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Elemental Shaman

Mirrors the current rank-1 Sinister Single parse — every slot is what the best Elemental Shaman actually wears.

The short version

Hero tree: Farseer
Stat priority: Haste > Critical Strike > Mastery > 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

Haste > Critical Strike > Mastery > 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 Elemental Shaman is actually stacking right now.

SECONDARIES Haste
Haste47%
Critical Strike26%
Mastery24%
Versatility3%

Source: Shamaray — the log. Rank 1 Elemental Shaman on Sinister Single (Dummy Dome), avg ilvl 333. Slots the parse left un-upgraded (ring1) use the field-standard pick instead.

Talent build

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

Shaman · 32 points

Chain HealHeals the friendly target for , then jumps up to ${*((/100)+1)} yards to heal the $<jumps> most injured nearby allies. Healing is reduced by with each jump.
Not taken
Lava BurstHurls molten lava at the target, dealing Fire damage. Lava Burst will always critically strike if the target is affected by Flame Shock and its damage is increased by your critical strike chance. Generates Maelstrom.
Chain LightningHurls a lightning bolt at the enemy, dealing Nature damage and then jumping to additional nearby enemies. Affects total targets$?a383303[ Consumes Maelstrom Weapon for increased cast speed and damage.]?a187880[ Consumes Maelstrom Weapon for increased cast speed.][] Generates Maelstrom per target hit.
Earth ShieldProtects the target with an earthen shield, increasing your healing on them by and healing them for ${*(1+/100)} when they take damage. This heal can only occur once every ${+(/1000)}.1 sec. Lasts . Earth Shield can only be placed on the Shaman and one other target at a time. The Shaman can have up to two Elemental …
Ancestral Wolf AffinityCleanse Spirit, Wind Shear, Purge, and totem casts no longer cancel Ghost Wolf.
Not taken
Fire and IceIncreases all Fire and Frost damage you deal by .
Spirit WolfWhile transformed into a Ghost Wolf, you gain % increased movement speed and % damage reduction every sec, stacking up to times.
Choice node — not taken

Not taken
Frost ShockChills the target with frost, causing Frost damage and reducing the target's movement speed by for .$?a343725&a210714[ Generates ${+} Maelstrom.]?a343725[ Generates Maelstrom.][]
Not taken
Elemental OrbitIncreases the number of Elemental Shields you can have active on yourself by 1. You can have Earth Shield on yourself and one ally at the same time.
Not taken
Spirit WalkRemoves all movement impairing effects and increases your movement speed by % for .
Choice node — not taken

Not taken
Astral ShiftShift partially into the elemental planes, taking less damage for .
Nature's GuardianWhen your health is brought below , you instantly heal for ${*(1+/100)}% of your maximum health. Cannot occur more than once every .
Encasing ColdIncreases the cooldown of Frost Shock by ${/1000} sec, but Frost Shock now freezes targets in place for .
Choice node — not taken

Not taken
Healing Stream Totem$@spelltooltip5394
2/2 Winds of Al'AkirIncreases your movement speed by and the movement speed bonus of Ghost Wolf by an additional .
Planes TravelerReduces the cooldown of Astral Shift by ${/-1000} sec.
Choice node — not taken

Not taken
2/2 Brimming with LifeStamina increased by . While you are at full health, Reincarnation cools down faster.
Wind ShearDisrupts the target's concentration with a burst of wind, interrupting spellcasting and preventing any spell in that school from being cast for .
Elemental ResistanceHealing from Healing Stream Totem reduces Fire, Frost, and Nature damage taken by % for .
Not taken
Earthgrab TotemSummons a totem at the target location for . The totem pulses every sec, rooting all enemies within yards for . Enemies previously rooted by the totem instead suffer % movement speed reduction.
Capacitor TotemSummons a totem at the target location that gathers electrical energy from the surrounding air and explodes after sec, stunning all enemies within yards for .
Not taken
Spiritual AwakeningMastery increased by .
Not taken
Enhanced ImbuesThe effects of your weapon imbues are increased by $?c1[]?c2[]?c3[][]%.
WindveilInterrupting a spell with Wind Shear reduces all spell damage taken by % for .
Refreshing WatersYour Healing Wave is more effective on yourself.
Cleanse SpiritRemoves all Curse effects from a friendly target.
2/2 Static ChargeReduces the cooldown of Capacitor Totem by ${/-1000} sec.
Wind Rush TotemSummons a totem at the target location for , continually granting all allies who pass within yards % increased movement speed for .
Earth ElementalCalls forth a Primal Earth Elemental to protect you, increasing your maximum health by % for .
PurgePurges the enemy target, removing beneficial Magic :effects;. Successfully purging a target grants a stack of Maelstrom Weapon.
Choice node — not taken

Not taken
2/2 Nature's FuryIncreases the critical strike chance of your Nature spells and abilities by .
Ascending AirWind Rush Totem's cooldown is reduced by ${/-1000} sec and its movement speed effect lasts an additional ${/1000} sec.
Choice node
Primordial BondYour Earth Elemental no longer taunts nearby enemies or generates threat and instead increases your maximum health by % while active.
HexTransforms the enemy into a frog for . While hexed, the victim is incapacitated, and cannot attack or cast spells. Damage may cancel the effect. Limit 1. Only works on Humanoids and Beasts.
Spiritwalker's GraceCalls upon the guidance of the spirits for , permitting movement while casting Shaman spells. Castable while casting. Increases movement speed by %.
Totemic ProjectionRelocates your active totems to the specified location.
Not taken
Elemental WardingReduces all magic damage taken by .
Totemic FocusIncreases the radius of your totem effects by . Increases the duration of your Earthbind and Earthgrab Totems by ${/1000} sec. Increases the duration of your Cloudburst, Tremor, Poison Cleansing, Ancestral Protection, Earthen Wall, and Wind Rush Totems by ${/1000}.1 sec.
Not taken
Graceful SpiritReduces the cooldown of Spiritwalker's Grace by ${/-1000} sec and increases your movement speed by while it is active.
Choice node
Mana SpringYour Lava Burst and RiptideStormstrike casts restore $?a137040[]?a137041[][] mana to you and allies nearest to you within yards. Allies can only benefit from one Shaman's Mana Spring effect at a time, prioritizing healers.
Tremor TotemSummons a totem at your feet that shakes the ground around it for , removing Fear, Charm and Sleep effects from party and raid members within yards.
Choice node
Reactive WardingWhen refreshing Earth Shield, your target is healed for for each stack of Earth Shield they are missing. When refreshing Water Shield, you are refunded mana for each stack of Water Shield missing. Additionally, Earth Shield and Water Shield can consume charges ${/-1000}.1 sec faster.
Choice node
Voodoo MasteryYour Hex target is slowed by % during Hex and for after it ends. Reduces the cooldown of Hex by ${(/1000)*-1} sec.
Nature's SwiftnessYour next healing or damaging Nature spell or Hex is instant cast and costs no mana.
Not taken
Totemic SurgeReduces the cooldown of most totems by ${/-1000} sec.
Instinctive ImbuementsWater Shield increases your Agility by . Casting Water Shield now applies your weapon imbuements. Earth Shield is also applied if you have the Elemental Orbit talent.
Not taken

Farseer · 8 points

Call of the AncestorsStormkeeper calls an Ancestor to your side for . Whenever you cast a healing or damaging spell, the Ancestor will cast a similar spell.
Latent WisdomYour Ancestors' spells are more powerful.
Choice node
Heed My CallAncestors last an additional ${/1000} sec.
Choice node
Elemental ReverbLava Burst gains an additional charge and deals increased damage. Riptide gains an additional charge and heals for more.
Not taken
Ancestral InfluenceYour Intellect is increased by ${}.1% for each Ancestor active.
Offering from BeyondWhen an Ancestor is called, they reduce the cooldown of Stormkeeper by ${/-1000} sec.
Not taken
Primordial CapacityIncreases your maximum Maelstrom by .
Not taken
Spiritwalker's MomentumUsing spells with a cast time increases the duration of Spiritwalker's Grace and Spiritwalker's Aegis by ${/1000} sec, up to a maximum of ${/1000} sec.
WindspeakerThe cast times of Healing Surge, Chain Heal and Lava Burst are reduced by .
Natural HarmonyReduces the cooldown of Nature's Guardian by ${/-1000} sec and causes it to heal for an additional of your maximum health.
Choice node — not taken

Not taken
Maelstrom SupremacyIncreases the damage of Earth Shock, Elemental Blast, and Earthquake by . Increases the healing of Healing Surge and Chain Heal by .
Not taken
Final CallingWhen an Ancestor departs, they cast Elemental Blast at a nearby enemy.
Not taken
Mystic KnowledgeFor after casting Nature's Swiftness or Ancestral Swiftness, the recharge rate of Riptide is increased by %. Increases the chance for Lava Surge to occur by .
Not taken
Ancestral Swiftness$@spelldesc443454
Not taken

Elemental · 32 points

Elemental BlastHarnesses the raw power of the elements, dealing Elemental damage and increasing your Critical Strike or Haste by % or Mastery by ${*c1}% for .
Choice node
EarthquakeCauses the earth within yards of the target location to tremble and break, dealing ${*} Nature damage over and has a % chance to knock the enemy down. Multiple uses of Earthquake may overlap. This spell is cast at a selected location.
Choice node
Elemental FuryYour damaging and healing critical strikes deal ${+200}% damage or healing instead of the usual 200%.
Echo of the ElementsRiptide and Lava Burst have an additional charge.
Flash of LightningIncreases the critical strike chance of Lightning Bolt, Tempest, and Chain Lightning by .
Tectonic CollapseEarth Shock, Elemental Blast, and Earthquake deal increased damage.
Choice node
Master of the ElementsCasting Lava Burst increases the damage or healing of your next Nature or Frost spell by .
Choice node
Lightning CapacitorWhile Lightning Shield is active, your Nature damage dealt is increased by .
StormkeeperCharge yourself with lightning, causing your next Lightning :Bolts; to be instant cast and deal more damage, or cause your next Chain :Lightings; to be instant cast and trigger an Elemental Overload on every target. Additionally, increases Lightning Bolt and Chain Lightning damage by ${}.1%. Generates Maelstrom.
Flametongue WeaponImbue your off-hand weapon with the element of Fire for $?c2[, causing each of your attacks to deal additional Fire damage]?c1[, increasing the damage of your Fire spells by ${}.1%][].
Storm FrenzyReduces the cast time of Lightning Bolt, Tempest, and Chain Lightning by .
Swelling MaelstromIncreases your maximum Maelstrom by . Increases Earth Shock, Elemental Blast, and Earthquake damage by .
Primordial FuryElemental Fury increases critical strike damage by an additional .
Fury of the StormsCasting Stormkeeper summons a Primal Storm Elemental to hurl gusts of wind at your enemies for .
Choice node
Flames of the CauldronReduces the cooldown of Flame Shock and Voltaic Blaze by ${/-1000}.1 sec. Flame Shock deals damage ${100*(1/(1+/100)-1)}% faster.
Amped UpIncreases your haste by .
Not taken
Elemental ResonanceAll Elemental damage increased by .
Choice node — not taken

Not taken
Path of the SeerIncreases your Intellect by .
Not taken
Elemental UnityWhile a Fire Elemental is active, your Fire damage dealt is increased by . While a Storm Elemental is active, your Nature damage dealt is increased by .
Not taken
Searing FlamesFlame Shock damage has a chance to generate Maelstrom.
Not taken
Power of the MaelstromChain Lightning and Lightning Bolt have a chance to cause your next Lava Burst deal % extra damage, stacking up to times.
EarthshatterIncreases Earth Shock and Earthquake damage by and the stat bonuses granted by Elemental Blast by .
Storm Infusion$@spellicon1258895 that ability All elemental damage is increased by an additional . $@spellicon462757 that ability Increases the chance for Thunderstrikes to occur by and increases Thunderstrike damage by .
Echo ChamberIncreases the damage dealt by your Elemental Overloads by .
Everlasting ElementsIncreases the duration of your Elementals by .
Earthen RageYour damaging spells incite the earth around you to come to your aid for , repeatedly dealing Nature damage to your most recently attacked target.
Lava FlowsLava Burst damage increased by . Lava Burst and Lava Burst Overload generate additional Maelstrom.
Fusion of ElementsConsuming Power of the Maelstrom additionally fires an Elemental Blast at your target at effectiveness.
Eye of the StormReduces the Maelstrom cost of Earth Shock and Earthquake by . Reduces the Maelstrom cost of Elemental Blast by .
Not taken
Ascendance$@spelldesc1219480
Inferno ArcLightning Bolt, Tempest, Chain Lightning, Earth Shock, Elemental Blast, and Earthquake deal increased damage to targets affected by Flame Shock.
Flames of the FirelordFlame Shock damage increased by .
Lightning RodTempest, Earth Shock, Elemental Blast, and Earthquake make your target a Lightning Rod for . Lightning Rods take of all damage you deal with Tempest, Lightning Bolt, and Chain Lightning.
Not taken
Mountains Will FallEarth Shock, Elemental Blast, and Earthquake can trigger your Mastery: Elemental Overload at effectiveness. Overloaded Earthquakes do not knock enemies down.
Call of FireAscendance summons a Primal Fire Elemental to rain destruction on your enemies for . While the Fire Elemental is active, Flame Shock deals damage ${100*(1/(1+/100)-1)}% faster, and newly applied Flame Shocks last % longer.
Voltaic BlazeInstantly shocks the target and enemies within yds with blazing thunder, applying Flame Shock and dealing Nature damage. Always critically strikes. Generates Maelstrom.
Not taken
Charged ConduitIncreases the duration of Lightning Rod by ${/1000} sec and its damage bonus by .
Not taken
First AscendantThe cooldown of Ascendance and Healing Tide Totem is reduced by ${/-1000} sec.
Choice node
Primal ElementalistYour Earth, Fire, and Storm Elementals are drawn from primal elementals more powerful than regular elementals, with additional abilities, and you gain direct control over your Primal Fire Elemental.
2/2 Crackling FuryVoltaic Blaze's cooldown is reduced by ${/-1000} sec and its instant damage is increased by .
Purging FlamesVoltaic Blaze unleashes volcanic rage, causing your next Lava Burst to also fire at additional targets with your Flame Shock at % effectiveness with reduced Maelstrom generation. Lava Burst damage increased by .
Not taken
Feedback LoopDamage of your spells and abilities increased by . Elemental Overload damage increased by .
Choice node — not taken

Not taken
Paste into the in-game talent UI to load this build exactly.

Rotation

Maelstrom goes into Earth Shock on one target and Earthquake on several. Lava Burst into Flame Shock is a guaranteed critical strike, so the dot comes first.

Single target Three or more targets

Keep this up

  • Flame Shock on the target. Every Lava Burst you cast into it crits, which is most of the reason to cast one.

Priority

  • Stormkeeper when Ascendance is not about to come up.
  • Lava Burst on cooldown, into Flame Shock.
  • Tempest once it is charged, and Lightning Bolt through Stormkeeper.
  • Elemental Blast to spend, then Earth Shock.
  • Lightning Bolt to fill, Frost Shock only while moving.

Cooldowns

  • Ascendance with Stormkeeper lined up behind it.
  • Ancestral Swiftness to make a hard cast instant inside the window.
  • Lava Burst on a target without Flame Shock is a normal cast instead of a guaranteed crit. The dot is not optional.

Openers

Single target

  1. Flame Shock before anything else.
  2. Stormkeeper, then Ascendance.
  3. Lava Burst into the dot.
  4. Earth Shock to spend, Lightning Bolt to fill.

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
Elemental Blast37.5%
Call of the Ancestors18.8%
Lightning Bolt15.7%
Lava Burst15.6%
Primal Fire Elemental4.4%
Primal Storm Elemental3.8%
Flame Shock2%
Earthen Rage1.2%
Sporecaller's Blooming Loop0.3%

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 16 slots, gathered from 4 places.

Serpent Crown of the Ophidian Oracle 334 · Myth 6/6 The Venomous Abyss — The Twin Fangs ✦ Empowered Hex of Leeching
Aqirbane Reliquary 334 · Myth 6/6 The Venomous Abyss — Ula'tek ◆ Powerful Eversong Diamond
Hissing Mantle of the Ophidian Oracle 334 · Myth 6/6 The Venomous Abyss — The Lost Explorers ✦ Silvermoon's Mending
Silken Voodoo Drape 334 · Myth 6/6 The Venomous Abyss — The Coiled Altar
Awoken Dreadfang Cuirass 334 · Myth 6/6 The Venomous Abyss — Ula'tek ✦ Mark of the Worldsoul
Axe-Flingin' Bands 331 · Spark Crafted +Myth Epic Profession Items — Leatherworking
Jan'thrazet, the Soul Fang 334 · Myth 6/6 The Venomous Abyss — Ula'tek ✦ Acuity of the Ren'dorei
Aln'hara Lantern 331 · Spark Crafted +Myth Epic Profession Items — Inscription ✦ Acuity of the Ren'dorei
Elemental Shaman 334 average item level
Hexing Grips of the Ophidian Oracle 334 · Myth 6/6 The Venomous Abyss — Entombed Sentinels ✦ Gloves Enchant (+3 Stamina)
Serpentine Mixing Belt 334 · Myth 6/6 The Venomous Abyss — Vashnik the Malignant
Leggings of the Ophidian Oracle 334 · Myth 6/6 The Venomous Abyss — Sszorak ✦ Sunfire Silk Spellthread
Ferocious Scaleboots 334 · Myth 6/6 The Venomous Abyss — Sszorak ✦ Lynx's Dexterity
Apex Brute's Claw Ring 334 · Myth 6/6 The Venomous Abyss — Sszorak ✦ Silvermoon's Alacrity◆ Flawless Deadly Peridot
Alluring Bubbleband 334 · Myth 6/6 The Tidebound Grotto — Nymrissa Wavecaller ✦ Silvermoon's Alacrity◆ Flawless Deadly Peridot
Stormbound Emblem of Dazar 334 · Myth 6/6 Kings' Rest — Dazar, The First King
Gebbo's Bottomless Bag 334 · Myth 6/6 The Venomous Abyss — The Lost Explorers

Where to spend bonus rolls as Elemental Shaman

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

Roll Sszorak — 3 of its 3 drops are on your list

Every roll here lands something on the list — this boss cannot miss. In The Venomous Abyss, it owes you legs, feet and ring 1.

Then Ula'tek — 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 neck, chest and main hand.

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 Axe-Flingin' Bands. Every Hero crest goes into lifting pieces toward 6/6 (321).
  3. Week 2: first Voidcore — roll Sszorak, where 3 of 3 drops are on this list. Catalyse the set slots for the 4-set. Second Spark goes to Aln'hara Lantern.
  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 Elemental Shaman. Slate builds its list around the quickest route and Pathfinder around raw power, and for this spec they reach for the same 16 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 Elemental Shaman →