WoW ForeverPvP Guide · Muchamiel

WOW FOREVER · BETA · LEVEL 30

Shaman

26 points: 21 from leveling and 5 extra from Legacy. English client, English explanations. Builds to try in duels, BGs and the open world; not a win-rate ranking or every mathematically possible point allocation.

BuildsMacrosDuelsBGs and open worldGearRacialsAbilitiesWhy macros?SourcesCalculator
Three 26-point builds

Allocations checked against tiers, ranks and prerequisites in the beta dataset from Oct 8, 2026. Support and defensive options have specific roles; they aren't equal in duel damage.

Ranged Elemental · 26/0/0

Your first caster build to compare for duels, BGs and world PvP: ranged damage with shocks and control.

Elemental: Concussion 5/5; Convection 3/5; Elemental Warding 3/3; Reverberation 3/5; Elemental Focus 1/1; Elemental Alacrity 3/3; Eye of the Storm 2/3; Call of Thunder 1/1; Elemental Reach 2/2; Lightning Overload 2/3; Earthbound 1/1.

No 31-point Lava Burst. Chain Lightning starts at level 32, so it is outside this level bracket.

Cross-check in the Forever calculator
Enhancement pressure · 0/26/0

Your first melee and mobility build to compare: weapon damage, shocks and Stormstrike.

Enhancement: Thundering Strikes 5/5; Ancestral Knowledge 5/5; Mental Dexterity 3/3; Improved Ghost Wolf 2/2; Shamanistic Focus 1/1; Elemental Weapons 3/3; Stormstrike 1/1; Flurry 3/5; Spirit Weapons 1/1; Mental Quickness 2/2.

It has neither Maelstrom Weapon nor a 31-point capstone. Do not assume unlimited instant heals.

Cross-check in the Forever calculator
Restoration / emergency · 0/0/26

Your first healing and BG support build to compare, with Nature's Swiftness for emergencies.

Restoration: Improved Healing Wave 5/5; Totemic Focus 5/5; Mindfulness 3/3; Tidal Focus 2/5; Healing Focus 3/3; Water Shield 1/1; Mana Tide Totem 1/1; Tidal Mastery 4/5; Nature's Swiftness 1/1; Healing Way 1/3.

No Riptide. Heals and totems still require range management and protection for your Nature school.

Cross-check in the Forever calculator
18 copyable macros

Each macro labels its keys: Shift = your focus, mouseover = the unit under your cursor, Alt = yourself. The focus macro and other shared macros are in the macro guide, along with instructions for creating them.

Earth Shock interrupt

Cancels your cast to prioritize the interrupt. Shocks share cooldown decisions: do not treat them as independent resources.

Stops your castShift: focusMouseover: enemy

#showtooltip Earth Shock
/stopcasting
/cast [mod:shift,@focus,harm,nodead][nomod,@mouseover,harm,nodead][nomod,harm,nodead] Earth Shock
Frost Shock for distance

Choose between slowing, damage and an interrupt; do not automatically use a shock when you need Earth Shock.

Shift: focusMouseover: enemy

#showtooltip Frost Shock
/cast [mod:shift,@focus,harm,nodead][nomod,@mouseover,harm,nodead][nomod,harm,nodead] Frost Shock
Flame Shock

A DoT that can break CC. It does not automatically apply alongside another shock.

Shift: focusMouseover: enemy

#showtooltip Flame Shock
/cast [mod:shift,@focus,harm,nodead][nomod,@mouseover,harm,nodead][nomod,harm,nodead] Flame Shock
Focus Purge

For dispellable magic buffs; it neither cleanses allies nor picks the most important buff for you.

Shift: focusMouseover: enemy

#showtooltip Purge
/cast [mod:shift,@focus,harm,nodead][nomod,@mouseover,harm,nodead][nomod,harm,nodead] Purge
Healing Wave

A long heal: protect your Nature school and find time to finish the cast.

Mouseover: ally or unitAlt: self

#showtooltip Healing Wave
/cast [mod:alt,@player][@mouseover,help,nodead][help,nodead][@player] Healing Wave
Lesser Healing Wave

A faster heal with its own cost; it does not replace every other mana decision.

Mouseover: ally or unitAlt: self

#showtooltip Lesser Healing Wave
/cast [mod:alt,@player][@mouseover,help,nodead][help,nodead][@player] Lesser Healing Wave
Cure Poison

Only for valid poisons. It is not a universal cleanse.

Mouseover: ally or unitAlt: self

#showtooltip Cure Poison
/cast [mod:alt,@player][@mouseover,help,nodead][help,nodead][@player] Cure Poison
Cure Disease

Only for valid diseases.

Mouseover: ally or unitAlt: self

#showtooltip Cure Disease
/cast [mod:alt,@player][@mouseover,help,nodead][help,nodead][@player] Cure Disease
Tremor Totem

Place it manually to respond to Fear, Charm and Sleep. It does not make your group immune or protect anyone outside its range.

#showtooltip Tremor Totem
/cast Tremor Totem
Grounding Totem

A separate button for the spell window you want to absorb; your opponent can destroy it or use another spell.

#showtooltip Grounding Totem
/cast Grounding Totem
Earthbind Totem

Position control. It can compete with your other totem of the same element.

#showtooltip Earthbind Totem
/cast Earthbind Totem
Stoneclaw Totem

Read the Forever effect: do not assume it provides a defense that only exists in another version of the game.

#showtooltip Stoneclaw Totem
/cast Stoneclaw Totem
Ghost Wolf

A movement form when available; its cast depends on your talents and conditions.

#showtooltip Ghost Wolf
/cast Ghost Wolf
Stormstrike

Requires the Enhancement talent, a valid weapon and sufficient range.

Shift: focusMouseover: enemy

#showtooltip Stormstrike
/cast [mod:shift,@focus,harm,nodead][nomod,@mouseover,harm,nodead][nomod,harm,nodead] Stormstrike
Water Shield

Requires this talent, included in Restoration. Not every Shaman build has it.

#showtooltip Water Shield
/cast Water Shield
Nature's Swiftness

Requires the Restoration talent. Kept separate from Healing Wave: first choose to spend the resource, then choose your heal.

#showtooltip Nature's Swiftness
/cast Nature's Swiftness
Mana Tide Totem

Requires the talent. Consider the totem's position, timing and survival before using it.

#showtooltip Mana Tide Totem
/cast Mana Tide Totem
Lightning Bolt

A ranged damage cast; it does not include Chain Lightning, which is listed at level 32.

Mouseover: enemy

#showtooltip Lightning Bolt
/cast [@mouseover,harm,nodead][harm,nodead] Lightning Bolt
Duels against all nine classes

First build to test in each matchup. Identify your opponent's spec, race and gear: class alone isn't enough. Practice several rounds before changing points; the suggestions below are tactical proposals, not measured results.

Against Warrior

First test: Ranged Elemental · 26/0/0.

Their threat is keeping you in melee. Watch Charge/Intercept, Hamstring and shield swaps; an available Berserker Rage can shut down a fear. A brief gap doesn't mean a safe reset.

Elemental tests ranged pressure; Enhancement tests a physical trade that requires defense. Use Frost Shock to create space and do not waste your interrupt through shared resources.

Against Paladin

First test: Ranged Elemental · 26/0/0.

Separate their immunity, CC and healing windows. Save an answer for the next heal after they've spent a defensive; don't pour all your offensive resources into an active immunity.

Purge can remove dispellable buffs, but it does not bypass every immunity. Save Earth Shock for the heal that changes the trade.

Against Hunter

First test: Enhancement pressure · 0/26/0.

Range and pet are two separate threats. Watch slows and traps; CC'ing the pet doesn't remove the Hunter's damage. Avoid chasing in a straight line through prepared ground.

Find casting range or a melee opening depending on your build. Do not leave useful totems behind to chase a pet for no gain.

Against Rogue

First test: Enhancement pressure · 0/26/0.

The opener can chain CC; manage your CC break and defensives to survive the dangerous stretch. DoTs make resets harder, but can also break your own CC if applied carelessly.

You need to survive before you can cast. Enhancement is a first pressure build to compare; use CC and heals once you regain space.

Against Priest

First test: Ranged Elemental · 26/0/0.

They can dispel and recover health while draining your mana. Choose which heal to interrupt instead of answering every cast; pressure without resources can play into their attrition plan.

Purge and Earth Shock help create pressure, but spending everything on dispels can drain you. Balance damage and resources around their heals.

Against Shaman

First test: Ranged Elemental · 26/0/0.

Identify totems and shocks before committing. Don't hard-cast a long heal into an available Earth Shock without creating space or baiting the interrupt. Prioritize totems that actually interfere with your plan.

Watch the Nature school and the enemy's shock. Do not spend your interrupt on an irrelevant cast just before a decisive heal.

Against Mage

First test: Ranged Elemental · 26/0/0.

Track Blink, roots and, if their build has them, Ice Block/Cold Snap. Don't commit your entire offense around one root when they can create another gap. Polymorph can give them recovery time.

Elemental tests ranged pressure; do not expose your entire school to an available Counterspell. Use shocks deliberately and give each totem a purpose.

Against Warlock

First test: Ranged Elemental · 26/0/0.

Respect Fear, DoTs and demon utility. A Voidwalker, Succubus or Felhunter changes the plan; don't assume level 36 Spell Lock or that every build has Soul Link.

Identify the demon before spending your CC. Earth Shock a Fear or a critical window; do not empty your mana purging minor buffs.

Against Druid

First test: Ranged Elemental · 26/0/0.

Expect shapeshifting, heals and mobility. Their current form reveals immediate options, not their whole build. Don't chase without resources while they recover; interrupting a heal in caster form can open a window.

Interrupt the heal while they are in caster form and do not spend everything chasing. Frost Shock creates ranged pressure, but can compete with your next interrupt.

BGs and open world

In BGs, totems and Purge add group value. Restoration gets more utility with teammates; Enhancement needs help closing gaps. In world PvP, weigh the chase before leaving a useful totem zone.

In BGs, play objectives and coordinate CC with your team. Before spending a CC break, distinguish CC you must break from CC you can sit. In the open world, check terrain, allies and escape routes. Tournament rules don't automatically apply to these activities.

Official The Forever Open rules (updated often)
Gear and BiS reference

Enhancement compares weapons, Strength/Agility, health and resources; Elemental compares spell power and Intellect; Restoration prioritizes healing and mana. Do not assume Chain Lightning or Lava Burst is available at level 30.

There's no universal duel BiS list here: it changes with build, opponents and restrictions. The linked guide helps compare level 30 mechanics and gear; its damage focus doesn't automatically determine the best PvP setup.

Wowhead Forever · Level 30 Shaman
Racials available to this class

Click your race to see its racials and macros. Each race has its own.

Abilities by level

What you have at level 30 and what comes later, based on the beta spellbook (Talents Forever data, Oct 8, 2026). Abilities marked as talents are only available if you spend points on them.

Available at level 30

Healing Wavelevel 1 · rank 5Lightning Boltlevel 1 · rank 5Rockbiter Weaponlevel 1 · rank 4Earth Shocklevel 4 · rank 4Stoneskin Totemlevel 4 · rank 3Lightning Shieldlevel 8 · rank 3Stoneclaw Totemlevel 8 · rank 3Flame Shocklevel 10 · rank 3Flametongue Weaponlevel 10 · rank 3Searing Totemlevel 10 · rank 3Strength of Earth Totemlevel 10 · rank 2Ancestral Spiritlevel 12 · rank 2Fire Novalevel 12 · rank 2Purgelevel 12Frost Shocklevel 20Frostbrand Weaponlevel 20 · rank 2Healing Stream Totemlevel 20 · rank 2Lesser Healing Wavelevel 20 · rank 2Frost Resistance Totemlevel 24Mana Tide Totemlevel 25 · talentMagma Totemlevel 26Mana Spring Totemlevel 26Fire Resistance Totemlevel 28Flametongue Totemlevel 28Nature Resistance Totemlevel 30Reincarnationlevel 30Windfury Weaponlevel 30

Unlocked later

Chain Lightninglevel 32Windfury Totemlevel 32Windwall Totemlevel 36Chain Heallevel 40Lava Burstlevel 40 · talentRiptidelevel 40 · talentGrace of Air Totemlevel 42
What macros improve

Focus/mouseover lets you interrupt or purge without changing your main target; Alt heals quickly target yourself. Nature’s Swiftness stays separate so you can choose the heal your emergency needs.

Choose between melee pressure, Elemental casts or Restoration heals. Earth Shock interrupts and Frost Shock spacing compete for resources and timing: decide before pressing. Place each totem with a specific purpose.

Sources and beta checks

Calculator data generated on Oct 8, 2026. Later hotfixes may change requirements or effects. The 26-point builds and macros up to 255 characters have been checked; these macros haven't been run in the client.

Before competing: test range, normal target, focus, mouseover, modifiers, learned ranks and required talents. Check each ability's current tooltip and confirm restrictions with the organizers.