CooldownUsesAt
Elune's Light10:00
Talisman of Ascendance20:00, 1:00
Nature's Swiftness10:00
Demonic Rune10:06
Major Mana Potion10:15
Serenity Field10:22
Innervate10:28
when they went in the first simulated fight

What your log should show

Hold your Warcraft Logs casts, not your healing totals, against this table. Our targets never lose health, so every point of healing counts here. A real log will show less healing done, while its cast counts should line up.

AbilityCasts per minuteOf healingCrit
Healing Touch (Rank 11)17.079.8 %18.5 %
Rejuvenation (Rank 11)4.010.6 %0.0 %
Regrowth (Rank 9)2.09.6 %7.1 %
Innervate1.0––
Talisman of Ascendance2.0––
Serenity Field1.0––
Nature's Swiftness1.0––
Major Mana Potion1.0––
Demonic Rune1.0––
Elune's Light1.0––
mana 9,232 gained and 14,344 spent per minute

For a one-minute single-boss fight, rank 11 Healing Touch should come to about 17.0 a minute, with Rejuvenation and Regrowth renewed each time they expire.

Here rank 11 crits 18.5 % of the time.

Regrowth's crit column shows only a few percent even though its direct heal crits about half the time. That column counts ticks as hits, and our model never crits a tick. Rejuvenation shows 0 % for that reason.

In the game Rejuvenation, Wild Growth and Tranquility have been able to crit since the 24 September notes, so your own log will show some.

Uptimes

Buff or debuffUptimeTimes per fight
Rejuvenation (Rank 11)91.7 %4.0
Regrowth (Rank 9)89.9 %2.0
Ascendance33.3 %2.0
Ascendance33.3 %2.0
Innervate33.3 %1.0
Elune's Light25.0 %1.0
Serenity Field25.0 %1.0
Clearcasting7.7 %1.4
Nature's Swiftness1.7 %1.0

Rejuvenation should be up about 91.7 % of the fight and Regrowth about 89.9 %. The two Ascendance rows are the Talisman of Ascendance: its 20-second window, and its stacks of healing.

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Restoration Druid Rotation

engine 53f4a3c10,000 iterations12 Octbenchmark on 1 boss · 1 minbeta data: unverified until level 60 opensupdated 12 Oct 2026How this is measured

· 1 boss · 1 min · Pre-raid

Think of the druid's rotation as two layers. Underneath, Rejuvenation, and Regrowth on a single target, gets refreshed the moment it falls off. On top, each Healing Touch is either rank 11, the fastest healing you have, or a cheaper rank that makes the mana last. Which one you cast depends on how your mana compares with the time left.

Before the pull

Nothing goes out before the pull in our rotations. Omen of Clarity needs no setup in Forever, and the raid already brings Gift of the Wild and Thorns, so the fight starts on a full bar.

Rank 11 or rank 4

Our druid picks each Healing Touch by comparing two fractions: the share of the bar still left and the share of the fight still to go. With more mana than time left, it casts for speed. With less, it casts for mana efficiency. Following that rule, the bar reaches empty close to when the fight does.

Speed means Healing Touch rank 11: a 3-second cast after Naturalist, costing 756. Efficiency means Healing Touch (Rank 4), 2.5 seconds for 171. Rank 4 heals roughly a third of rank 11 per cast but about 40 % more per point of mana, and it keeps every Healing Touch talent and most of your healing power.

One minute on a single target never triggers the switch. Rank 11 lasts the whole fight, so the rotation doesn't carry a cheap heal at all.

Priority

Read the list from the top: at each chance to act, cast the first line that is ready and whose condition is met. It is a set of rules, not an order to cast in. The widget shows how often each line fires and how much healing the build loses when the line is removed.

  1. 1Use the other cooldowns as they come up+148 HPS · 11.0 %
  2. 2Cast Nature's Swiftness1.0/min+62 HPS · 4.6 %
  3. 3Cast Innervate if mana % < 70%1.0/min+166 HPS · 12.3 %
  4. 4Cast Rejuvenation (Rank 11) if Rejuvenation (Rank 11) not ticking4.0/min+88 HPS · 6.6 %
  5. 5Cast Regrowth (Rank 9) if Regrowth (Rank 9) not ticking2.0/min+65 HPS · 4.8 %
  6. 6Cast Healing Touch (Rank 11)17/min+1,041 HPS · 77.5 %
the first line that can run does, every time you can act · worth: the rotation without that line, on the same simulated fights
  1. Automatic cooldowns, as soon as they won't waste mana. Potions, runes, trinkets and the Night Elf's Elune's Light share a single line and a single worth in the widget.
  2. Nature's Swiftness on cooldown. It makes the opening Regrowth instant, worth 4.6 %. Saved for a rank 11 Healing Touch it would gain one more second.
  3. Innervate below 70 % mana, which comes about halfway in. The bar lasts the minute only because the final Healing Touches run on Innervate's mana, so the line is worth 12.3 %.
  4. Rejuvenation and Regrowth as they fall off. That is four Rejuvenations and two Regrowths a fight, worth 6.6 % and 4.8 %.
  5. Rank 11 Healing Touch in every other gap. It does 79.8 % of your healing. Seventeen of them plus the heals over time fill the minute to within a tenth of a second.

Healing a party

Three bosses or one, a healer's fight is the same here: nobody takes a hit, and your targets are the same people.

For five people, flip the switch at the top to the party build. It puts Rejuvenation on all five, adds Tranquility, and on one minute Wild Growth too.

Cooldowns

  • Innervate: 20 seconds of five-fold Spirit regeneration, all of it kept while casting, about 4,500 mana on the 3-minute set. Our druid gives it to itself when the bar drops under 70 %, around 50 seconds into three minutes and around 30 into one. It takes a global cooldown, so slot it between heals.
  • Nature's Swiftness: one instant Healing Touch or Regrowth every three minutes. Ours fires it at the pull and loses it to whichever heal comes next. Hold it for rank 11.
  • Omen of Clarity: no button. Now and then a spell makes your next one free, about 1 times a fight in our runs, and the following heal uses it.
  • Major Mana Potion and Demonic Rune run on two separate two-minute timers, so carry both. Ours uses each the moment its full amount fits under your maximum mana.
  • Trinkets. Press Talisman of Ascendance early and again every minute. Only heals that land stack it, never ticks, so cast Healing Touches after it. Serenity Field gives 72 Spirit for 15 seconds once every 90.
  • Elune's Light (Night Elf): 10 % crit for the first 15 seconds.
CooldownUsesAt
Elune's Light10:00
Talisman of Ascendance20:00, 1:00
Nature's Swiftness10:00
Demonic Rune10:06
Major Mana Potion10:15
Serenity Field10:22
Innervate10:28
when they went in the first simulated fight

What your log should show

Hold your Warcraft Logs casts, not your healing totals, against this table. Our targets never lose health, so every point of healing counts here. A real log will show less healing done, while its cast counts should line up.

AbilityCasts per minuteOf healing
Healing Touch (Rank 11)17.079.8 %
Rejuvenation (Rank 11)4.010.6 %
Regrowth (Rank 9)2.09.6 %
Innervate1.0–
Talisman of Ascendance2.0–
Serenity Field1.0–
Nature's Swiftness1.0–
Major Mana Potion1.0–
Demonic Rune1.0–
Elune's Light1.0–
mana 9,232 gained and 14,344 spent per minute

For a one-minute single-boss fight, rank 11 Healing Touch should come to about 17.0 a minute, with Rejuvenation and Regrowth renewed each time they expire.

Here rank 11 crits 18.5 % of the time.

Regrowth's crit column shows only a few percent even though its direct heal crits about half the time. That column counts ticks as hits, and our model never crits a tick. Rejuvenation shows 0 % for that reason.

In the game Rejuvenation, Wild Growth and Tranquility have been able to crit since the 24 September notes, so your own log will show some.

Uptimes

Buff or debuffUptimeTimes per fight
Rejuvenation (Rank 11)91.7 %4.0
Regrowth (Rank 9)89.9 %2.0
Ascendance33.3 %2.0
Ascendance33.3 %2.0
Innervate33.3 %1.0
Elune's Light25.0 %1.0
Serenity Field25.0 %1.0
Clearcasting7.7 %1.4
Nature's Swiftness1.7 %1.0

Rejuvenation should be up about 91.7 % of the fight and Regrowth about 89.9 %. The two Ascendance rows are the Talisman of Ascendance: its 20-second window, and its stacks of healing.