WoW Forever PvP Tier List
Feral Combat Druid tops the WoW Forever PvP board at S, with S on control and survival. Its Feral Charge talent charges a target from Bear Form, rooting it and interrupting its cast. For a Stealth opener, all three Rogue trees sit at S too.
Tank / DPSFeral Combat Druid
DPSArcane Mage
DPSSubtlety Rogue
DPSCombat Rogue
DPSAssassination Rogue
HealerDiscipline Priest
DPSFury Warrior
DPSAffliction Warlock
DPSSurvival Hunter
DPSBalance Druid
DPSMarksmanship Hunter
DPSRetribution Paladin
DPSElemental Shaman
DPSFire Mage
DPSDestruction Warlock
DPSShadow Priest
DPSFrost Mage
HealerHoly Paladin
TankProtection Paladin
DPSDemonology Warlock
DPSEnhancement Shaman
DPSBeast Mastery Hunter
DPSArms Warrior
HealerRestoration Druid
HealerRestoration Shaman
TankProtection Warrior
HealerHoly PriestWhat each tier means
- STop The top grade on this board, the strongest specs it ranks
- AStrong A strong pick on this board, one step under the top grade
- BSolid Sound on this board, without the edge of the bands above
- CSituational Short of the bands above on this board, even where one of its reads runs high
- DBottom The lowest grade on this board, with the weakest case once every read is counted
Talent tree icons and class emblems by Blizzard Entertainment, from the World of Warcraft Forever game client.
Increases your critical strike chance with spells and melee attacks by 4%.
Bite the target, dealing 100% normal damage plus 42 and generating a high amount of threat.
Increases your Intellect by 10%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 20% and while in Cat Form your Strength is increased by 10%.
Increases damage done by your melee abilities on Bleeding targets by 15%.
For the next 15 sec, your spells deal 30% more damage while costing 30% more mana to cast.
Non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch reduce the cast time of your next Pyroblast cast within 20 sec by 25%, stacking up to 3 times. Fire Blast grants an additional stack every time it deals damage.
Improves your chance to hit with all spells by 6%.
Increases the damage done by your spells by 3% and your critical strike chance by 3%.
Increases your critical strike chance with all attacks and Poisons by 5%.
Gives your Kick ability a 100% chance to Silence the target for 2 sec.
Increases your Stealth detection as if you were 3 levels higher and reduces your chance to be hit by spells and ranged attacks by 4%.
When activated, this ability immediately finishes the cooldown on your other Rogue abilities.
When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%.
Increases your Energy regeneration rate by 100% for 15 sec.
Increases the Energy generated by your Shank ability by 15 and reduces its cooldown by 2.0 sec.
Increases the damage done by your off-hand weapon by 25%.
Instantly attacks with both weapons for 90% weapon damage plus an additional 39.6 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.
Reduces the cooldown of your Sprint and Evasion abilities by 30%.
Increases the damage dealt by your Backstab, Garrote, Ambush, and Mutilate abilities by 8%.
Your critical strikes from abilities that add Combo Points have a 100% chance to add an additional Combo Point.
Infuses the target with power, increasing their spell damage and healing done by 20% for 15 sec.
Reduces the cooldown of your Psychic Scream spell by 4 sec.
Your non-periodic critical heals create a protective shield on the target, absorbing 15% of the amount healed. Shields up to (20 x your level) damage and lasts 12 sec.
Launches a volley of holy light at the target, causing 42 Holy damage to an enemy, or 126 healing to an ally, instantly and every 1 sec for 2 sec.
A brutal attack that deals 75% weapon damage. Deals an additional 75% weapon damage against Giants, Dragonkin, and mounted targets. Mounted targets are dismounted.
Instantly attack the target causing damage equal to 45% of your Attack Power plus 30 and increasing your movement speed by 10% for 10 sec.
Reduces the cooldown of your Whirlwind ability by 2 sec and increases the damage it deals to the closest enemy by 30%.
Increases your melee attack speed by 30% for your next 3 swings after dealing a melee critical strike.
Tears the target apart from within, inflicting 36 Shadow damage every 1 sec and increasing the damage they take from your other Shadow damage over time effects by 10% for 6 sec.
When activated, sacrifices your summoned Demon to enhance the opposing aspect of your power, granting you an effect that lasts 2 hr. The effect is canceled if any Demon is summoned.
Imp: Increases your Shadow damage by 15%.
Voidwalker: Restores 2% of your total Mana every 4 sec.
Succubus/Incubus: Increases your Fire damage by 15%.
Felhunter: Restores 3% of your total Health every 4 sec.
Your Shadow Bolt critical strikes increase Shadow damage taken by the target from your attacks by 20% for 12 sec.
Increases the damage dealt or life drained by your Shadow spells by 10%.
A short-range shot that deals 50% weapon damage and disorients the target for 4 sec. Any damage caused will remove the effect. Turns off your attack when used.
Increases your Agility by 15%.
Reduces the Mana cost of your Trap and melee abilities by 30%, and grants your melee and ranged ability Critical Strikes a 50% chance to allow 50% of your Mana Regeneration to continue while casting for 30 sec.
Reduces the cooldown of your Trap and Deterrence abilities by 40%.
Shapeshift into Moonkin Form, increasing Omen of Clarity's chance to trigger by 100%, Armor contribution from items by 360%, and all party or raid members within 45 yards have their Critical Strike chance increased by 3%. Also protects the caster from Polymorph effects and prevents the use of healing spells.
The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.
Reduces the cast time of your Healing Touch and Wild Growth spells by 0.5 sec and increases all damage you deal by 10%.
Increases the damage done by your Arcane and Nature spells by 10%.
All non-periodic spell criticals grace you with a blessing of nature, increasing your spellcasting speed and reducing your global cooldown by 10% for 3 sec.
While Aspect of the Hawk is active, Auto Shot has a 10% chance of increasing ranged attack speed by 30% for 12 sec. While Aspect of the Beast is active, all melee auto attacks have a 10% chance of increasing melee attack speed by 30% for 12 sec.
A long-range shot that deals ranged damage plus 320 and increases the range of your next 3 Shots by 10 yards for 10 sec.
While tracking Beasts, Demons, Dragonkin, Elementals, Giants, Humanoids, or Undead, all damage you deal to the tracked creature type is increased by 5%.
Increases the damage you deal with ranged weapons by 5%.
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 40%.
Improves your chance to hit by 3%.
Your melee attacks store a copy of your active Seal for 15 sec, stacking up to 3 times. Landing an attack with a different Seal consumes all stacks, giving the stored Seal its normal chance to activate once per stack.
Increases your spell damage by up to 60% of your Intellect, and reduces the cast time of your Hammer of Wrath by 1.0 sec.
Gain mastery over Lightning, reducing the cast time of your Lightning Bolt spell by 0.5 sec, and removing the cooldown from your Chain Lightning spell. Lasts 15 sec.
Increases your Stamina by 6%.
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 80%.
Increases the range of your Lightning Bolt, Chain Lightning, and Fire Nova spells by 6 yards.
Allows 17% of your Mana regeneration to continue while casting.
When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 non-periodic critical strikes with Fire spells.
Increases the damage done by your Fire spells by 3% per your Fire effects on the target, up to a maximum increase of 12%. Effects which mix multiple schools of magic do not qualify.
Increases the effect of your Succubus' and Incubus' Lash of Pain and Soothing Kiss spells by 30%, and increases the duration of your Succubus' and Incubus' Seduction and Lesser Invisibility spells by 30%.
Hitting an enemy with Conflagrate increases all Shadow damage you deal by 20% for 20 sec, and hitting an enemy with Shadowburn increases all Fire damage you deal by 20% for 20 sec. In addition, Conflagrate has a 100% chance not to consume Immolate, and Shadowburn has a 100% chance to instantly refund a Soul Shard.
Gives your Soul Fire spell a 26% chance to Stun the target for 3 sec, and your Rain of Fire and Hellfire spells a 26% chance over their duration to Stun targets they damage for 3 sec.
Increases the critical strike chance of your Conflagrate spell by 25%.
Allows 50% of your Mana regeneration to continue while casting.
Gives your spells a 70% chance to not lose casting time when you take damage.
Assume Shadowform, increasing your Shadow damage by 10%, reducing the Mana cost of all Shadow spells by 50%, increasing the critical strike damage bonus of your Shadow spells by 100%, and reducing Physical damage taken by you by 15%. However, you may not cast healing spells while in this form.
Increases your Shadow damage done by 10%.
Your Counterspell also Silences the target for 4 sec.
Shield yourself, absorbing 431 (+10% of your Frost spell power) damage and increasing your Frost damage by 15% for 1 min. While shielded, your Frost damage is increased by an additional 5% and you do not lose casting time when you take damage.
Finishes the remaining cooldown on all your other Frost spells.
Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 2 spells cast as if the target were Frozen. Lasts 15 sec.
Blasts the target with Holy energy, causing 134 Holy damage to an enemy, or 114 healing to an ally.
Reduces the duration of Stun and Charm effects on you by 20%.
Improves your chance to hit with Holy spells by 8%, and reduces the duration of Silence effects on you by 20%.
Your Holy Shock and Flash of Light critical hits reduce the cast time of your next Holy Light cast within 15 sec by 1.0 sec.
Reduces the cooldown of your Holy Strike ability by 4 sec. Additionally, Holy Strike now strikes with your shield, triggering your active Holy Shield and Shield Specialization talents without consuming their charges or triggering their cooldowns, and allowing you to Block spells for 6 sec.
Increases your Parry chance by 5%.
Increases the threat generated by your Holy Strike ability by 30%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 6% for 6 sec.
Reduces the casting time of your Corruption spell by 0.8 sec and increases the damage it deals by 4%.
Your Demonic Sacrifice effect is no longer cancelled by summoning a different Demon pet. Resummoning the sacrificed pet will still cancel the effect.
Increases the critical strike chance of your Searing Pain spell by 10% and the damage done by all your Destruction spells by 10%.
Grants both the Warlock and the summoned demon an effect as long as that demon is active.
Imp - Increases Fire damage done by 10%.
Voidwalker - Reduces Physical damage taken by 10%.
Succubus/Incubus - Increases Shadow damage done by 10%.
Felhunter - Reduces Magic damage taken by 10%.
Your Critical Strikes with direct damage spells increase your chance to get a Critical Strike with melee attacks by 9% for 10 sec.
Increases your attack speed by 30% for 25 sec.
Reduces the Mana cost of your totems and any spells that summon or move them by 25%.
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 20%. Stacks up to 5 times. Lasts 30 sec.
Send your pet into a rage causing 50% additional damage for 18 sec. While enraged, the beast does not feel pity or remorse or fear and it cannot be stopped unless killed.
Increases the critical strike damage bonus on all ranged abilities by 30%.
Gives your pet a 100% chance to gain a 30% attack speed increase for 8 sec after dealing a critical strike.
Command your pet to Stun the target for 3 sec on its next successful attack, which also gains 100% increased critical strike chance. Generates high threat.
A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec.
Increases your chance to hit with off-hand attacks by 4%.
Reduces the cooldown of your Slam ability by 5.0 sec, the cast time and global cooldown by 0.50 sec, and Slam no longer interrupts or delays your melee swing.
Gives your Hamstring ability a 15% chance to immobilize the target for 5 sec.
Requires Bear Form, Dire Bear Form
Charge an enemy, immobilizing them and interrupting any spell they are casting for 4 sec.
Leap behind an enemy.
Heals the target and their party for 280 over 7 sec. Party members must be within 43.5 yards of target. The amount healed is applied quickly at first, and slows down as Wild Growth reaches its full duration.
Increases the critical effect chance of your Regrowth spell by 50%.
When activated, your next Nature spell becomes an instant cast spell.
Improves your chance to get a critical strike with all spells and attacks by 5%.
Heals a friendly target for 445 over 15 sec, and increases the effectiveness of your Chain Heal casts directly on that target by 25%.
Increases the effectiveness of your healing spells by 10%.
Increases the amount healed by your Healing Wave spell by 25%.
Generates 1 Rage every 3 sec while in combat, and reduces Rage loss while out of combat by 30%.
Slam the target with your shield, causing 430 damage, increased by your Block Value, and has a 50% chance of dispelling 1 magic effect on the target. Causes a very high amount of threat.
Increases all damage you deal by 10% while a shield is equipped.
Reduces the cooldown of your Shield Wall ability by 11.0 min.
When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is a non-periodic spell and capable of a critical effect.
Places a spell on the target that heals them for 172 (+ a share of your bonus healing) the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
Increases the amount healed by your spells by 10%.
When you cast a healing spell, gain Mana equal to 10% of the base cost of the spell if your previous heal was a different spell.
Board breakdown
Feral Combat Druid is the best PvP spec at S, ranked first of the six specs there, with Arcane Mage second. Rogues fill three more seats, opening from Stealth with a Cheap Shot stun. Discipline Priest completes the six; Improved Power Word: Shield adds 20 percent to its shields.
Each PvP tile, Feral Combat Druid first, opens that spec on the PvP board.
Control that turns straight into a kill earns this row: Feral Charge gives Feral Combat Druid a 4 sec hold on a caster, and Improved Counterspell hands Arcane Mage a 4 sec Silence.
From Bear Form, Feral Charge shuts a caster down on contact, immobilizing the target and interrupting the spell for 4 sec. Brutal Impact cuts 30 sec from the Bash cooldown, and Feral Swiftness adds 30 percent speed in Cat Form for the chase.
Improved Counterspell adds a 4 sec Silence to the interrupt, and that window is where Arcane Power puts 30 percent more damage on spells for 15 sec. Presence of Mind makes the next Mage spell under 10 sec of casting instant, so the hit lands before the target recovers.
Elusiveness pulls 90 sec off the Vanish and Blind cooldowns, which means more escapes and more locked targets across a long fight. Preparation finishes the cooldown on its other Rogue abilities, handing over another round of control.
Sprint also breaks snares for a Combat Rogue: Improved Sprint removes movement impairing effects when Sprint activates, and Endurance cuts 60 percent off its cooldown. Improved Kick adds a 2 sec Silence, and Adrenaline Rush raises Energy regeneration 100 percent for 15 sec to pay for the finish.
Improved Kidney Shot makes a stunned target take 10 percent more damage from poisons and attacks, so the stun is also the kill window. Cold Blood adds 100 percent critical strike chance to the next Mutilate, and Seal Fate turns that crit into an extra Combo Point.
Penance hits an enemy or heals an ally instantly and every 1 sec for 2 sec, so a Discipline Priest keeps pressure up while stopping the kill. Soul Warding pulls 4 sec off the Power Word: Shield cooldown, and Silent Resolve trims Stun, Fear and Silence by 15 percent.
Setup pays off on this row: Frostbite gives Frost Mage a 15 percent chance to Freeze for 5 sec, and Earthbound lets Elemental Shaman immobilize nearby targets for 5 sec.
Fury has answers to being kited: Improved Berserker Rage clears movement impairing effects when Berserker Rage activates, and Improved Intercept takes 10 sec off the Intercept cooldown. Death Wish adds Fear immunity and 20 percent Physical damage for 30 sec, at the price of 5 percent more damage taken.
Curse of Exhaustion cuts movement speed by 30 percent for 12 sec, which keeps melee off an Affliction Warlock while its damage over time does the killing. Siphon Life returns health every 3 sec, and Soul Siphon lifts Drain Life by up to 36 percent as more effects land.
Entrapment pins whatever walks into a trap for 5 sec, and Clever Traps lengthens Freezing and Frost trap effects by 30 percent. Survivalist's Discipline cuts trap cooldowns by 40 percent, so this Hunter keeps resetting the distance that melee just closed.
Roots that hold under fire give Balance Druid its grip: Improved Entangling Roots lets victims take up to 75 percent more damage before the effect breaks, and Overgrowth adds 2 extra targets. Improved Starfire gives Starfire a 15 percent chance to stun for 3 sec.
Range does the controlling for a Marksmanship Hunter: Hawk Eye adds 6 yards, and Scatter Shot disorients its target for 4 sec to buy the gap back. Improved Concussive Shot gives Concussive Shot a 20 percent chance to stun for 3 sec.
Repentance holds a Humanoid for up to 6 sec until damage breaks it, so open with Seal of Command's Judgement, which rises from 178 Holy damage to 356 at top rank on an incapacitated target. Vengeance then stacks 3 percent more damage per non-periodic crit, up to 5 times.
Earthbound makes Earthbind Totem immobilize nearby targets for 5 sec when cast, which buys a caster room from melee. Reverberation takes 1 sec off Shock cooldowns, and Eye of the Storm gives Lightning Bolt a 70 percent chance to hold its cast through hits.
Impact gives Fire spells a 10 percent chance to stun for 2 sec, opening a burst window mid cast. Blast Wave dazes enemies caught in the blast at 50 percent reduced speed for 6 sec, while Combustion adds 10 percent critical strike chance per Fire hit.
Aftermath makes Conflagrate daze its target, cutting movement speed by 50 percent for 5 sec, and Shadow and Flame turns that same spell into 20 percent more Shadow damage for 20 sec. Molten Skin reduces damage taken by 10 percent, a small cushion for a Destruction Warlock built on burst.
Silence stops a target from casting spells for 5 sec, and Blackout gives Shadow damage spells a 10 percent chance to stun for 3 sec. Shadowform cuts Physical damage taken by 15 percent, which helps a Shadow Priest survive melee while Mind Flay drops their movement speed by 50 percent.
Shatter adds 50 percent critical strike chance against Frozen targets and Ice Lance deals 300 percent more damage to them, so a freeze turns straight into a kill window for a Frost Mage. Frostbite makes Chill effects 15 percent likely to Freeze for 5 sec.
Holy Shock damages an enemy or heals an ally from the same button, and Divine Favor gives the next Holy Shock a 100 percent critical effect chance. Divine Precision trims Silence by 20 percent, though the tree lands little control of its own.
Their strong tools come with terms: a Demonology Warlock's Soul Link lasts as long as its demon is active, and an Arms Warrior's immobilize from Improved Hamstring is a 15 percent chance.
Templar's Bulwark absorbs damage equal to 100 percent of maximum health for 8 sec, and Sacred Duty takes 60 sec off the Divine Shield cooldown, so this Paladin is hard to drop. Improved Hammer of Justice cuts 15 sec off the stun cooldown, but the finish comes slower.
Soul Link moves 30 percent of the damage taken onto the demon, which makes a Demonology Warlock tough to burst down. Improved Felhunter pulls 6 sec off the Spell Lock cooldown and Improved Sayaad stretches Seduction by 30 percent, yet those tools rely on a demon staying alive.
Rage of the Farseer adds 30 percent attack speed for 25 sec, and Stormstrike sets up the next Earth Shock for 20 percent more damage, so an Enhancement Shaman hits in sharp bursts. Improved Ghost Wolf cuts 3 sec off the form's cast, but the damage needs melee range.
Intimidation has the pet stun a target for 3 sec, and Bestial Wrath gives it 50 percent more damage for 18 sec, so the real pressure comes from the animal beside a Beast Mastery Hunter. Killing or controlling that pet blunts the whole plan.
Mortal Strike cuts healing on its target by 50 percent for 10 sec, which forces a healer pairing to answer an Arms Warrior quickly. Improved Hamstring adds a 15 percent chance to immobilize for 5 sec, so its control still leans on luck.
Nature's Swiftness makes the next Nature spell instant, and Swiftmend heals a target on demand off its own Rejuvenation or Regrowth, which lets a Restoration Druid save an ally mid burst. Its tree brings little control, so the pressure has to come from teammates.
Healing Focus gives healing spells a 70 percent chance to hold their casting time through hits, and Ancestral Healing raises armor by 25 percent for 15 sec after a critical heal. The tree offers little for shutting anyone down, so the win comes from outlasting the other side.
Protection Warrior stops a caster with Improved Shield Bash and a 5 sec stun from Concussion Blow, yet Bastion adds 10 percent damage, so fights drag on.
Improved Shield Bash silences for 3 sec and Concussion Blow stuns for 5 sec, so a Protection Warrior can stop a caster cold, and Iron Will trims Stun and Fear by 15 percent. Bastion adds just 10 percent damage while a shield is equipped, which leaves kills slow.
Holy Priest stays alive through Spell Warding and the healing Holy Binding returns, yet its talents give very little to turn a fight back onto the attacker.
Spell Warding reduces spell damage by 10 percent and Holy Binding returns 50 percent of a Flash Heal cast on someone else, which keeps a Holy Priest upright. Spirit of Redemption allows healing for 15 sec after death, but the tree offers very little to stop an enemy.
Subtlety Rogue climbs most, from D on the spec tier list to S here: Dirty Tricks halves the Energy cost of Sap and Blind. Feral Combat Druid, Combat Rogue, Discipline Priest and Assassination Rogue also climb to S; several more, Shadow Priest and Frost Mage among them, rise a grade.
The first letter is where the overall spec list puts a spec and the second is its grade on this PvP board; Subtlety Rogue makes the biggest jump, D to S.
Rogue is the deepest PvP class in WoW Forever, with all three trees at S: Subtlety cuts Vanish and Blind cooldowns, Combat's Improved Sprint clears snares, and Assassination boosts your poisons and attacks against targets your Kidney Shot stuns. The two highest seats are Feral Combat Druid and Arcane Mage.
- DruidS best
- MageS best
- PriestS best
- RogueAll S
- HunterA best
- PaladinA best
- ShamanA best
- WarlockA best
- WarriorA best
World PvP wants Feral Combat Druid: Bear Form's Feral Charge immobilizes and interrupts, and Travel Form sheds Polymorph. Subtlety Rogue's Dirty Tricks halves Sap and Blind costs. Battlegrounds want Discipline Priest, whose Improved Power Word: Shield absorbs 20 percent more, and Holy Paladin, with Purifying Power's 20 percent cheaper Cleanse.
- World PvPBest picks
- BattlegroundsBest picks
Every class has one PvP build: Arms Warrior, Holy Paladin, Survival Hunter, Subtlety Rogue, Discipline Priest, Elemental Shaman, Frost Mage, Destruction Warlock and Restoration Druid. Start with Subtlety Rogue or Discipline Priest; Feral Combat Druid, Arcane Mage, Combat Rogue and Assassination Rogue also grade S but have no PvP build.