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Enhancement Shaman 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

Enhancement plays a priority list. Your weapon and Windfury Weapon deal their share without a button press. Your globals go to Stormstrike, the shocks, Fire Nova and instant Lightning Bolts, and each time the question is whether your mana can pay for the next one.

Before the pull

  1. 1At -6.8 s: Cast Strength of Earth Totem
  2. 2At -1.5 s: Cast Searing Totem
  • Put Windfury Weapon on your weapon. In Forever it lasts 60 minutes, and it can sit beside a sharpening stone or wizard oil.
  • Drop Strength of Earth Totem a few seconds before the pull. Totems cost a 1-second global cooldown in Forever and last 5 minutes, so one covers the fight. The benchmark's group already has another Shaman's Strength of Earth, so this line is worth only the global it saves: 1.2 %.
  • Drop Searing Totem last, about 2 seconds before the pull. It attacks for 55 seconds, and Fire Nova erupts around it.

Priority

Read it top down: when a global cooldown ends, the first line whose condition holds is your next press. Stormstrike's 8 seconds and the shocks' shared cooldown decide most of what comes up.

  1. 1Cast Strength of Earth Totem if earth totem remaining ≤ 0 s1.0/min–
  2. 2Use the other cooldowns as they come up+74 DPS · 9.5 %
  3. 3Cast Stormstrike16/min+135 DPS · 17.3 %
  4. 4Cast Fire Nova if Clearcasting known and Clearcasting active8.9/min–
  5. 5Cast Lightning Bolt if Maelstrom Weapon stacks ≥ 54.1/min+36 DPS · 4.6 %
  6. 6Cast Searing Totem if fire totem remaining ≤ 0 s and time remaining ≥ 20 s1.0/min–
  7. 7Cast Flame Shock if Flame Shock not ticking4.3/min+17 DPS · 2.1 %
  8. 8Cast Fire Nova if mana % ≥ 15%8.9/min+88 DPS · 11.2 %
  9. 9Cast Earth Shock6.1/min+51 DPS · 6.5 %
the first line that can run does, every time you can act · worth: the rotation without that line, on the same simulated fights

The table gives each line's casts and worth. What it can't show is the reason for each line:

  1. Stormstrike on cooldown. It is your biggest button, worth 17.3 %, and your next Lightning Bolt or Earth Shock hits 20 % harder after it. With Improved Stormstrike it also keeps your mana regenerating while you cast.
  2. Fire Nova while Clearcasting is up. Clearcasting makes your next damage spell free, and Fire Nova is your most expensive one at 520 mana. The line itself is worth little (0.0 %), because the 15 % mana line further down would cast Fire Nova soon anyway.
  3. Lightning Bolt at five Maelstrom Weapon stacks. Five stacks make it instant and free. Never hard-cast it with fewer: a cast holds your weapon's swing until the cast ends. This line adds 4.6 %.
  4. Searing Totem when your fire totem has run out. Its own attack is only 3.1 % of your damage, but Fire Nova needs an active fire totem to erupt from. The simulated list stops recasting it in the last 10 to 20 seconds. In game, keep a fire totem down until the boss dies.
  5. Flame Shock when its damage over time has run out. It shares the shocks' cooldown with Earth Shock and is worth 2.1 %.
  6. Fire Nova with 15 % mana or more. This is the line that matters on a single boss, worth 11.2 %. Below 15 % the rotation saves its mana for the cheaper buttons.
  7. Earth Shock whenever the shock cooldown is ready and nothing above is. Stormstrike's 20 % lands on it whenever no Lightning Bolt came first, and the line is worth 6.5 %.

More than one target

Fire Nova moves up to second and goes out on every cooldown once three bosses are in range. On a three-minute fight against three bosses it does 36.2 % of your damage, against 13.8 % on a single boss. It hits enemies within 10 yards of your fire totem, so put the totem where the bosses meet. The simulation stands all three inside that radius. Flame Shock stays on one boss, and Dragonbreath Chili hits every target: it is worth 5.2 % there.

Cooldowns

Rage of the Farseer gives 30 % attack speed for 25 seconds on a three-minute cooldown, and it multiplies with Flurry. The simulation presses it at the pull, once on every fight. On a real boss do the same: on a fight longer than three minutes it comes back for a second use. Orcs press Blood Fury with it, and Trolls Berserking.

Talisman of Ascendance has a one-minute cooldown: use it on the pull and each time it comes back. Your mana comes back from Demonic Rune and Major Mana Potion. Use each as your bar runs low, and each is ready again two minutes later. The table shows when the simulations used each one.

CooldownUsesAt
Blood Fury10:00
Talisman of Ascendance10:00
Rage of the Farseer10:00
Demonic Rune10:21
Major Mana Potion10:46
when they went in the first simulated fight

What your log should show

Set your own Warcraft Logs numbers beside these. The Stormstrike row counts each cast twice, the strike and its weapon hit, so halve it before you compare.

AbilityCasts per minuteOf damageCrit
Auto attack23.630.3 %34.7 %
Windfury Weapon–19.5 %33.2 %
Fire Nova8.913.9 %22.5 %
Stormstrike15.611.3 %32.6 %
Earth Shock6.17.9 %22.1 %
Flame Shock4.36.2 %22.2 %
Lightning Bolt4.15.8 %22.0 %
Attack–3.1 %22.2 %
Dragonbreath Chili–1.7 %22.1 %
Lightning Strike–0.3 %22.1 %
Searing Totem1.0––
Demonic Rune1.0––
Talisman of Ascendance1.0––
Rage of the Farseer1.0––
Major Mana Potion0.9––
Strength of Earth Totem1.0––
Blood Fury1.0––
mana 6,399 gained and 7,776 spent per minute

Per minute, expect about 8.9 Fire Novas, 4.1 Lightning Bolts (every one of them instant) and 6.1 Earth Shocks. Windfury Weapon's attacks have a row of their own, at about 19.5 % of your damage.

Uptimes

Buff or debuffUptimeTimes per fight
Searing Totemon the boss86.6 %1.0
Maelstrom Weapon80.8 %25
Flurry79.8 %14
Flame Shockon the boss72.3 %4.0
Improved Stormstrike67.7 %4.0
Elemental Devastation54.3 %4.8
Stormstrikeon the boss51.3 %7.6
Rage of the Farseer41.7 %1.0
Holy Strength41.6 %2.4
Ascendance33.7 %1.0
Ascendance33.3 %1.0
Blood Fury25.0 %1.0
Clearcasting9.7 %2.3

Watch Flurry first: about 79.8 % is the mark. Maelstrom Weapon reads 80.8 % because you spend it the moment it reaches five. Elemental Devastation's crit is up 54.3 %, and it rises with your spell crit and spell hit.

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Enhancement Shaman 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

Enhancement plays a priority list. Your weapon and Windfury Weapon deal their share without a button press. Your globals go to Stormstrike, the shocks, Fire Nova and instant Lightning Bolts, and each time the question is whether your mana can pay for the next one.

Before the pull

  1. 1At -6.8 s: Cast Strength of Earth Totem
  2. 2At -1.5 s: Cast Searing Totem
  • Put Windfury Weapon on your weapon. In Forever it lasts 60 minutes, and it can sit beside a sharpening stone or wizard oil.
  • Drop Strength of Earth Totem a few seconds before the pull. Totems cost a 1-second global cooldown in Forever and last 5 minutes, so one covers the fight. The benchmark's group already has another Shaman's Strength of Earth, so this line is worth only the global it saves: 1.2 %.
  • Drop Searing Totem last, about 2 seconds before the pull. It attacks for 55 seconds, and Fire Nova erupts around it.

Priority

Read it top down: when a global cooldown ends, the first line whose condition holds is your next press. Stormstrike's 8 seconds and the shocks' shared cooldown decide most of what comes up.

  1. 1Cast Strength of Earth Totem if earth totem remaining ≤ 0 s1.0/min–
  2. 2Use the other cooldowns as they come up+74 DPS · 9.5 %
  3. 3Cast Stormstrike16/min+135 DPS · 17.3 %
  4. 4Cast Fire Nova if Clearcasting known and Clearcasting active8.9/min–
  5. 5Cast Lightning Bolt if Maelstrom Weapon stacks ≥ 54.1/min+36 DPS · 4.6 %
  6. 6Cast Searing Totem if fire totem remaining ≤ 0 s and time remaining ≥ 20 s1.0/min–
  7. 7Cast Flame Shock if Flame Shock not ticking4.3/min+17 DPS · 2.1 %
  8. 8Cast Fire Nova if mana % ≥ 15%8.9/min+88 DPS · 11.2 %
  9. 9Cast Earth Shock6.1/min+51 DPS · 6.5 %
the first line that can run does, every time you can act · worth: the rotation without that line, on the same simulated fights

The table gives each line's casts and worth. What it can't show is the reason for each line:

  1. Stormstrike on cooldown. It is your biggest button, worth 17.3 %, and your next Lightning Bolt or Earth Shock hits 20 % harder after it. With Improved Stormstrike it also keeps your mana regenerating while you cast.
  2. Fire Nova while Clearcasting is up. Clearcasting makes your next damage spell free, and Fire Nova is your most expensive one at 520 mana. The line itself is worth little (0.0 %), because the 15 % mana line further down would cast Fire Nova soon anyway.
  3. Lightning Bolt at five Maelstrom Weapon stacks. Five stacks make it instant and free. Never hard-cast it with fewer: a cast holds your weapon's swing until the cast ends. This line adds 4.6 %.
  4. Searing Totem when your fire totem has run out. Its own attack is only 3.1 % of your damage, but Fire Nova needs an active fire totem to erupt from. The simulated list stops recasting it in the last 10 to 20 seconds. In game, keep a fire totem down until the boss dies.
  5. Flame Shock when its damage over time has run out. It shares the shocks' cooldown with Earth Shock and is worth 2.1 %.
  6. Fire Nova with 15 % mana or more. This is the line that matters on a single boss, worth 11.2 %. Below 15 % the rotation saves its mana for the cheaper buttons.
  7. Earth Shock whenever the shock cooldown is ready and nothing above is. Stormstrike's 20 % lands on it whenever no Lightning Bolt came first, and the line is worth 6.5 %.

More than one target

Fire Nova moves up to second and goes out on every cooldown once three bosses are in range. On a three-minute fight against three bosses it does 36.2 % of your damage, against 13.8 % on a single boss. It hits enemies within 10 yards of your fire totem, so put the totem where the bosses meet. The simulation stands all three inside that radius. Flame Shock stays on one boss, and Dragonbreath Chili hits every target: it is worth 5.2 % there.

Cooldowns

Rage of the Farseer gives 30 % attack speed for 25 seconds on a three-minute cooldown, and it multiplies with Flurry. The simulation presses it at the pull, once on every fight. On a real boss do the same: on a fight longer than three minutes it comes back for a second use. Orcs press Blood Fury with it, and Trolls Berserking.

Talisman of Ascendance has a one-minute cooldown: use it on the pull and each time it comes back. Your mana comes back from Demonic Rune and Major Mana Potion. Use each as your bar runs low, and each is ready again two minutes later. The table shows when the simulations used each one.

CooldownUsesAt
Blood Fury10:00
Talisman of Ascendance10:00
Rage of the Farseer10:00
Demonic Rune10:21
Major Mana Potion10:46
when they went in the first simulated fight

What your log should show

Set your own Warcraft Logs numbers beside these. The Stormstrike row counts each cast twice, the strike and its weapon hit, so halve it before you compare.

AbilityCasts per minuteOf damage
Auto attack23.630.3 %
Windfury Weapon–19.5 %
Fire Nova8.913.9 %
Stormstrike15.611.3 %
Earth Shock6.17.9 %
Flame Shock4.36.2 %
Lightning Bolt4.15.8 %
Attack–3.1 %
Dragonbreath Chili–1.7 %
Lightning Strike–0.3 %
Searing Totem1.0–
Demonic Rune1.0–
Talisman of Ascendance1.0–
Rage of the Farseer1.0–
Major Mana Potion0.9–
Strength of Earth Totem1.0–
Blood Fury1.0–
mana 6,399 gained and 7,776 spent per minute

Per minute, expect about 8.9 Fire Novas, 4.1 Lightning Bolts (every one of them instant) and 6.1 Earth Shocks. Windfury Weapon's attacks have a row of their own, at about 19.5 % of your damage.

Uptimes

Buff or debuffUptimeTimes per fight
Searing Totemon the boss86.6 %1.0
Maelstrom Weapon80.8 %25
Flurry79.8 %14
Flame Shockon the boss72.3 %4.0
Improved Stormstrike67.7 %4.0
Elemental Devastation54.3 %4.8
Stormstrikeon the boss51.3 %7.6
Rage of the Farseer41.7 %1.0
Holy Strength41.6 %2.4
Ascendance33.7 %1.0
Ascendance33.3 %1.0
Blood Fury25.0 %1.0
Clearcasting9.7 %2.3

Watch Flurry first: about 79.8 % is the mark. Maelstrom Weapon reads 80.8 % because you spend it the moment it reaches five. Elemental Devastation's crit is up 54.3 %, and it rises with your spell crit and spell hit.