The game describes the Shaman as: “Storms that jump from foe to foe, and totems that fight beside you.” It fights at range, starts every run with Lightning Bolt, and has the sixth highest base health of the nine classes at 195.
Shaman at a glance
| Base health | 195 (sixth highest of nine) |
|---|---|
| Fights | At range |
| Starting spell | Lightning Bolt |
| Spell pool | 11 spells |
| Talent trees | Elemental, Enhancement, Restoration |
| Death-save talent | Reincarnation (Restoration) |
Race changes the final number: Orc adds 10% maximum health and Tauren 15%. See the class tier list for every race trait and how the nine classes compare.
Spell pool
Level-up cards offer spells from this pool. Lightning Bolt is the one you start with.
- Lightning Bolt · starting spell
- Chain Lightning
- Earth Shock
- Flame Shock
- Frost Shock
- Lightning Shield
- Magma Totem
- Searing Totem
- Fire Nova
- Healing Wave
- Call of Flame
Talent trees
Talent points come from talent experience earned in runs and stay with the class. A row opens for every 5 points spent in its tree. The single-rank talents at 10, 20 and 30 points are milestones and capstones that change how your spells behave:
- Elemental: 10 points · Lightning Overload, 20 points · Elemental Fury, 30 points · Elemental Mastery
- Enhancement: 10 points · Windfury, 20 points · Maelstrom Weapon, 30 points · Feral Spirit
- Restoration: 10 points · Call of the Elements, 20 points · Reincarnation, 30 points · Totemic Wrath
Elemental
| Talent | Needs | Ranks | Effect |
|---|---|---|---|
| Convection | Open | 5 | Your cooldowns recover 1.5% faster. |
| Concussion | Open | 5 | Increases all damage by 4%. |
| Elemental Warding | 5 pts | 3 | Reduces all damage taken by 2%. |
| Call of Flame | 5 pts | 3 | Fire Nova, Magma Totem and Flame Shock deal 10% more damage. |
| Lightning Overload | 10 pts | 1 | Milestone. Lightning Bolt and Chain Lightning have a X% chance to strike again for free. |
| Reverberation | 10 pts | 5 | Your shocks’ cooldowns are 6% shorter. |
| Call of Thunder | 15 pts | 5 | Increases your critical strike chance by 2%. |
| Improved Fire Totems | 15 pts | 2 | Searing and Magma Totem cooldowns are 10% shorter. |
| Elemental Fury | 20 pts | 1 | Milestone. Chain Lightning jumps to 3 more enemies and loses nothing with each jump. |
| Lightning Mastery | 20 pts | 5 | Nature spells deal 7% more damage. |
| Storm Reach | 25 pts | 2 | Chain Lightning jumps 20% farther. |
| Elemental Devastation | 25 pts | 3 | Increases your critical strike damage by 12%. |
| Elemental Mastery | 30 pts | 1 | Capstone. You start every run with Chain Lightning, and a second Chain Lightning casts itself every 3 sec. |
Enhancement
| Talent | Needs | Ranks | Effect |
|---|---|---|---|
| Ancestral Knowledge | Open | 5 | Increases your maximum health by 2%. |
| Shield Specialization | Open | 5 | Reduces all damage taken by 1%. |
| Guardian Totems | 5 pts | 2 | Your totems last 12% longer. |
| Thundering Strikes | 5 pts | 5 | Increases your critical strike chance by 1.5%. |
| Windfury | 10 pts | 1 | Milestone. Your Lightning Bolts, Earth Shocks and Frost Shocks have a 35% chance to strike twice more at once. |
| Improved Lightning Bolt | 10 pts | 5 | Lightning Bolt deals 6% more damage. |
| Elemental Weapons | 15 pts | 3 | Flame Shock and Frost Shock deal 10% more damage. |
| Anticipation | 15 pts | 3 | Reduces all damage taken by 1.2%. |
| Maelstrom Weapon | 20 pts | 1 | Milestone. Every 7th spell you cast is followed by a free Chain Lightning. |
| Enhancing Totems | 20 pts | 3 | Your totems deal 12% more damage. |
| Flurry | 25 pts | 3 | A critical strike sends you into a flurry: cooldowns recover 10% faster for 5 sec. |
| Parry | 25 pts | 3 | Increases all damage by 3%. |
| Feral Spirit | 30 pts | 1 | Capstone. Two spirit wolves fight beside you, and their bites carry Windfury: a 40% chance to strike twice more at once. |
Restoration
| Talent | Needs | Ranks | Effect |
|---|---|---|---|
| Improved Healing Wave | Open | 5 | Healing Wave’s cooldown is 6% shorter. |
| Tidal Focus | Open | 5 | Regenerate 0.4 more health per second. |
| Totemic Focus | 5 pts | 5 | Your totems’ cooldowns are 3% shorter. |
| Nature’s Guidance | 5 pts | 3 | Increases your critical strike chance by 1.2%. |
| Call of the Elements | 10 pts | 1 | Milestone. You start every run with Searing Totem, and every totem you set down sets a second one beside it. |
| Restorative Totems | 10 pts | 3 | Your totems deal 6% more damage. |
| Tidal Mastery | 15 pts | 5 | Increases all damage by 2%. |
| Healing Way | 15 pts | 3 | Healing Wave heals 15% more. |
| Reincarnation | 20 pts | 1 | Milestone. A blow that would kill you leaves you at 50% health instead, once every 2 min. |
| Purification | 20 pts | 5 | Increases your maximum health by 2%. |
| Totemic Mastery | 25 pts | 3 | Magma Totem reaches 10% farther and Searing Totem fires at more targets. |
| Ancestral Healing | 25 pts | 3 | Reduces all damage taken by 1.2%. |
| Totemic Wrath | 30 pts | 1 | Capstone. You start every run with Magma Totem, and a second Searing Totem drops on its own every 14 sec. |
Staying alive as a Shaman
Reincarnation (Restoration): A blow that would kill you leaves you at 50% health instead, once every 2 min.
Other defensive talents: Tidal Focus (Restoration).
Where to go next
Start in Elwynn Forest and follow the zone unlock order. Before a long session, back up your save: talent points and collected gear are stored per class.
Questions
What is the Shaman’s starting spell?
Lightning Bolt. The Shaman starts every run with it; other spells from its 11-spell pool appear as level-up choices.
How much health does the Shaman have?
195 base health in the v0.103.1 game data, the sixth highest of the nine classes, before race, talent and equipment bonuses.
What talent trees does the Shaman have?
Elemental, Enhancement, Restoration. Each tree has 13, 13, 13 talents respectively, with milestones at 10, 20 and 30 points spent.
Can the Shaman survive a killing blow?
Yes, with Reincarnation in Restoration.
Sources & scope
Read from the original game’s v0.103.1 (671c6f5e) WebAssembly build on 2026-10-20: the class record (health, starting spell, spell pool, colour) and the talent records (tree, row, ranks, text and stored number). Health is the class base before race, talent and equipment modifiers. A bold number in a talent is the value stored for it; we have not confirmed in a run whether the in-game tooltip shows it per rank or in total, and “X” marks a number we could not read reliably. Nothing here is a measured clear rate.


