How to fight Shaman
Beat Enhancement Shaman
What they want to do
Drop Feral Spirit, Crash Lightning a stacked team, and Stormstrike you down while Grounding Totem eats the first crowd control. They want melee, wolves, and you casting into the totem. They win Solo Shuffle if your first peel hits Grounding Totem and Astral Shift covers the rest.
Main danger
Wolf burst plus Grounding Totem. The round dies when your first peel hits a totem and Astral Shift covers the return.
Interrupt priority
1 Hex
If they hard-cast it, interrupt it. A free Hex is a free Feral Spirit go. Do not spend this interrupt on Healing Surge while Hex is coming.
1 Their healer, not the shaman
Enhancement barely casts. Hold the interrupt for the healer they are sitting on unless Hex is in the air.
3 Healing Surge (panic heal)
Only if Hex is down and they are trying to live in the open. Never spend this interrupt on Healing Surge while Hex is available.
Watch for
- Feral Spirit overlapping Crash Lightning on a stacked team — spread, wall, or leave melee before Stormstrike connects.
- Grounding Totem before your first crowd control — throw a cheap instant first, then stun. Do not interrupt the totem.
- Astral Shift covering the return go after wolves — sit or swap; do not dump offensive cooldowns into it.
- Capacitor Totem at your feet as you trinket Hex — look down before you plant.
Offensive cooldowns
- Feral Spirit. Major damage window. Wolves plus Stormstrike is the dump. Wall or already be gone. Crowd-control the wolves if you can; they still hit if you only stun the shaman.
- Crash Lightning. Cleave. Do not stack. The wolf window is twice as scary if two of you are in it.
- Stormstrike. Melee dump inside Feral Spirit. Wall before this connects, not after a few swings.
- Windfury. Extra swings during Feral Spirit. Do not treat quiet seconds in melee as safe — Stormstrike is still coming.
Defensive cooldowns
- Astral Shift. The wall. Stop the go. They can still hit you — do not dump offensive cooldowns into it.
- Ghost Wolf. Ghost Wolf damage reduction plus a kite. Roots and slows after they shift, not during.
- Grounding Totem. Eats one spell. Bait it, then crowd-control. Interrupting the totem is slower than throwing a cheap instant.
- Spirit Walk. Freedom. They walk out of your root and re-enter. Re-root after, not before.
Crowd control
- Hex
- Capacitor Totem
- Thunderstorm
- Lightning Lasso if talented
Dispels
- Hex is a curse — remove curse if you have it.
- Do not waste a magic dispel on wolves.
Mobility
Spirit Walk, Ghost Wolf, Thunderstorm knock. Spirit Walker's Grace if they hard-cast Hex on the move. They choose when melee starts. Do not drop combat thinking they are gone — wolves still hit.
Kill windows
- Astral Shift down after wolves fade
- Grounding Totem already used and they missed Hex
- They Thunderstorm themselves off a platform or into a bad pillar
When to run
Feral Spirit is out, you are in melee, and you have no wall. Spread for Crash Lightning. Do not greed uptime.
When to attack
Astral Shift down after Feral Spirit fades. Grounding Totem already baited. When they wasted Hex on the wrong target.
Common tricks
- Grounding Totem eats the first crowd control of every round. Throw a cheap instant, then Hex or stun.
- Capacitor Totem is often dropped as you trinket Hex. Look at your feet.
- Thunderstorm is a peel and a setup. On edge maps they knock you, then wolves.
Common mistakes against them
- Casting your first crowd control into Grounding Totem.
- Stacking for Crash Lightning during Feral Spirit.
- Dumping a go into Astral Shift.
- Kicking a panic Healing Surge when Hex is being cast.
30 second cheat sheet
- kick
- Interrupt Hex first if they hard-cast it. Enhancement barely casts otherwise — save the kick for their healer. Kick Healing Surge only if Hex is down and they are panicking.
- watchFor
- Feral Spirit plus Crash Lightning on a stacked team is their kill. Grounding Totem eats your first crowd control. Astral Shift covers the return after wolves.
- defensives
- Stop the go during Astral Shift. Bait Grounding Totem with a cheap instant, then stun — do not kick the totem. Ghost Wolf is a kite; re-root after Spirit Walk, not before.
- cc
- Hex is the crowd control to kick or trinket. Capacitor Totem stuns the clump — look at your feet as you trinket. Thunderstorm knocks you into the wolves; leave the platform edge.
- killWindow
- Go after Astral Shift is down and Feral Spirit has faded. After Grounding Totem is baited and they missed Hex they are often in the open with no wall.
- biggestMistake
- Casting your first crowd control into Grounding Totem, or dumping offensive cooldowns into Astral Shift.