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World of Warcraft Classes Shaman «Elemental»

Elemental Shaman PvE Guide (WoW Legion 7.3.5)

An Elemental Shaman uses the power of Fire, Earth, Air and Water in various forms to overcome difficulties on their way. They can also bind Elementals’ will and use it to fight enemies.



Basic information on the spec:

Elemental Shaman damages from a distance. Just like Enhancement Shamans, they use 2 types of resources: Maelstrom as the main damaging resource, and Mana for auxiliary abilities.

Let’s take a closer look at the weakest and the strongest aspects of this specialization:


  • Great burst damage.
  • Talents allow to tune up to any situation to say efficient dps-wise.
  • Great AoE.


  • DPS losses while movement.
  • The flexibility of the talents does allow to tune up to a separate situation, however, in mixed-type combats problems may occur.
  • Average damage on a single target.
  • Poor surviving due to the fact there’s only one defensive cooldown.

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Main abilities

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General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use the Codex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.

Tier 1. Lvl 15.

  • Totem Mastery. Summons 3 totems for 2 mins. The totems increase the Haste rating by 2%, increase the Flame Shock ‘s damage by 10%, the chance of Mastery kicking in on Lightning Bolt and Chain Lightning is 5% higher. It also generates 1 Maelstrom per sec. If you go over 40m away from the totem, you stop receiving these bonuses.

* Totem Mastery is your best option in any build by default.
Path of Flame is good for the build through Ascendance, if you have high Mastery rate (85% and higher).


Tier 2. Lvl 30.

  • Gust of Wind. Allows your character to jump 20m high. If your character is in the air (is falling down or was thrown away with any ability), then Gust of Wind cancels this relocation and, as usual, moves you forward. CD 15 secs.
  • Ancestral Guidance. Allows you, within 10 secs, to restore the lacking Health to the 3 closest members of the group or a raid as of 20% of the damage you deal or the healing you do. CD 2 min.
  • Wind Rush Totem. Install a totem in a selected area within a 40m radius. The totem will exist for 15 secs and have the active area of 10m. Any Ally within that area increase their Haste by 60% for 5 secs. The effect is renewed when they enter the area for the next time. CD 2 min.

* You are strongly recommended to have Gust of Wind by default, as it gives you nice mobility.
Ancestral Guidance does not produce that much of healing but, if in combat you don’t need to run around, and you can just stand there, then you have a good reason to get it.
Wind Rush Totem is used when the mobility is crucial for the group/raid.
But it would impair your mobility.


Tier 3. Lvl 45.

  • Lightning Surge Totem. Install a totem in a selected area within a 35m range. In 2 secs, it stuns all the enemies within an 8m radius for 5 secs. CD 1 min.
  • Earthgrab Totem. Install a totem in a selected area within a 35m range for 20 secs. It pulsates once every 2 secs and immobilizes every enemy within an 8m range for 8 secs. For its second action on an enemy, instead of stunning, it will slow them down by 50%. CD 30 secs.
  • Voodoo Totem. Install a totem in a selected area within a 35m range for 10 secs. It transforms every enemy into a frog (like with Hex). The effect is over if the enemy leaves the Totem’s active area, or if they receive damage. CD 30 secs.

* It’s always good to have a stun up your sleeve. Other talents are extremely occasional.


Tier 4. Lvl 60.

  • Aftershock. Your spells restore you 30% of the Maelstrom you spent on their activation.
  • Elemental Mastery. Allows you to increase your Haste rating by 20% for 20 secs. CD 2 min.

* Ancestral Swiftness is your best choice for AoE and even a single target if you dont have 4T21 and .
Aftershock is a default choise with 4T21 and The Deceiver’s Blood Pact.
Elemental Mastery is barely ever used.


Tier 5. Lvl 75.

  • Primal Elementalist. Your elementals become 80% stronger, and you can control them like full-swing pets. Their lifetime is limited, though.
  • Elemental Blast. Once every 12 secs it lets you cast a 2-sec spell that deals nice elemental magic damage on a target and entitles you to a 10-sec buff – increasing the rating of your Crit, Haste or Mastery by 2000.

* Elemental Blast is your best pick for any situation.
If anything keeps you from using Elemental Blast per CD, your alternative is Primal Elementalist + Storm Elemental.


Tier 60. Lvl 90.

  • Liquid Magma Totem. Install a totem within the 40m range around you that would deal for 15 secs Fire damage to all your enemies within the 8m range.

* Echo of the Elements is your default choice on a single target.
For AoE, Liquid Magma Totem works really nicely. If you have Soul of the Farseer, get the Liquid Magma Totem.


Tier 7. Lvl 100.

  • Ascendance. Allows you to transform into a Fire Ascendant for 15 secs. In this form, your Chain Lightning becomes Lava Beam, and your Lava Burst has no CD and deals extra damage equal to the probability of your critical hit. CD 3 min.
  • Icefury. An extra ability generating you 24 Maelstrom. It deals major Frost damage to your enemy, and empowers 4 upcoming Frost Shocks by 400%. CD 30 secs.

* Your default single target choice is Ascendance. For AoE and cleave, pick Lightning Rod. Icefury is only good if you feel extremely confident about it in Rotation. 

So, we can boil it all down to the following builds:

For raids (Used Legendaries: Single target The Deceiver’s Blood Pact + Smoldering Heart / Echoes of the Great Sundering / Eye of the Twisting Nether, AoE Al’Akir’s Acrimony + Sephuz’s Secret)

  1. Totem Mastery
  2. Gust of Wind
  3. Lightning Surge Totem
  4. Aftershock / Ancestral Swiftness for AoE
  5. Elemental Blast / Primal Elementalist with lots of movements
  6. Echo of the Elements single target / Liquid Magma Totem AoE or Cleave / Storm Elemental if Primal Elementalist is taken
  7. Ascendance or Icefury with lots of movements for single / Lightning Rod for AoE

For Mythic+ max AoE:

  1. Totem Mastery
  2. Gust of Wind
  3. Lightning Surge Totem
  4. Ancestral Swiftness / Aftershock for Tyranical
  5. Elemental Blast
  6. Liquid Magma Totem
  7. Lightning Rod / Ascendance or Icefury for Tyranical

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Unlike talents, in the weapons branch there is no choice of what you can and what you can’t take. With the current Artifact Knowledge, the order of artifact acquisition is insignificant as to open all the traits, you only need to earn 2.23 billion artifact power which is extremely easy to do just over the first few minutes after you’ve reached level 110.


Elemental Shaman uses 2 Storm relics and 1 Frost one.

Relics should be picked with a consideration of your talent build:

  1. Elemental Destabilization 3.7
  2. Earthen Attunement 3.1
  3. Lava Imbued 2.4
  4. Molten Blast 1.8
  5. Call the Thunder 1.3
  6. Firestorm 0.9

If you face situations where you’re not sure, we recommend you use the raidbots.com web-site which has a convenient interface for figuring out this sort of problems.

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Netherlight Crucible

Tier 1 of any relic allows you to increase your weapon’s ilvl by 5 points.

Tier 2. Here you face your first crucial choice between Light and Dark. In this Tier, the choice should lead to your best option on Tier 3. (The priority is built based on the Ascendance related build since that one is used the most).

  1. Shocklight 3.2
  2. Torment the Weak 3
  3. Murderous Intent 2.9
  4. Secure in the LightInfusion of Light, Shadowbind 2.8
  5. Master of Shadows, Light Speed 2.7
  6. Chaotic Darkness 2.4
  7. Dark Sorrows 1.3

Tier 3. As it was said before, Tier 3 is the main objective in this branch. If you’re not lucky, and on Tier 3 you got the bad traits, pick the strongest on Tier 2.

  1. Elemental Destabilization 3.7
  2. Earthen Attunement 3.1
  3. Lava Imbued 2.4
  4. Molten Blast 1.8
  5. Call the Thunder 1.3
  6. Firestorm 0.9

If you are using CrucibleWeight you can import this string into the game:

cruweight^128935^ilvl^1^252799^3.3^238069^4.04 6:3.77 7:4.0^191493^1.51 6:1.6 7:1.44^191740^0.78 6:0.76 7:0.84^252922^1.24^191572^1.85 6:1.94 7:1.86^252875^2.85^191504^2.54 6:2.56 7:2.58^191598^3.22 6:3.18 7:3.29^252888^2.5^252091^2.61^252191^3.0^252906^3.1^252088^2.9^253070^2.86^253093^2.86^end

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An Enhancement Shaman has access to the total of 14 Legendaries.


The Deceiver’s Blood-Pact in a current state with 4T21 and Aftershock it is a best legendary against 1-3 enemies. It has a great synergy with Smoldering Heart and Echoes of the Great Sundering.

Smoldering Heart is your biggest burst on a single target but it’s pretty random. 

Echoes of the Great Sundering allows you to win a bit on cleave fights or even at single-target with lots of movement.

Eye of the Twisting Nether is a universal Legendary for any type of combat, with a really nice outcome.

Sephuz’s Secret, if you have an opportunity to trigger it per CD, is best Legendary for AoE.

Al’Akir’s Acrimony is the strongest Legendary for 4+ targets.


Prydaz, Xavaric’s Magnum Opus, though not being a dps Legendary, drags itself into this Tier due to the number of stats it provides. It is particularly great if you also need survival on the encounter.

Pristine Proto-Scale Girdle is a good match for the Ascendance build on a single target. Strong but not the best legendary.

Soul of the Farseer is a nice bonus that allows you to get Liquid Magma Totem without losing your Echo of the Elements. Applicable for cleave.

Uncertain Reminder. This Legendary’s value is higher the shorter the combat.

Kil’jaeden’s Burning Wish is in your trinket slot. It can give you a reasonable effect only when applied on a huge pack of enemies which die out quickly, and their appearance timing is the same as this trinket’s CD. Poor choice.

Roots of Shaladrassil gives you a lot of stats but it is a part of the Tier. It heals you while you’re standing still. Any movement brings this Legendary’s efficiency down to zero.

Vigilance Perch is craft garbage. Don’t even spend out on it. Just wait till you get a second Legendary.

Insignia of the Grand Army – increase the effects of tier 2 traits of Netherlight Crucible by 50%. Average legendary.

Best Combo:

Single target:

  1. The Deceiver’s Blood-Pact + Smoldering Heart without movement
  2. The Deceiver’s Blood-Pact + Echoes of the Great Sundering with movements or for fights with light cleave


Sephuz’s Secret + Al’Akir’s Acrimony

If you’ve got different Legendaries and want to figure out which one of them would be better for you, we recommend you use Simcraft.

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The basic priority rating for the characteristics for different builds is as follows:


Crit > Mastery > Haste > Versatility > Intellect

Lightning Rod or Icefury

 Crit > Haste > Mastery = Versatility > Intellect

Mastery: Elemental Overload basically gives you 15% chance of hitting a target with the cast spell twice. The second charge would do 85% damage as of the original one, and creates 75% Maelstrom of that of the original one.

This is just the basic priority. But when you earn more of a characteristic, be prepared to see a picture where the stats that you have in lesser proportions are more valuable. This may slightly alter the basic proportion. That’s why is recommended, once you receive new equipment, you use Simcraft or Raidbots.com. There is no way to get a more precise answer to which stat to focus on first, but through a simulation.

Based on the aforementioned characteristics and results of your character’s own simulation results, you can draw conclusions on Gems, Chants and Raid Chemicals. Mostly, you’ll have to choose between Haste and Crit.

  1. Gems:
  1. Chants:
  1. Food:
  1. Flasks and Potions

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Set bonuses


  • 2 pieces: Increases the probability of your Lightning Bolt spell being critical by 10%.
  • 4 pieces: Elemental Focus increases damage and the healing efficiency by 7%.


  • 2 pieces: the CD time for the ability Fire Elemental is 3 secs shorter, while periodic damage tact for your Flame Shock deals critical damage. This effect can be actuated no more than once every 1 sec.
  • 4 pieces: During active Fire Elemental your Flame Shock always delivers a critical hit, and its periodic damage is up 40%.



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Kick with a modifier, with the Shift key held, the ability is applied on a remembered target, without – on the current one. You can make a macro like this for your Purge.

/cast [mod:shift,@focus][]Wind Shear

Earthquake by cursor position:

/cast [@cursor] Earthquake

Gust of Wind with cast interruption:

/cast Gust of Wind