Restoration — mobile healing and control

Arena option
Choose around your partner and the role your team needs.

Complete level-70 talent trees

Every build totals 61 points. Pick a build, then open it in the interactive calculator to copy it talent by talent.

Balance

1 pts
  • Nature's Grasp 1/1

Feral Combat

46 pts
  • Ferocity 5/5
  • Feral Instinct 3/3
  • Brutal Impact 2/2
  • Feral Swiftness 2/2
  • Feral Charge 1/1
  • Sharpened Claws 3/3
  • Shredding Attacks 2/2
  • Predatory Strikes 3/3
  • Primal Fury 2/2
  • Faerie Fire (Feral) 1/1
  • Nurturing Instinct 2/2
  • Heart of the Wild 5/5
  • Survival of the Fittest 3/3
  • Primal Tenacity 3/3
  • Leader of the Pack 1/1
  • Improved Leader of the Pack 2/2
  • Predatory Instincts 5/5
  • Mangle 1/1

Restoration

14 pts
  • Furor 5/5
  • Naturalist 5/5
  • Natural Shapeshifter 3/3
  • Omen of Clarity 1/1

Restoration uses healing over time and movement to create time for the team. The important choice is when it is safe to leave healing for Cyclone, a form change or a drink. Do not assume a Tree of Life raid build and an arena mobility build have the same priorities.

Strengths

  • Healing-over-time effects keep working while you reposition.
  • Shapeshifting and control help create distance, recovery windows and supported swaps.

Weaknesses

  • Purges and swaps can remove prepared healing or catch you exposed.
  • Chasing control too far can separate you from the teammate who needs healing.

Key Talents Explained

Swiftmend Restoration

Provides an immediate heal by consuming an eligible Rejuvenation or Regrowth effect.

Nature's Swiftness Restoration

Makes the next eligible Nature spell instant.

Nature's Focus Restoration

Reduces pushback on eligible casts; this is a Restoration talent.

Feral Charge Feral Combat

A mobility and disruption option used in arena healing builds.

How to read the matchup

Opportunities

  • Prepare healing before moving out for a Cyclone that your partner can use.
  • Use a successful peel to reach cover and recover resources instead of immediately returning to open ground.

Threats to plan around

  • Purges and swaps can remove prepared healing or catch you exposed.
  • Chasing control too far can separate you from the teammate who needs healing.

What changes the outcome

  • Cyclone makes its target unavailable for damage or healing; call the target and timing before using it.

Alternative Specs

Feral — melee pressure with support decisions Arena option

Feral provides melee pressure but still needs to spend time on control, dispels and emergency support. A full Mangle build requires deep Feral investment; Mangle is not available from a 31-point Feral tree.

When to use: Use this variant after agreeing how your team covers the tools you give up.

Decisions to practice

Before the setup

Prepare healing before your teammate moves into pressure or before you expose yourself for control.

During pressure

Use Cyclone with a purpose: deny healing, interrupt pressure or stop a defensive window. Your team cannot damage a Cycloned target.

When the plan changes

Shift out of roots and slows when useful, but account for mana and the vulnerability of the next form.

Review one game

Find one Cyclone attempt that cost healing uptime. Choose a safer position or a later cast window.

Master This Spec

Compare Druid build priorities, gearing principles and the decisions to practice with your team.

View Full Build Guide