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Fire Mage 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

Fire is a priority rotation built around crits. Fire Blast and a filler spell roll for crits, three crits turn Pyroblast into a fast cast, and your mana decides which filler you can afford.

Before the pull

  1. 1At -3.5 s: Cast Fireball

Start Fireball about three and a half seconds before the pull. Its travel time puts the hit right on the pull, and the opener is worth 41.7 %. Mage Armor stays up the whole fight: in Forever it lets 50 % of your mana regeneration continue while you cast, up from Classic's 30 %.

Priority

Each time you are free to act, take the highest line that is ready. Next to each line are its casts and what the line adds to your damage.

  1. 1Cast Combustion if Fire Vulnerability stacks ≥ 51.0/min+27 DPS · 3.5 %
  2. 2Use the other cooldowns as they come up+30 DPS · 3.9 %
  3. 3Cast Pyroblast if Heating Up stacks = 32.5/min+46 DPS · 5.9 %
  4. 4Cast Pyroblast if Heating Up stacks ≥ 2 and (time remaining < 6 s or Heating Up remaining < 3.5 s)2.5/min–
  5. 5Cast Fire Blast if Clearcasting active or mana % ≥ 10%9.3/min+62 DPS · 8.0 %
  6. 6Cast Scorch if Fire Vulnerability stacks < 5 or Fire Vulnerability remaining ≤ 10 s7.2/min+148 DPS · 19.1 %
  7. 7Cast Fireball if mana % ≥ 10%11/min+323 DPS · 41.7 %
the first line that can run does, every time you can act · worth: the rotation without that line, on the same simulated fights

Three lines need a reason:

  1. Pyroblast at three Heating Up stacks. Fireball, Fire Blast and Scorch crits each take 25 % off its six-second cast, so at three stacks it casts in 1.5 seconds and is your biggest single hit. The line is worth 5.9 %. On one boss the rotation also casts it at two stacks, a three-second cast, when the stacks have under about 3.5 seconds left or the boss is about to die.
  2. Fire Blast on cooldown. It is instant, every six seconds with Wake of Fire 2/2, and its crits build Heating Up like the others. When your mana runs low the rotation holds it back, unless Clearcasting makes it free. The line is worth 8.0 %. Its range is 20 yards, so stand inside that or take Flame Throwing.
  3. Scorch for Fire Vulnerability. Each Scorch adds a stack: 3 % more Fire damage from you, up to five, for 30 seconds. The line is worth 19.1 %, because every Fire spell after it hits harder.

On one and two minutes Fireball is the filler. Scorch only builds the five stacks and refreshes them with about eight to ten seconds left. Fireball does more damage for each second of casting, and over these lengths your mana holds out for it. It is 41.2 % of your damage here. The 11 October re-tune measured a Scorch filler behind it on both lengths.

Most fights' rotations fall back to rank 1 Scorch, 50 mana a cast, when the mana runs out. Forever gives ranks far below your level less from spell damage, which our simulator doesn't apply, but it comes to fewer than two casts a fight.

More than one target

With three bosses in range, Flamestrike takes over as the filler. On a three-minute fight against three bosses it does 60.4 % of your damage, and Blast Wave goes out whenever it is ready and you stand within 10 yards. Fire Blast, Scorch and the three-stack Pyroblast carry on as before. Switch the guide to a three-boss fight for that rotation in full.

Cooldowns

Combustion is the one damage cooldown. Each Fire hit while it is up adds 10 % Fire crit, until three non-periodic crits spend it, and only then does the three-minute cooldown start. On one boss the rotation waits for five Fire Vulnerability stacks, about ten seconds in, so its crits land on boosted spells. On three bosses it goes earlier, at one to three stacks. Either way you get one use on fights up to three minutes.

Talisman of Ascendance goes out on cooldown, once a minute. For 20 seconds each of your next five spells stacks another 40 spell damage. The mana cooldowns go out as your mana drops: Robe of the Archmage early in the fight, then Demonic Rune and Major Mana Potion, each on a two-minute cooldown of its own, and on longer fights the mana gems.

CooldownUsesAt
Talisman of Ascendance20:00, 1:00
Robe of the Archmage10:02
Combustion10:11
Demonic Rune10:18
Major Mana Potion10:35
when they went in the first simulated fight

What your log should show

Open your Warcraft Logs report beside this table. Fire Blast belongs on cooldown, so its casts a minute show whether you let it sit.

AbilityCasts per minuteOf damageCrit
Fireball11.341.2 %31.4 %
Fire Blast9.321.4 %36.5 %
Ignite9.113.5 %0.0 %
Pyroblast2.513.3 %30.9 %
Scorch7.210.7 %29.7 %
Robe of the Archmage1.0––
Demonic Rune1.0––
Talisman of Ascendance1.8––
Combustion1.0––
Major Mana Potion1.0––
mana 7,163 gained and 9,108 spent per minute

On this fight, look for about 9.3 Fire Blasts and 2.5 Pyroblasts a minute, with Ignite near 13.5 % of your damage. Fewer Pyroblasts means stacks that ran out or crits you didn't get.

Uptimes

Buff or debuffUptimeTimes per fight
Fire Vulnerability94.8 %6.6
Fireballon the boss81.9 %10
Heating Up68.5 %8.4
Igniteon the boss47.1 %9.1
Pyroblaston the boss36.9 %2.2
Ascendance34.0 %1.8
Ascendance33.3 %1.8
Combustion23.0 %1.0
Clearcasting12.0 %2.6

Fire Vulnerability should sit near 94.8 %. If it lapses, every Fire spell loses 15 % until Scorch rebuilds five stacks. Heating Up is up about 68.5 % of the fight, because a stack can wait up to 20 seconds for the next Pyroblast.

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Fire Mage 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

Fire is a priority rotation built around crits. Fire Blast and a filler spell roll for crits, three crits turn Pyroblast into a fast cast, and your mana decides which filler you can afford.

Before the pull

  1. 1At -3.5 s: Cast Fireball

Start Fireball about three and a half seconds before the pull. Its travel time puts the hit right on the pull, and the opener is worth 41.7 %. Mage Armor stays up the whole fight: in Forever it lets 50 % of your mana regeneration continue while you cast, up from Classic's 30 %.

Priority

Each time you are free to act, take the highest line that is ready. Next to each line are its casts and what the line adds to your damage.

  1. 1Cast Combustion if Fire Vulnerability stacks ≥ 51.0/min+27 DPS · 3.5 %
  2. 2Use the other cooldowns as they come up+30 DPS · 3.9 %
  3. 3Cast Pyroblast if Heating Up stacks = 32.5/min+46 DPS · 5.9 %
  4. 4Cast Pyroblast if Heating Up stacks ≥ 2 and (time remaining < 6 s or Heating Up remaining < 3.5 s)2.5/min–
  5. 5Cast Fire Blast if Clearcasting active or mana % ≥ 10%9.3/min+62 DPS · 8.0 %
  6. 6Cast Scorch if Fire Vulnerability stacks < 5 or Fire Vulnerability remaining ≤ 10 s7.2/min+148 DPS · 19.1 %
  7. 7Cast Fireball if mana % ≥ 10%11/min+323 DPS · 41.7 %
the first line that can run does, every time you can act · worth: the rotation without that line, on the same simulated fights

Three lines need a reason:

  1. Pyroblast at three Heating Up stacks. Fireball, Fire Blast and Scorch crits each take 25 % off its six-second cast, so at three stacks it casts in 1.5 seconds and is your biggest single hit. The line is worth 5.9 %. On one boss the rotation also casts it at two stacks, a three-second cast, when the stacks have under about 3.5 seconds left or the boss is about to die.
  2. Fire Blast on cooldown. It is instant, every six seconds with Wake of Fire 2/2, and its crits build Heating Up like the others. When your mana runs low the rotation holds it back, unless Clearcasting makes it free. The line is worth 8.0 %. Its range is 20 yards, so stand inside that or take Flame Throwing.
  3. Scorch for Fire Vulnerability. Each Scorch adds a stack: 3 % more Fire damage from you, up to five, for 30 seconds. The line is worth 19.1 %, because every Fire spell after it hits harder.

On one and two minutes Fireball is the filler. Scorch only builds the five stacks and refreshes them with about eight to ten seconds left. Fireball does more damage for each second of casting, and over these lengths your mana holds out for it. It is 41.2 % of your damage here. The 11 October re-tune measured a Scorch filler behind it on both lengths.

Most fights' rotations fall back to rank 1 Scorch, 50 mana a cast, when the mana runs out. Forever gives ranks far below your level less from spell damage, which our simulator doesn't apply, but it comes to fewer than two casts a fight.

More than one target

With three bosses in range, Flamestrike takes over as the filler. On a three-minute fight against three bosses it does 60.4 % of your damage, and Blast Wave goes out whenever it is ready and you stand within 10 yards. Fire Blast, Scorch and the three-stack Pyroblast carry on as before. Switch the guide to a three-boss fight for that rotation in full.

Cooldowns

Combustion is the one damage cooldown. Each Fire hit while it is up adds 10 % Fire crit, until three non-periodic crits spend it, and only then does the three-minute cooldown start. On one boss the rotation waits for five Fire Vulnerability stacks, about ten seconds in, so its crits land on boosted spells. On three bosses it goes earlier, at one to three stacks. Either way you get one use on fights up to three minutes.

Talisman of Ascendance goes out on cooldown, once a minute. For 20 seconds each of your next five spells stacks another 40 spell damage. The mana cooldowns go out as your mana drops: Robe of the Archmage early in the fight, then Demonic Rune and Major Mana Potion, each on a two-minute cooldown of its own, and on longer fights the mana gems.

CooldownUsesAt
Talisman of Ascendance20:00, 1:00
Robe of the Archmage10:02
Combustion10:11
Demonic Rune10:18
Major Mana Potion10:35
when they went in the first simulated fight

What your log should show

Open your Warcraft Logs report beside this table. Fire Blast belongs on cooldown, so its casts a minute show whether you let it sit.

AbilityCasts per minuteOf damage
Fireball11.341.2 %
Fire Blast9.321.4 %
Ignite9.113.5 %
Pyroblast2.513.3 %
Scorch7.210.7 %
Robe of the Archmage1.0–
Demonic Rune1.0–
Talisman of Ascendance1.8–
Combustion1.0–
Major Mana Potion1.0–
mana 7,163 gained and 9,108 spent per minute

On this fight, look for about 9.3 Fire Blasts and 2.5 Pyroblasts a minute, with Ignite near 13.5 % of your damage. Fewer Pyroblasts means stacks that ran out or crits you didn't get.

Uptimes

Buff or debuffUptimeTimes per fight
Fire Vulnerability94.8 %6.6
Fireballon the boss81.9 %10
Heating Up68.5 %8.4
Igniteon the boss47.1 %9.1
Pyroblaston the boss36.9 %2.2
Ascendance34.0 %1.8
Ascendance33.3 %1.8
Combustion23.0 %1.0
Clearcasting12.0 %2.6

Fire Vulnerability should sit near 94.8 %. If it lapses, every Fire spell loses 15 % until Scorch rebuilds five stacks. Heating Up is up about 68.5 % of the fight, because a stack can wait up to 20 seconds for the next Pyroblast.