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Shaman

Druid | Hunter | Mage | Paladin | Priest | Rogue | Shaman | Warlock | Warrior
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Shaman Basics

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haman are the spiritual leaders of their tribes and clans. They communicate with spirits, have visions of the future, and guide their people through the darkest of times. Many mistake their wisdom and serenity for a pacifist nature. When challenged, though, shaman have a range of powers available for dealing with threats to the natural order.

The Shaman is a secondary Healing class (to the Priest) with a fun assortment of spells and options. The Shaman is especially liked by party members for its Healing and beneficial totems. The Shaman has up to four types of totems: Air, Earth, Fire, and Water. An important part of playing the Shaman is figuring out which totem is best to use in each situation.

The Shaman is similar to a Paladin without as much armor.

Strengths:

Can heal themselves and other players

Can resurrect other players

Can get Wolf Form early on allowing them to travel very fast

Can recall back to their home location with Astral Recall

Receive a spell for breathing under water

Weaknesses:

Can only wear leather armor initially making them less able to absorb damage than the Paladin and Warrior

Information

Class Role
The old phrase "jack of all trades, master of none" is an excellent way to describe the Shaman; they are the only real "hybrid" class in World of Warcraft. While they do not excel at any one aspect of their repertoire, they function passing well when performing most tasked called upon by a party. Need a support healer? Looking for a secondary tank? After another damage-dealer? Have an empty slot that needs someone to support the group in general? The Shaman can provide. They have a number of utility spells as well that help make life easier for any party. We're not telling you how to play the game - one of the fascinating practices of this genre is the ingenuity exercised by the players every day!

Challenges

Allowable Races: Orc, Tauren, Troll

Standard Bars: Health/Mana

Allowable Equipment: Cloth, Leather, Shields, Mail (with training)
Allowable Weapons: One-Handed Maces, Staves, Fist Weapons, One-Handed Axes (with training), Daggers (with training), Axes (with talents), Two-Handed Maces (with talents)

Other Information

This page does not have a complete listing of all abilities that are available. Look for more once our database section is active.

Totems
The Shaman has up to four types of totems: Air, Earth, Fire, and Water. The Shaman must earn each totem by questing. The Earth totem is the first totem that's available. Other totems are available at higher levels. You should stop by the trainer every so often as you level up to see if they have a quest for a new totem.

Totems appear in the game in two different ways: as inventory objects and as spell effects. In order to cast totem spells, the Shaman must have earned and possess in his inventory the totem for that element. When he casts a totem spell, he generates a temporary magical totem on the ground nearby that can be seen and attacked by players and monsters.

Totems are immune to area effect spells.

  • Totems remain stationary and do not move with you. You and your group must remain close to the totem to benefit from it.

    Totems are Soulbound, meaning that you cannot give one to another player. Totems are required in your inventory to cast a totem of that totem type. For example, if you want to cast a Searing Totem of the Fire Totem type you must have a Fire Totem in your inventory. The good news is that the totems have unlimited usage once you get them. You don't have to continue to buy reagents to use your totems.

  • You can have one totem of each totem type active at a time. For example, you can cast up to four totems at once: an Air Totem, Earth Totem, Fire Totem, and Water Totem.

  • The last totem overrides the previous totem of the same type. If you cast a fire totem, then cast another fire totem, the last one will cancel the first one. This is important to know because you don't want to waste your mana by casting two totems of the same totem type.

  • Once placed on the ground, totems can be attacked by both monsters and players. This is important to realize as enemy Shaman can cast totems as well. When you see an enemy Shaman cast a totem, attack and destroy it.

    Air Totems

    Windwall Totem - Summons a Windwall Totem with X health at the feet of the caster. The totem protects party members within Y yards, reducing ranged damage taken by Z. Lasts A min.

    Nature Resistance Totem - Summons a Nature Resistance Totem with X health at the feet of the caster for Y min that increases the nature resistance of party members within Z yards by A.

    Grace of Air Totem - Summons a Grace of Air Totem with X health at the feet of the caster. The totem increases the agility of party members within Y yards by Z. Lasts A min.

    Windfury Totem - Summons a Windfury Totem with X health at the casters feet. The totem enchants all party members' weapons with wind, if they are within Y yards. Each hit has a Z% chance of granting the attacker A extra attack with B extra attack power. Lasts C min.

    Earth Totems

    Stoneskin Totem - Reduces melee physical damage taken.

    Earthbind Totem - Slows down enemy movement speed. Cast this totem shortly before an enemy is about to run away. This will slow him down so you can kill him before he can get help from his friends.

    Strength of the Earth Totem - Gives nearby party members a bonus to strength. This has the potential to increase their damage and other bonuses depending on their class. If you have a lot of melee strength based tanks, you might find this useful.

    Stoneclaw Totem - Taunts nearby creatures to attack it. This is one of your most useful Totems. When the monsters are attacking this totem, they are not attacking you. This means less damage during a fight. This is also a somewhat useful escape totem. Cast it and start running after the monsters start attacking the totem. This can sometimes be enough to allow you to escape without dying. Stoneclaw Totem is usable against targets that are immune to nature attacks.

    Tremor Totem - Shakes the ground around it, waking party members from harmful status. This totem is useful for when monsters try to put you to sleep or use other "harmful status effects."

    Fire Totems

    Searing Totem - Summons a Searing Totem at your feet that attacks nearby enemies.

    Water Totems

    Healing Stream Totem - Heals nearby group members. Use this during or especially after battle.

    Frost Resistance Totem - Increases party members' frost resistance. This is useful against monsters that have frost attacks.

  • Especially Cool Abilities!

    Ghost Wolf
    Research this ability as soon as it is available. This allows you to transform into a wolf and run faster! A special button will appear on your interface once you have learned Ghost Wolf. You cannot cast spells or do many other things as a Ghost Wolf. You cannot ride air mounts such as Wyverns while in Ghost Wolf form. When in Ghost Wolf form, the shaman is considered a Beast. Ghost Wolf is only useable outdoors.

    Reincarnation
    Reincarnation is a passive ability that will give you to option of letting you resurrect yourself once every hour upon death.

    Astral Recall
    The Shaman can use this spell to return to the Home Point. This is especially useful for many applications such as selling, turning in quests, meeting up with people, and more!

    Ancestral Spirit
    Resurrects players! This is an invaluable ability that is required often and is greatly appreciated in a party. This ability cannot be used in combat.

    Earth Magic

    Earth Shock - A direct damage spell that also disrupts spells from being cast. You can cast this while running. This ability causes additional threat.

    Rockbiter Weapon - Imbue the Shaman's weapon, increasing attack power by X when using that weapon. Lasts for Y minutes. This ability causes additional threat.

    Spirit Magic

    Purge (Dispel) - Removes one magic effect. Use this if the enemy has some kind of buff on. Once it's removed, the enemy will be weaker and hopefully easier to kill.

    Far Sight - Changes the caster's viewpoint to the targeted location. This spell is especially useful for scouting, for looking for certain NPCs, and for FUN! Far Sight rules.

    Fire Magic

    Flame Shock - Sears the target with fire and causes damage over time. Use this ability if you will be fighting the monster for a longer period of time. If you use it on a monster that will be killed pretty quickly, then the spell is somewhat wasted.

    Flametongue Weapon - Imbue the Shaman's weapon with fire. Each hit causes X to Y additional fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. Lasts for Z minutes.

    Water Magic

    Healing Wave - Heals a friendly target. This is your healing spell. It's one of your most important spells since you will need it to heal yourself and your party members.

    Chain Heal - Heals a friendly target for X to Y, then jumps to heal additional nearby targets. Each jump reduces the effectiveness of the heal by 50%. Heals Z total targets.

    Frostbrand Weapon - Chance of causing additional frost damage and slowing the target's movement speed. This ability is great to use in addition to the Earthbind Totem against monsters that are going to run.

    Air Magic

    Lightning Bolt - This is a direct damage spell useful for finishing monsters off, doing damage to them or even pulling monsters. You may want to specialize in Lightning.

    Lightning Shield - A chance the attacker will be struck for damage. This expends X charges. This ability is useful for protection and additional damage.

    Other Spells

    Water Breathing - This is useful if you're fighting for extended periods of time under water or just for fun and exploration. You can cast this on other players too! This ability requires a reagent.

    Water Walking - Allows the friendly target to walk across the water for X min. Any damage will cancel the effect.

    There are other cool abilities at higher levels.

    Tips

    You should cast Searing Totem at the start of the battle, and then cast a direct damage spell (Lightning Bolt) to pull the monster. If the monsters are spell casters, you might want to start off with the spell Earth Shock to prevent them from casting spells (or healing). If you are soloing, you should cast the spell Lightning Shield, make sure your weapon damage buffs are active, and then engage in combat. At some point, you should cast the spell Stoneclaw Totem, which will taunt the monsters off of you, to allow you to attempt to heal yourself, or run away if you're in trouble. You should cast Earthbind Totem to prevent the monster from fleeing or you can try to finish off a running monster with one of the shock spells or your direct damage spell.

    -You have several planning options from going heavy armor, defense, and defensive talents to focusing more heavily on caster like stats such as mana, spell specialization, and so on.

    Additional Information

    • Level 58+ Shaman should talk to Sagorne Creststrider in Orgrimmar; there is a special quest for them involving a dreaded death knight who dwells in the depths of the Scholomance.
    Profession Options
    You can pick whatever you want. You might find these more tailored to the Shaman:
    Skinning and Leatherworking - The Shaman can create Leather armor for himself or sell it to others.
    Enchanting - Shaman can enchant their equipment to make themselves more powerful.
    Herbalism and Alchemy - The Shaman can create buff potions or healing potions.
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