Table of Contents

TL;DR Recommendations

Many more talent combinations may work. We’re listing the most robust ones (for example less affected by movement).

Type Talent combination
Questing / Solo Content 15: Earthen Rage
25: Echoing Shock
25: Earth Shield
35: Storm Elemental
40: Nature’s Guardian
45: Surge of Power
50: Stormkeeper
Mythic+ 15: Echo of the Elements OR Earthen Rage
25: Aftershock
30: Spirit Wolf OR Static Charge
35: Master of the Elements OR Storm Elemental
40: Nature’s Guardian OR Ancestral Guidance
45: Primal Elementalist
50: Stormkeeper
Raid / Single Target 15: Echo of the Elements
25: Elemental Blast
30: Spirit Wolf
35: Master of the Elements
40: Nature’s Guardian
45: Icefury OR Primal Elementalist
50: Stormkeeper

Special Mention Surge of Power can depending on fight length surpass Primal Elementalist and Icefury. The downside is: you need to figure out on the fly which effect of Surge of Power you actually need. Check out logs! Additionally, Primal Elementalist Is fairly close to Icefury on single target, and is generally more powerful when multiple targets are present. We recommend inexperienced shamans use Primal Elementalist regardless, as Icefury is significantly more complex.

There are other talent combinations that peform close to these or sometimes even better. So please make sure to sim your character if you suspect that something else is a better general choice.

In depth discussion

The sections below are geared towards those looking to understand the essence of a talent and any interactions it may add to the spec. If you are just looking for a quick suggestion with no explanation, see the above TL;DR recommendations.

Talent rows

Click the talent row text to expand.

Earthen Rage (ER)

A passive talent which requires no thought or change in gameplay.

Echo of the Elements (EotE / Echo)

Quite a simple talent to understand, EotE / Echo just adds a charge to Lava Burst. At face value this may not seem impactful, but once you consider that effects which reset the cooldown on Lava Burst will now instead grant a charge, the benefits are clear. Echo adds value by allowing extra time for you to cast instead of needing to cast it immediately when it comes off cooldown. This is because you’ll lose no DPS by choosing to cast another spell while Lava Burst has less than 2 charges, as the second charge “cooling down” does not translate to wasted DPS.

Static Discharge (SD)

Static Discharge adds a spell to our toolkit that you can only use while you have Lightning Shield active. It deals damage to a nearby target with Flame Shock. Because different types of shield don’t stack, you will not be able to benefit from your own or your healer’s Earth Shield.

Recommendation: Echo of the Elements should be taken for virtually all situations. Static Discharge barely does any damage and is too limited in its use to ever be worth considering. Earthen Rage can be good with certain, Lightning Bolt-focussed builds but in raiding it will usually get outperformed. Echo of the Elements helps with Pooling Resets from and works well with all of the legendaries.

Aftershock (AfS)

This functions like Legion’s legendary boots, The Deceiver’s Blood Pact. When you cast Earthquake or Earth Shock, you have a chance to immediately refund all the Maelstrom spent. This allows for increased burst AoE/ST but with the caveat that at a 25% chance, it is quite random and can’t be reliably used for burst damage.

Echoing Shock (EcS)

Duplicates the next offensive spell used, after 1 second. The duplicate behaves like a normal cast. It is best to use this on Lava Burst on single target and Earthquake on AoE. It allows for good, consistent burst AoE/ST.

Elemental Blast (EB)

This is a relatively short CD (12 sec) that grants a random secondary stat buff (Critical Strike, Haste, or Mastery) for 10 seconds. It should be used on cooldown, and you should not behave differently based on which buff you get – just treat it as a passive increase.

Recommendation: Elemental Blast for single target. Aftershock is competing with Echoing Shock for 3+ targets. Choose according to what type of burst you are gonna need.

Spirit Wolf (SW)

A fairly powerful talent that should be considered mostly for its defensive value, not the movement increase it provides. Spirit Wolf is quite potent for predictable damage intake when you have the freedom to spend a few seconds in Ghost Wolf, and when Astral Shift is on cooldown.

Earth Shield (ESh)

An underwhelming talent that offers little value and requires additional GCDs throughout the fight. We do not recommend using this talent, but if you do decide to, ensure you do not refresh the stacks early. It is not important to stay at high stacks, and is a waste of a GCD to refresh.

Static Charge (SC)

Very easy to understand and use. Simply put, if you stun 4+ targets with a use of Capacitor Totem, its cooldown will instead be 40 seconds.

Recommendation: Spirit Wolf should be your default for almost every raid encounter. Static Charge is quite nice in Mythic+. Earth Shield is sometimes useful for raid encounters with consistent incoming damage.

Master of the Elements (MotE)

Adds an interaction between Lava Burst and Earth Shock / Earthquake / Frost Shock / Lightning Bolt / Chain Lightning. Note that Master of the Elements’s buff is applied immediately on a successful Lava Burst cast, not when the Lava Burst projectile hits the target. This is distinct from every other interaction with Lava Burst in the past. For more than 3 targets you still should ideally not cast Lava Burst. When 4 or more targets are up, it is worth to keep one Flame Shock active and cast a Lava Surge-empowered Lava Burst to buff your Earthquake.

Storm Elemental (SE)

Subsequent casts of Lightning Bolt and Chain Lightning reduce both the cast time and the GCD incurred by 3% (up to 60%) during the Elementals uptime. Therefore if you have to move instead of casting your usual spells you lose some value of this CD.

Liquid Magma Totem (LMT)

Offers some nice burst AOE on a moderate cooldown, especially when encounter timing allows you to get high-value casts on or near cooldown.

Recommendation: Master of the Elements is the default choice in raiding and mythic+. Storm Elemental can be used in conjunction with Primal Elementalist to get extremely potent AoE burst damage by giving you another cooldown in . Liquid Magma Totem is a multi-target talent that may occasionally pull ahead of the other options when either the fight or instance timings are unfavorable for Storm Elemental but optimal for Liquid Magma Totem and additionally Liquid Magma Totem tends to pull ahead for 2/3 target sustained stacked cleave.
Sim yourself to know what fits your character.

Nature's Guardian (NG)

Acts similarly to the Shamanistic Healing artifact weapon trait in Legion. Serves as an additional HP buffer, but does not prevent you from being one-shotted by big hits or massive damage.

Ancestral Guidance (AG)

A decent emergency heal when used in AoE, but quite underwhelming for ST. This should only be considered for use when dealing damage, not when casting Healing Surge.

Wind Rush Totem (WRT)

Raid utility that can occasionally help counter mechanics. Has an actual effect range indication since 8.1.

Recommendation: Nature’s Guardian as a default, but consider Ancestral Guidance for Mythic+ dungeons where you might need an AOE healing cooldown, and Wind Rush Totem for raid encounters as necessary.

Surge of Power (SoP)

A highly complex talent, that adds spell interactions to Earth Shock. You determine which effect to trigger by which spell you cast next after Earth Shock.

  • Flame Shock - spreads Flame Shock to an additional target within 8yards (prefers targets with no before the target with the lowest duration remaining in range).
  • Lightning Bolt - overloads an additional 1-3 times. The chances are: 80% to get 1, 18% to get 2, and 2% to get 3 additional Overloads. These Overloads happen in addition to the baseline Overload chance, allowing this Lightning Bolt to overload up to 4 times if you're very lucky.
  • Lava Burst - reduces the remaining cooldown of Fire Elemental / Storm Elemental by 6 seconds.
  • Frost Shock - freeze the target in place for 6 seconds. Damage doesn't break the freeze.

Primal Elementalist (PE)

This changes your Fire Elemental, Earth Elemental, and Storm Elemental into pets you can control instead of simple fire-and-forget guardians. The effects of Primal Elementalist are listed for each elemental below:

  • Fire Elemental - gains Immolate and Meteor; a DoT and AOE attack with short cooldowns.
  • Earth Elemental - gains Harden Skin, a damage reduction cooldown that grants both the Shaman and the Earth Elemental a 40% damage reduction buff for 10 seconds. Despite this being on a one minute cooldown, it is effectively a 5 minute cooldown as the Earth Elemental can only cast it once in its lifetime. Also gains Pulverize, a decent single target stun on a long CD -- usable twice in the Earth Elemental's lifetime. Lastly, gains Angered Earth, a toggleable AOE taunt. This will not cause the elemental to get aggro on bosses, but it will generally work on trash or enemies summoned by bosses. While this can be incredibly useful at times, beware of accidentally misplacing enemies during an encounter.
  • Storm Elemental - gains Eye of the Storm a long CD AoE burst cooldown and will retain Call Lightning from its non primal form. Call Lightning does empower Eye of the Storm, dealing significant damage.

Icefury (IF)

Since the removal of the Maelstrom cost from Frost Shock in Patch 8.0, Icefury has become much less complex to manage. This is to be used on cooldown assuming you can cast all four empowered Frost Shocks. Icefury empowered Frost Shock generate Maelstrom. This gives you more liberty in when you can use Icefury charges, potentially for brief moments in the 15 second buff window where you will move for a few GCDs.

Recommendation: Icefury in combination with Master of the Elements and Echo of the Elements is the default choice versus one target if you need movement. Outside of that Primal Elementalist becomes the default choice. Both talents are pretty much equivalent on single target, with Primal Elementalist becoming better when more targets are available. Surge of Power stays similarly to how it performed in BfA with it only being worth considering if you need the -spreading or know the kill timers perfectly.

Unlimited Power (UP)

An interesting buff that creates some swing in the spec, a tangible speeding up and slowing down of casts provided you’re lucky with Mastery: Elemental Overload procs. This is especially noticeable in AOE, where you can regularly get in excess of 10 stacks for a total of 20%+ haste for a few seconds. Regardless of its obvious dependency on our Mastery: Elemental Overload, this talent works better with a lot of Haste.

Stormkeeper (SK)

A different version of the artifact ability from Legion. This ability buffs your next two Lightning Bolt and Chain Lightning. If you decide to use Lightning Bolt, its dmg is buffed. In case of both possible usages all possible baseline Overloads are enforced. This means, that Lightning Bolt will be forced to overload once and Chain Lightning overloads on each target hit. This is primarily useful for burst single target damage and AOE, such as in Mythic+ dungeons.

Ascendance (Asc)

An additional cooldown that refreshes all active Flame Shock to 18 seconds, immediately fires Lava Burst at all targets with Flame Shock, removes the cooldown on Lava Burst and increases the damage by your Critical Strike Chance. Additionally your Chain Lightning gets replaced by Lava Beam. You should adjust your casts during Ascendance as per the priority list page.

Recommendation:Stormkeeper for all situations. Ascendance offers some strong 15 second burst but can’t compete in terms of mobility and versatility. Unlimited Power is just weak and even if it were possible to sim identically to Stormkeeper it requires constant casting and no movement to provide its dps. Because this isn’t possible this talent can be considered non-existant.

Notable talent synergies

Please note that this list will only include talent synergies with easy to explain, intuitive reasoning behind them. There may exist some mild synergies not in this list, but we have chosen to not write about them here. Many factors affect which talents benefit others, so we have narrowed it down to synergies with direct impacts on gameplay.

Master of the Elements and Icefury

The first talent synergy we’ll discuss is that of Master of the Elements and Icefury. The connection here is easy to understand; an increased frequency of heavy hitters like the Icefury empowered Frost Shocks allows more worth from Master of the Elements buffs.

Echo of the Elements and Master of the Elements

While Echo of the Elements essentially increases the frequency of Lava Burst Master of the Elements profits from that by allowing us to buff more casts.

Storm Elemental and Primal Elementalist

These two talents have a direct ‘synergy’ in that taking them together gets you access to an additional ability for Storm Elemental that synergizes very well with it’s default abilities. As per the talent rows above: Storm Elemental gains Eye of the Storm a long CD AoE burst cooldown. When used with the buff from Call Lightning this will deal significant damage.