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Balance Druid

Mirrors the current rank-1 Sinister Single parse — proven in practice, raid-weighted.

175,262 1 target
210,815 2 targets · 20%
279,803 3 targets · 60%
411,375 5 targets · 135%

Simulated DPS on the best-in-slot profile below, five-minute patchwerk. Compare every spec →

The short version

Hero tree: Elune's Chosen
Stat priority: Critical Strike > Mastery > Haste > Versatility
Content: Raid

How it plays

Measured on the reference parse below, not a description of the spec — so it changes when the tuning does.

Stat priority

Critical Strike > Mastery > Haste > Versatility

These are not weights pulled from a spreadsheet — they are the live ratings on the reference character this build is taken from, so the order reflects what the best-performing Balance Druid is actually stacking right now.

SECONDARIES Critical Strike
Critical Strike38%
Mastery38%
Haste19%
Versatility5%

Source: Porlix — the log. Rank 1 Balance Druid on Sinister Single (Dummy Dome), avg ilvl 336.

Talent build

Laid out exactly as the in-game talent UI draws it, hero tree Elune's Chosen. Lit nodes and gold lines are the path this build takes; everything dimmed was passed over. Hover any node for what it does.

Druid · 34 points

RakeRake the target for Bleed damage and an additional Bleed damage over . Reduces the target's movement speed by % for . While stealthed, Rake will also stun the target for and deal increased damage. While stealthed, Rake will also stun the target for and deal increased damage. Awards combo :points;.
Not taken
Frenzied RegenerationHeals you for health over , and increases healing received by %.
RejuvenationHeals the target for over . You can apply Rejuvenation twice to the same target. |C0033AA11Tree of Life: Healing increased by % and Mana cost reduced by %.|R
Not taken
StarfireCall down a burst of energy, causing Arcane damage to the target, and ${(*/100)/(1+/100)} Arcane damage to all other enemies within yards. Deals reduced damage beyond targets. Generates ${/10} Astral Power.
Grievous WoundsRake, Rip, and Thrash damage increased by .
Not taken
SwipeSwipe nearby enemies, inflicting Physical damage. Damage varies by shapeshift form. Awards combo :points;.
Not taken
Ursoc's SpiritStamina increased by . Stamina in Bear Form is increased by an additional .
Wild GrowthHeals up to injured allies within yards of the target for over . Healing starts high and declines over the duration. |C0033AA11Tree of Life: Affects additional :targets;.|R
Not taken
StarsurgeLaunch a surge of stellar energies at the target, dealing Astral damage.
RipFinishing move that causes Bleed damage over time. Lasts longer per combo point. 1 point : ${*2/6} over ${*2/6} sec 2 points: ${*3/6} over ${*3/6} sec 3 points: ${*4/6} over ${*4/6} sec 4 points: ${*5/6} over ${*5/6} sec 5 points: ${*6/6} over ${*6/6} sec
Not taken
Verdant HeartFrenzied Regeneration and Barkskin increase all healing received by .
Remove CorruptionNullifies corrupting effects on the friendly target, removing all Curse and Poison effects.
Not taken
Moonkin FormShapeshift into Astral Form, increasing the damage of your spells by and your armor by , and granting protection from Polymorph effects. While in this form, single-target attacks against you have a % chance to make your next Starfire instant. The act of shapeshifting frees you from movement impairing effects.
MaimFinishing move that causes Physical damage and stuns the target. Damage and duration increased per combo point: 1 point : ${*1} damage, 1 sec 2 points: ${*2} damage, 2 sec 3 points: ${*3} damage, 3 sec 4 points: ${*4} damage, 4 sec 5 points: ${*5} damage, 5 sec
Not taken
1/2 Killer InstinctPhysical damage and Armor increased by .
IronfurIncreases armor by ${*/100} for . Multiple uses of this ability may overlap.
Not taken
Improved BarkskinBarkskin's duration is increased by ${/1000} sec.
HibernateForces the enemy target to sleep for up to . Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin.
Not taken
2/2 Nurturing InstinctMagical damage and healing increased by .
SunfireA quick beam of solar light burns the enemy and all enemies within yards for Nature damage and then an additional Nature damage over . Generates ${/10} Astral Power.
Primal FuryWhile in Cat Form, when you critically strike with an attack that generates a combo point, you gain an additional combo point. Damage over time cannot trigger this effect. Mangle critical strike damage increased by .
Not taken
Thick HideReduces all damage taken by .
Light of the SunReduces the remaining cooldown on Solar Beam by sec when it interrupts the primary target.
Natural RecoveryHealing you receive is increased by .
Astral InfluenceIncreases the range of all of your spells by yards.
Wild ChargeFly to a nearby ally's position.
Choice node
SootheSoothes the target, dispelling all enrage effects.
Choice node
Aessina's RenewalWhen a hit deals more than of your maximum health, instantly heal for % of your health. This effect cannot occur more than once every seconds.
Starlight ConduitWrath, Starsurge, and Starfire damage increased by . Starsurge's cooldown is reduced by ${-/1000} sec and its mana cost is reduced by .
Feline SwiftnessIncreases your movement speed by .
Well-Honed InstinctsWhen you fall below health, you cast Frenzied Regeneration, up to once every sec.
2/2 Matted FurWhen you use Barkskin or Survival Instincts, absorb $<shield> damage for .
Stampeding RoarShift into Bear Form and let loose a wild roar, increasing the movement speed of all friendly players within yards by for .
Lingering HealingRejuvenation's duration is increased by ${/1000} sec. Regrowth's duration is increased by ${/1000} sec when cast on yourself.
TyphoonBlasts targets within ${} yards in front of you with a violent Typhoon, knocking them back and reducing their movement speed by % for . Usable in all shapeshift forms.
Mass EntanglementRoots the target and all enemies within yards in place for . Damage may interrupt the effect. Usable in all shapeshift forms.
Choice node — not taken

Not taken
OakskinSurvival Instincts and Barkskin reduce damage taken by an additional .
Perfectly-Honed InstinctsWell-Honed Instincts can trigger up to once every ${+} sec.
Instincts of the ClawFerocious Bite and Maul damage increased by .
Not taken
2/2 Lycara's TeachingsYou gain of a stat while in each form: No Form: Haste Cat Form: Critical Strike Bear Form: Versatility Moonkin Form: Mastery
Lore of the GroveMoonfire and Sunfire damage increased by .
Gale WindsIncreases Typhoon's radius by and its range by yds.
Choice node — not taken

Not taken
Gift of the WildMark of the Wild is more effective on yourself.
Incapacitating RoarShift into Bear Form and invoke the spirit of Ursol to let loose a deafening roar, incapacitating all enemies within yards for . Damage may cancel the effect.
Choice node — not taken

Not taken
Ursine VigorFor after shifting into Bear Form, your health and armor are increased by .
Improved Stampeding RoarStampeding Roar's cooldown is reduced by ${/-1000} sec.
Not taken
Circle of the HeavensMagical damage dealt by your spells increased by .
Choice node
Lycara's InspirationYou gain a bonus while in each form inspired by the breadth of your Druidic knowledge: No Form: % Magic Damage Cat Form: % Stamina Bear Form: % Movement Speed Moonkin Form: % Area damage taken reduction
Symbiotic RelationshipForm a bond with an ally. Your self-healing also heals your bonded ally for % of the amount healed. Your healing to your bonded ally also heals you for % of the amount healed.
Not taken
1/2 ForestwalkCasting Regrowth increases your movement speed and healing received by for .
Fluid FormShred, Rake, and Skull Bash can be used in any form and shift you into Cat Form, if necessary. Mangle can be used in any form and shifts you into Bear Form. Wrath and Starfire shift you into Moonkin Form, if known.
Not taken
Heart of the WildPerform a powerful off-role ability depending on your currently active shapeshift form.$?c1[]?c2[][ Cat Form: Unleash an empowered Feral Frenzy, clawing your target times for ${**/100} Physical damage and an additional ${*/100**/} Bleed damage over . Awards 5 combo points. Moonkin Form: Call down waves of empowered …
InnervateInfuse a friendly healer with energy, causing them to regenerate of their maximum mana over .
Not taken

Elune's Chosen · 13 points

Boundless Moonlight$?a137010[$@spellicon204066 that ability Lunar Beam now causes you to leech life equal to % of all damage dealt to enemies within the beam. $@spellicon202770 that ability Fury of Elune now ends with a flash of energy, blasting nearby enemies for Astral damage.] [$@spellicon202770 that ability Fury of Elune now ends …
Moon GuardianMoonfire and Starfire generate ${/10} additional Astral Power.
Lunar InsightMoonfire deals increased damage. Red Moon deals increased damage.
Glistening FurBear Form and Moonkin Form reduce Arcane damage taken by and all other magic damage taken by .
Star CascadeGaining Astral Power with Starfire has a chance to launch a Starsurge at a victim at effectiveness.
Stellar CommandIncreases the damage of Fury of Elune by and the damage of Full Moon by .
Atmospheric ExposureEnemies damaged by Full Moon or Fury of Elune take % increased damage from you for .
MoondustEnemies affected by Moonfire are slowed by %.
Choice node
Penumbral SwellLunar Eclipse increases Arcane damage by an additional .
Lunar CallingStarfire deals increased damage to its primary target. Wrath no longer changes your Eclipse ability's mode to Solar Eclipse.
Astral InsightIncarnation: Chosen of Elune increases Arcane damage from spells and abilities by % while active. Increases the duration and number of spells cast by Convoke the Spirits by .
Choice node
Arcane AffinityAll Arcane damage from your spells and abilities is increased by .
Choice node
Bask in Moonlight$?c1[Starsurge damage increased by . Starfall damage increased by .]?s400254[Raze][Maul] damage increased by . Lunar Beam's damage dealt to its primary target increased by .
The Eternal MoonFurther increases the power of Boundless Moonlight. $@spellicon204066 that ability Lunar Beam increases Mastery by an additional ${*}%, deals increased damage, and lasts ${/1000} sec longer. $@spellicon202770 that ability The flash of energy now generates ${/10} Rage and its damage is increased by .

Balance · 34 points

EclipseYou may draw the sun and moon into alignment for , empowering either your Nature or Arcane spells. Casting Wrath or Starfire changes what mode of Eclipse will be entered, and the two modes of Eclipse share a button and ${+/1000} sec cooldown. $@spellicon48517 that ability Nature spells deal % additional damage and W…
Shooting StarsMoonfire and Sunfire damage over time has a chance to call down a falling star, dealing Astral damage and generating ${/10} Astral Power.
Solar BeamSummons a beam of solar light over an enemy target's location, interrupting the target and silencing all enemies within the beam. Lasts .
SolsticeDuring the first of every Eclipse, Shooting Stars fall more often.
Force of NatureSummons a stand of Treants for which immediately taunt and attack enemies in the targeted area. Generates ${/10} Astral Power.
Not taken
Twin MoonsMoonfire deals increased damage and also hits another nearby enemy within yds of the target.
Improved EclipseLunar Eclipse and Solar Eclipse have one additional charge.
Nature's BalanceWhile in combat you generate ${/10} Astral Power every sec. While out of combat your Astral Power rebalances to instead of depleting to empty.
Umbral IntensityWrath damage increased by . Starfire damage increased by .
Aetherial KindlingCasting Starfall extends the duration of active Moonfires and Sunfires by ${}.1 sec, up to sec.
Choice node — not taken

Not taken
Wild SurgesYour Wrath and Starfire chance to critically strike is increased by and they generate ${/10} additional Astral Power.
Celestial Alignment$@spelldesc194223
Soul of the ForestSolar Eclipse increases Wrath's Astral Power generation by and Lunar Eclipse increases Starfire's Astral Power generation by .
Not taken
Sunseeker MushroomSunfire damage has a chance to grow a magical mushroom at a target's location. After , the mushroom detonates, dealing Nature damage and then an additional Nature damage over . Affected targets are slowed by ${*-1}%. Generates up to Astral Power based on targets hit.
Choice node — not taken

Not taken
Nature's GraceWhen Eclipse ends or when you enter combat, enter a Dreamstate, reducing the cast time of your next Starfires or Wraths by %.
Choice node
Stellar AmplificationStarsurge increases the damage the target takes from your periodic effects and Shooting Stars by % for . Reapplying this effect extends its duration, up to ${/1000} sec. Limit 1.
Whirling StarsIncarnation: Chosen of Elune's cooldown is reduced by ${-/1000} seconds and it has two charges.
Choice node
Touch the CosmosCasting Wrath has a chance to make your next Starsurge or Starfall free. Casting Starfire has a chance to make your next Starsurge or Starfall free.
MeteoritesEvery time Starfall drops a wave of stars, a meteorite also falls on up to targets in its range, each dealing Astral damage.
Not taken
2/2 Cosmic RapidityYour Moonfire and Sunfire deal damage more frequently, also increasing the rate that Shooting Stars fall.
Celestial FireMoonfire, Sunfire, and Shooting Stars damage increased by .
Sculpt the StarsThe cooldowns of Lunar Eclipse and Solar Eclipse are reduced by ${-/1000} sec.
Not taken
Hail of StarsCasting a free Starsurge or Starfall grants Solstice for ${/1000} sec.
2/2 StarlordStarsurge and Starfall grant you Haste for or until you enter a new Eclipse. Stacks up to times. Gaining a stack does not refresh the duration.
Astral CommunionIncreases maximum Astral Power by ${/10}. Entering Eclipse reduces the Astral Power cost of your next Starsurge or Starfall by ${/-10}.
Not taken
2/2 Balance of All ThingsEntering Eclipse increases your critical strike chance with Arcane or Nature spells by ${*}%, decreasing by every sec.
1/2 Total EclipseEntering any Eclipse has a chance to grant the benefits of both Lunar and Solar Eclipse.
Rattle the StarsStarsurge and Starfall deal increased damage and their cost is reduced by .
Choice node
Power of GoldrinnStarsurge has a chance to summon the Spirit of Goldrinn, which immediately deals ${*$<mastery>} Astral damage to the target.
Sundered FirmamentEvery other Eclipse creates a Fury of Elune at effectiveness that follows your current target for sec.
Choice node
Incarnation: Chosen of Elune$@spelldesc102560
Choice node
Fury of Elune$@spelldesc428655
Choice node — not taken

Not taken
Umbral EmbraceWrath and Starfire have a 20% chance to cause your next Wrath or Starfire cast during an Eclipse to become Astral and deal additional damage.
Harmony of the HeavensStarsurge or Starfall increase your current Eclipse's Arcane or Nature damage bonus by an additional , up to .
Elune's Guidance$@spellicon394013 that ability Reduces the Astral Power cost of Starsurge by ${*-1/10}, and the Astral Power cost of Starfall by ${*-1/10}. $@spellicon391528 that ability Cooldown is reduced by ${(()/120000)*100}% and its duration and number of spells cast is reduced by . Convoke the Spirits has an increased chance …
Not taken
Denizen of the DreamYour Moonfire and Sunfire have a chance to summon a Faerie Dragon to assist you in battle for .
Radiant MoonlightNew Moon, Half Moon, and Full Moon deal increased damage. Full Moon becomes Full Moon once more before resetting to New Moon. Fury of Elune deals increased damage and its cooldown is reduced by ${/-1000} sec.
Not taken
4/4 Ascendant EclipsesActivating an Eclipse makes your next Wrath or Starfire instant. The first 3 Starsurges or Starfalls you cast during each Eclipse deal % increased damage.
Choice node
Paste into the in-game talent UI to load this build exactly.

Rotation

Astral Power goes into Starsurge on one target and Starfall on several. Overcapping it is the only way Balance really loses damage.

Single target Three or more targets

Keep these up

  • Moonfire and Sunfire before anything else. They cost almost nothing and everything else scales off a target that has them.

Priority

  • Starsurge on Starweaver procs, and whenever Astral Power is near the cap.
  • Starfire while the Eclipse will outlast the cast; Wrath when it will not.
  • New Moon, Half Moon and Full Moon whenever you have room for the Astral Power they give.

Cooldowns

  • Celestial Alignment with no Eclipse running and the cooldowns below ready to go into it.
  • Fury of Elune and Force of Nature inside the window.
  • Convoke the Spirits in the window, or below 40 Astral Power if the window is a long way off.
  • The dots are not filler. Every window is worth less on a target that is not already burning.

Openers

Single target

  1. Moonfire and Sunfire before the pull lands.
  2. Enter Eclipse, then Fury of Elune.
  3. Force of Nature, then Celestial Alignment.
  4. Starsurge through the window, filling with Starfire.

Where the damage comes from

Measured on the reference log — a 300-second single-target parse. Worth comparing against the rotation above: the button you press most is rarely the one doing the most.

AbilityShare
Starsurge27.9%
Starfire22.4%
Astral Smolder11%
Shooting Stars10.1%
Starsurge (Star Cascade)9%
Moonfire6.9%
Sunfire4.7%
Ascendant Eclipses2.8%
Denizen of the Dream2.6%
Fury of Elune1.2%
Prismatic Focusing Iris0.8%
Wrath0.1%

Source: Sinister Single, 300s.

Best in slot

The finished loadout, built by Pathfinder — the strongest item available for every slot, with the item level to chase and where it drops. 334 average item level across 15 slots, gathered from 4 places.

Gaze of the Coiled Watcher 334 · Myth 6/6 The Venomous Abyss — Ula'tek ✦ Empowered Hex of Leeching
Aqirbane Reliquary 334 · Myth 6/6 The Venomous Abyss — Ula'tek ◆ Powerful Eversong Diamond
Enigmatic Dreamwatcher's Plumage 334 · Myth 6/6 The Venomous Abyss — The Lost Explorers ✦ Silvermoon's Mending
Adherent's Silken Shroud 331 · Spark Crafted +Myth Epic Profession Items — Tailoring
Enigmatic Dreamwatcher's Lunar Raiment 334 · Myth 6/6 The Venomous Abyss — Vashnik the Malignant ✦ Mark of the Worldsoul
Aetherlume Bands 331 · Spark Crafted +Myth Epic Profession Items — Engineering
Venomancer's Winged Channeler 334 · Myth 6/6 · Two-handed The Venomous Abyss — Vashnik the Malignant ✦ Acuity of the Ren'dorei
Balance Druid 334 average item level
Enigmatic Dreamwatcher's Gauntlets 334 · Myth 6/6 The Venomous Abyss — Entombed Sentinels ✦ Gloves Enchant (+3 Stamina)
Unpossessed Skullsash 334 · Myth 6/6 The Venomous Abyss — The Lost Explorers
Enigmatic Dreamwatcher's Leggings 334 · Myth 6/6 The Venomous Abyss — Sszorak ✦ Sunfire Silk Spellthread
Breakwater Boots 334 · Myth 6/6 The Tidebound Grotto — Nymrissa Wavecaller ✦ Lynx's Dexterity
Vile Alchemist's Band 334 · Myth 6/6 The Venomous Abyss — Vashnik the Malignant ✦ Nature's Fury◆ Flawless Deadly Amethyst
Apex Brute's Claw Ring 334 · Myth 6/6 The Venomous Abyss — Sszorak ✦ Nature's Fury◆ Flawless Deadly Amethyst
Freightrunner's Flask 334 · Myth 6/6 Murder Row — Zaen Bladesorrow
Gebbo's Bottomless Bag 334 · Myth 6/6 The Venomous Abyss — The Lost Explorers

Where to spend bonus rolls as Balance Druid

A Voidcore pays out an item every time — the question is only whether it is one you wanted. For this build, in order:

Roll The Lost Explorers — 3 of its 4 drops are on your list

75% of every roll here lands something on the list. In The Venomous Abyss, it owes you shoulder, waist and trinket 2.

Then Sszorak — 2 of its 3 drops are on your list

67% of every roll here lands something on the list. In The Venomous Abyss, it owes you legs and ring 2.

The general principles behind this — knockout protection, why finishing one boss beats spreading rolls, and the crests a roll quietly costs you — are in the bonus roll guide.

Week-by-week route

  1. Pre-season: the campaign, a world tour of Mythic 0s for a 292 loadout, and the weekly Spark quest. No Myth crests exist yet — bank the Spark.
  2. Week 1: farm +10 keys to a full Hero 3/6 (311) loadout and fill the vault. The first Myth crests arrive, so spend the banked Spark on Adherent's Silken Shroud. Every Hero crest goes into lifting pieces toward 6/6 (321).
  3. Week 2: first Voidcore — roll The Lost Explorers, where 3 of 4 drops are on this list. Catalyse the set slots for the 4-set. Second Spark goes to Aetherlume Bands.
  4. Weeks 3–6: one Voidcore a week down the order above — finish a boss before starting the next. Keep spending Hero crests; every slot should sit at 321 by about Week 6.
  5. Week 7 onward: two Voidcores a week (the vault and Orin Straylight). Roll Myth-track bases in the set slots, re-catalyse them, and take each to 6/6 for 80 Myth and 20 Hero crests.
  6. Late season: everything here caps at Myth 6/6 (334); this list has no end-boss item to chase past it.

The fast variant

There isn't one for Balance Druid. Slate builds its list around the quickest route and Pathfinder around raw power, and for this spec they reach for the same 15 items — so there is no trade to make between finishing sooner and hitting harder. Chase the list above.

Load this into a plan

GearPath can load this build straight into a full season plan — the BiS list, the talents, and the route — then price it against the crests, sparks and vault choices you will actually earn, and tell you when the plan is impossible. Free while in open beta.

Plan your Balance Druid →