If you play a druid in Forever and keep losing the same fight, to the Rogue who opens from nowhere or the Mage who never seems to stand still, you’ve probably wondered what the other player knows that you don’t. This guide goes through all eight other classes and the mirror match against another druid, one at a time, and for each one it says what they bring to a fight with you, what Forever changed at launch, how the first few seconds usually go and where the fight is won or lost.
Restokins has played druids for years on both factions, but at the time of writing Restokins is level 24 in Forever, so none of these fights has been played at 60 for this guide. Everything below comes from Blizzard’s notes and deep dives, the launch client as others have read it, the site’s own Balance druid PvP mechanics guide, and Classic, and wherever a claim rests on Classic or on a write-up from the beta, the sentence says so.
The short version
Here’s each matchup reduced to the line worth remembering, linked to the section behind it, and the cheat sheet near the end prints on its own for the desk beside your keyboard.
Nine matchups, one line each.
What decides each fight for a druid, before you’ve read a word of the detail.
Melee
- Rogue, the opener is the fight. Faerie Fire on sight and Nature’s Grasp up before they reach you, because once the stun lands you can’t shift, and Shank leaves them more Energy for Kick than they had in Classic.
- Warrior, keep the range. Hold 26 to 30 yards, root as he runs, walk out, and plan for the Intercept stun you can’t shift out of.
- Paladin, it’s a long fight. Voice of Truth now stops interrupts on them for 6 seconds, and Blessing of Freedom answers Roots, so the fight usually goes to whoever still has mana.
Range and casters
- Hunter, decide the distance first. Their burst is much bigger at launch, so break line of sight from an opening Aimed Shot, and count their traps, which can now be set in combat.
- Mage, fight at a corner. Stay in Moonkin Form, which can’t be Polymorphed, spend their Counterspell on a cast you didn’t need, and shift out of Nova before Ice Lance hits for 300% more.
- Warlock, the pet is weaker. Warlock pets have much less health at launch, so the Felhunter that strips your HoTs is a real target, and Fear still can’t be shifted out of in Classic’s rules.
- Priest, make Death cost them. A Shadow Word: Death that fails to kill now costs the Priest 30% of their health, so a HoT ticking as you drop low turns their finisher against them.
Hybrids and the mirror
- Shaman, keep casts short. Lightning Bolt hits far harder at launch and Earth Shock interrupts, so long casts are the worst idea in any matchup here, and Purge takes your HoTs.
- Druid, the mirror is about forms. A druid in Bear, Cat or Travel Form can be Hibernated in Classic, and Feral got the biggest damage gains, so the druid who reads the other’s form first usually wins.
To go straight to the class that keeps beating you, the sections run Rogue, Warrior, Hunter, Mage, Warlock, Priest, Paladin, Shaman and another druid.
Before we start
The guide is written from the Restokin build, 35/0/16 Balance/Restoration (the Restokin build goes through it talent by talent), with a short note in each section where Feral or a deep Restoration build changes the answer. It covers duels and world PvP, where it’s you against one other player, and each class gets a line on what changes in a battleground, where help usually arrives within seconds. The skills it leans on (strafing, line of sight, walking a root out to range, which school a kick locks) are taught in the mechanics guide, whose Five fights tell the Warrior, Mage and Hunter fights move by move.
The launch changes come from Kaivax’s development notes and hotfix posts, read through the copies kept by Warcraft Tavern and kami-labs, and from Blizzard’s class deep dives, which were written during the beta, so a number that comes only from a deep dive says so. Everyone else is credited in Sources.
What every matchup shares
Blizzard’s Hunter and Druid deep dive describes the druid as a class that can’t snare, silence or interrupt, which is the honest place to start, because it means you can’t stop another player doing what they came to do. What you can do is decide where the fight happens and how long it lasts. Roots and Nature’s Grasp hold a melee player away from you, shapeshifting (changing into an animal form) clears roots and snares, and line of sight stops a caster cold. Mana and HoTs (heals over time) decide any fight that runs long.
Forever made that kit easier to use. By the same deep dive, Nature’s Grasp is trained by every druid at level 10 and can be cast in a form and indoors, Entangling Roots can be cast indoors, Barkskin and War Stomp work in a form, most potions work in a form, and Faerie Fire costs nothing from Bear or Cat Form, on a 6 second cooldown. Nature’s Grasp roots the next melee player who hits you for certain, rather than on a chance as in Classic, by its live tooltip, and Blizzard’s 2 November notes put the roots that other classes get from talents (Frostbite, Entrapment, Improved Wing Clip, Counterattack and Improved Hamstring) on diminishing returns (DR, where each repeat of a control effect lasts less time), so a chain of them can’t hold you for long.
The same notes raised damage across most classes, and only creatures got more health to match, which the final notes field note works through. Essentially, players die faster in Forever than they did in the beta, and the long attrition fight a Balance/Restoration druid is built for gets shorter. With that in mind, the figure below sets the nine matchups side by side, with what each class brings to a fight with you and what changed at launch.
The nine matchups.
What each class brings to a fight with a druid, and what Forever changed at launch.
Drag the diagram sideways to see all of it.
Rogue
A Rogue is the matchup most druids lose before they’ve pressed a button, because the fight starts when the Rogue chooses, from stealth, usually with Cheap Shot (a stun from stealth, 4 seconds in Classic), and a stunned druid can’t shift or cast. That makes the opener the fight, and Forever made the opener cheaper. Rogues get Poised as druids do (a passive that takes 10 Energy off the next ability whilst they’re out of combat at full Energy), so the opener is cheaper, and the 2 November notes add Shank, a 5 Energy strike that can’t miss and gives back 15 Energy on a 10 second cooldown (25 at rank 2), which means far more of their fights end with enough Energy left for Kick. Deadly Poison and Instant Poison also had their attack power scaling doubled.
The Rogue and Warlock deep dive adds two changes a druid feels outside a duel. Sap no longer breaks the Rogue’s own stealth, so a Rogue can Sap you and walk away unseen, and Distract now lowers your stealth detection for 10 seconds whilst warning you that a Rogue is nearby. The second half of Distract is useful to you, since the warning is the only notice you’ll get.
The first seconds
The druid’s whole answer happens before the stun. Faerie Fire on a Rogue the moment you see them stops them from stealthing again whilst it lasts (as it did in Classic), and from Bear or Cat Form it’s free on a 6 second cooldown. In Moonkin it costs a little mana. Nature’s Grasp goes up whenever you’re somewhere a Rogue could be, because it roots the first player who hits you, and a rooted Rogue standing in front of you has to Kick or Gouge from where they stand rather than circling behind you. Once the stun lands, the decision is whether to use your trinket (the PvP trinket that breaks a stun or Fear). Nobody can buy one whilst Blizzard’s Known Issues list the PvP vendors as down, and if you have one, the usual habit in Classic was to save it for Blind or for the Kidney Shot that follows, because a Cheap Shot alone doesn’t kill you.
Where it’s won
A Rogue’s control runs out after the opener, and that’s the window. The Classic plan was to root them with Grasp or Roots, walk out to range, and make them use Sprint or Vanish to reach you again, and against a Rogue who’s spent Blind, Kick and the trinket, Wrath and Moonfire from range are a fight you’re favoured in. Kick locks the school of the spell it hits, for 5 seconds on a 10 second cooldown in Classic, so cast a Starfire you don’t need to draw it (Starfire is Arcane, everything else you cast is Nature), and the schools section of the mechanics guide covers that trick in detail. Abolish Poison removes Deadly Poison in Classic, whilst Instant Poison’s damage has already landed, so a druid under Deadly Poison with a global (the 1.5 second lockout after most spells) to spare can spend it there.
For Feral, the fight is a race of openers, and a Cat who’s seen the Rogue first can open with Pounce and the same Poised discount. For Restoration, the HoTs that are ticking when the stun lands are the ones that keep you alive through it, so a Rejuvenation on yourself before you leave a city or a graveyard is cheap insurance. In a battleground, the Rogue who opens on a healer is usually trying to hold you out of a fight for 6 to 10 seconds rather than kill you, and a call for help in chat is worth more than any spell.
Warrior
A Warrior wants to be in melee and has three ways to get there: Charge (8 to 25 yards, only out of combat, in Classic), Intercept (a 3 second stun in Classic, used in combat from Berserker Stance) and Hamstring to keep you there. Forever changed very little about any of that. The 2 November notes are mostly about tanking, such as Defensive Stance threat, Slam’s cooldown and Improved Tactical Mastery, and the one change that reaches a druid is Improved Hamstring’s root, which now has diminishing returns. Fury also gains Reckless Swings, which costs the Warrior a quarter of their base health for Rage, so a Fury Warrior who uses it has spent some of the health you’d otherwise have to take away.
The first seconds
The mechanics guide’s Warrior fight tells this one move by move, and the plan in brief is to stand 26 to 30 yards away whilst he’s out of combat, because Charge stops at 25 and a Warrior who has to run has to run through a root. Start Roots as he commits, so it lands at about 15 yards, then walk (not backpedal) out to 30 and put Moonfire and Insect Swarm on lightly, because heavy damage breaks a root sooner. Nature’s Grasp should already be up for when he reaches you, and when his Intercept lands you’re stunned for 3 seconds in Classic and can’t shift out of it, so don’t spend a shift trying, and put Barkskin up before he arrives or as the stun ends.
Where it’s won
The Warrior’s plan is to win the health race before you win the mana race, and Forever’s higher damage helps him with that, since shorter fights cut off the third minute where a druid’s HoTs and mana usually take over. The fight is won by the druid who spends each root at the right distance and still has mana at ninety seconds, and it’s lost on the third root in a chain, which lasts about a quarter as long as the first if Roots keep Classic’s DR. Pummel locks a school for 4 seconds in Classic, so the Starfire bait works on a Warrior too.
For Feral, Bear Form and a Bash buy time, but Claw and the bleeds are the damage, and Rip and Rake ignore his armour as they did in Classic, so the 25% bleed increase in the 2 November notes counts in full against plate. For Restoration, a Warrior’s Mortal Strike halves your healing in Classic, so it’s the HoTs you put on before it lands that carry you. In a battleground, a Warrior who reaches a healer is usually the reason a base falls, and the root you land on him from 25 yards often matters more than any heal you cast.
Hunter
A Hunter’s whole game is distance, and Forever made their damage at range much heavier. By Blizzard’s Hunter and Druid deep dive and the 2 November notes, Aimed Shot is trained at 20 with its bonus damage up about 110% and now shares a cooldown with Multi-Shot, Arcane Shot hits about 30% harder with more of their attack power behind it, and Serpent Sting ticks about 20% harder. Traps can be set in combat on a 30 second cooldown, but Blizzard’s sources disagree on whether they share it. The beta deep dive gave Frost and Fire traps separate cooldowns whilst both copies of the 2 November notes put every trap on one, so count each trap the Hunter sets until the live game settles it. Wyvern Sting is no longer a talent of its own (the deep dive folds it into Resourcefulness), Entrapment’s root lasts longer with more talent points, and Improved Wing Clip’s root now has DR.
Pets matter more too. Pet families have their own tools in Forever by the deep dive, including a Spider’s web that roots and damages, a Crocolisk’s Dismember that halves the healing you receive and a Bird of Prey’s disarm, and Blizzard’s 6 November post plans to make Hunter pets tankier on 10 November, with no numbers yet. Surefooted now shortens movement-impairing effects on the Hunter rather than giving a chance to resist them, so your Roots on a talented Hunter will be shorter than you’re used to.
The first seconds
The fight is decided by who sets the range. If the Hunter opens on you from 35 yards with Aimed Shot, which at launch can be a large share of your health, the first job is to break line of sight, and only then to think about Roots. If you see them first, Roots at 30, then walk in to about 6 yards whilst the root holds, which is the dead zone (the gap between melee and the Hunter’s minimum range) that the mechanics guide explains, along with its finding that the beta client kept Classic’s rule for it. Hibernate the pet, which works on beasts and lasts long enough to matter, and keep Insect Swarm on the Hunter, because in Classic it lowers their chance to hit.
Where it’s won
When the root breaks, there are two good places and one bad one. Bear Form at their feet is good, inside their melee range where Auto Shot can’t reach you, and so is thirty yards with line of sight broken, whilst twenty yards in the open, stood still, is where Aimed Shot and Viper Sting live. Count their traps and their Scatter Shot (a short disorient in Classic), and turn less and strafe more, because a jump-turn (turning in the air to cast behind you) is the most predictable moment in your kite. Auto Shot still needs the Hunter to stand still for half a second before it fires, as in Classic, after Blizzard fixed a beta bug that had shortened it, which rewards keeping them moving, and the mechanics guide’s Hunter fight walks through the sequence.
For Feral, the dead zone and the pet are your openings, and Serpent Sting is a poison in Classic, so Abolish Poison clears it. For Restoration, a Crocolisk’s Dismember halves your healing for its duration, so read the pet’s family before you plan to out-heal anything. In a battleground, a Hunter on a ledge is the reason to fight around a corner, and the Warsong Gulch and Arathi Basin guides mark the cover worth knowing.
Mage
A Mage fights you at range with more control than you have and an escape you don’t, so this is the matchup where the ground you stand on matters most. Frost Mages lost Frost Blast in the 2 November notes (the 40% slow they gained during the beta), and Frostbite’s procced root now has DR, so they have fewer ways to hold you. In exchange, Ice Lance hits for 300% more against a frozen target, on an 8 second cooldown it shares with Fire Blast, so staying in a Frost Nova costs more than it did. Frost Warding no longer reflects spells.
The first seconds
Pick a corner before the fight starts, a hut, a pillar or a tree, and fight within three steps of it. Stay in Moonkin Form, which makes you immune to Polymorph by its live tooltip, because a Balance druid who drops to caster form to heal has just handed a Mage the window they wanted. When their cast bar starts, step behind the wall and the cast fails. A Frost Nova calls for a shift, since shapeshifting clears roots, and with Ice Lance waiting for you to stay frozen, that shift is worth its mana more than it was in Classic.
Where it’s won
Counterspell is the fight. It locks a school for 10 seconds on a 30 second cooldown in Classic, and the mechanics guide’s Mage fight spends it on purpose, with a Starfire cast to draw it, so that Roots and Wrath (both Nature) have 30 seconds to work. Don’t chase a Blink on foot, put a Moonfire on them and let them come back to you, because a Mage who has Blinked has to return to range on your terms. The fight is lost in open ground, where a Balance druid is in a casting race against someone with cheaper casts and an escape, and terrain is the only thing that changes that.
For Feral, a Cat closing on a Mage is the classic hunt, with the Nova as a shift and the Blink as a Feral Charge (which in Forever’s Cat Form has a 30 second cooldown and doesn’t interrupt, by the deep dive). For Restoration, the sheep is the threat, so heal from a form where you can and from behind a wall where you can’t. In a battleground, a Mage’s Polymorph on you is a heal your team didn’t get, which is a good reason to stay in a form between heals.
Warlock
A Warlock brings Fear, Death Coil (a 3 second horror in Classic) and a pet, and the pet is where Forever helps a druid most. The 2 November notes cut a Warlock pet’s health from 7.5 per point of the Warlock’s Stamina to 2, and whilst the 6 November hotfix gave Voidwalkers about 40 more base health, with tankier Voidwalkers planned for 10 November, a Felhunter is now something you can kill in a fight. That matters because in Classic a Felhunter’s Devour Magic strips your HoTs (removes them), and its Spell Lock silences you and locks a school for 6 to 8 seconds. Curse of Exhaustion is now a 30% slow from a 16-point talent, by the Rogue and Warlock deep dive, and Soul Link moved to 21 points, sending 30% of the Warlock’s damage taken to the pet by metabot.gg’s reading of the launch client.
The first seconds
Fear can’t be shifted out of in Classic, and Tauren have no racial that breaks it, so the trinket is the only way out, and the question is the same one the mechanics guide asks at a flag. Does this Fear lose you the fight, or a base? If it does, use the trinket, and if it doesn’t, let it run. Roots on the Warlock does very little, since they’re happy to stand still and cast, so the root belongs on the pet if it’s a Felhunter or a Succubus closing on you.
Where it’s won
The Warlock fight is long, with DoTs (damage over time spells) on both sides, and Forever gave both of you a reason to make it shorter. Insect Swarm and Moonfire tick 10% harder with Genesis (the Balance talent that raises periodic damage and healing) at 5/5, and the pet that undoes your healing can now be killed in a few globals, so the choice in the first fifteen seconds is whether to kill the Felhunter or pressure the Warlock. Killing the pet first takes away Devour Magic and Spell Lock for the rest of the fight. Pressuring the Warlock is faster if the pet is a Voidwalker, which is built to absorb damage.
For Feral, a pet with a quarter of its old health is an easy kill, though a Voidwalker after 10 November may not be. For Restoration, Devour Magic is the matchup, so put the Felhunter down or keep it rooted. In a battleground, Howl of Terror (a Fear on everyone nearby in Classic) is what takes a base, and a Shaman’s Tremor Totem, which removes Fear in Classic, is the answer your team has.
Priest
A Priest is two different fights. A Shadow Priest wants to drain you with DoTs and Mind Flay and finish you with Shadow Word: Death, whilst a Discipline or Holy Priest mostly wants to outlast you, and both have Psychic Scream (a Fear on everyone nearby in Classic) and Dispel Magic, which removes your HoTs in Classic. Shadow Word: Death is trained at 32 as an instant on a 15 second cooldown, by Blizzard’s Priest and Warrior deep dive, and the 2 November notes raised its backlash, so a Death that fails to kill now costs the Priest 30% of their own maximum health, up from 10%.
The same deep dive lets a Priest take Silence without Improved Psychic Scream, adds Penance (a short channel that heals or damages) to Discipline, and folds Unbreakable Will into Silent Resolve, which now also shortens stuns, Fears and Silences on the Priest. Shadowform lets a Shadow Priest cast all of their non-healing spells in form, and Vampiric Embrace lasts 30 seconds on a 1 minute cooldown.
The first seconds
Psychic Scream reaches only 8 yards in Classic, so a druid who keeps the Priest further away than that doesn’t get Feared at all, which in practice means rooting the Priest and walking out rather than fighting at their feet. A Shadow Priest who opens with DoTs is playing the long game, and your own DoTs and HoTs answer that in kind. Silence locks you out of every spell, not a school, so the Starfire bait doesn’t help here.
Where it’s won
Shadow Word: Death is the change to plan around. It’s an execute (a finishing spell meant for a target on low health), and with the backlash at 30%, a Rejuvenation ticking as you drop low turns a Death that would have killed you into one that hurts the Priest more than you. Keep a HoT on yourself below half health, and a Shadow Priest has to decide whether the Death is worth the risk. Expect your HoTs to be dispelled, so cast them when the Priest is busy or out of range, rather than straight into a Dispel Magic.
For Feral, the Priest’s Fear and armour are the obstacle, and a Cat who opens from stealth can win before either matters. For Restoration, the dispels make this a mana fight you’re slightly behind in. In a battleground, a Priest on a base flag is a cap that’s broken by any damage, and Moonfire is enough to stop it.
Paladin
The Paladin was reworked more broadly than any other class, with new talents in all three trees and Blessing of Salvation removed, and the change a druid feels first is Voice of Truth. The 2 November notes make it a trained spell rather than a talent, and it makes the Paladin immune to Silence and Interrupt for 6 seconds on a 3 minute cooldown, so a heal they cast under it can’t be stopped. Stoicism, a new talent, shortens stuns and charms on the Paladin by up to 20%, Unyielding Faith (now in Retribution) shortens Fears and disorients on them, and Templar’s Bulwark (a Protection talent) absorbs damage equal to their maximum health for 8 seconds, though the notes make it a Magic effect that a Priest’s or Shaman’s dispel can remove. Repentance moves to a 21-point talent by the Paladin deep dive, and in Classic it only works on Humanoids, so a druid in a form is safe from it.
The first seconds
Hammer of Justice is a 6 second stun on a 60 second cooldown in Classic, and Blessing of Freedom frees them from Roots and snares for 10 seconds in Classic, which together take away the two things a druid usually opens with. Neither spell is mentioned in any Forever source, so treat both as Classic’s until the live game says otherwise. A Paladin who uses Freedom on the first Roots has spent it, so the second root lands clean.
Where it’s won
A Paladin fight is long, because Divine Shield, Lay on Hands (now on a 20 minute cooldown by the deep dive) and their healing outlast most of your damage, so mana usually decides it. Divine Shield halves the damage the Paladin deals, rather than slowing their attacks, by Warcraft Tavern’s write-up of the Paladin changes, so a Paladin in Shield isn’t harmless. The useful habit is counting their cooldowns, Hammer of Justice, Freedom, Shield and Voice of Truth, and waiting for them to spend one before you spend yours.
For Feral, a Retribution Paladin’s burst is the threat and Hammer of Justice is your Bash, so trade stun for stun. For Restoration, the Paladin may simply not be able to kill you, which makes it a draw unless a third player arrives. In a battleground, a Paladin with Freedom on your flag carrier undoes your Roots, so root someone else.
Shaman
An Elemental Shaman was already the hardest caster for a Balance druid to trade with, and Forever’s notes made them harder. Lightning Bolt’s base damage went up on every rank, by 80% at the top, Lightning Overload duplicates a spell 10, 20 or 30% of the time (from 3, 7 and 10%), and Call of Thunder replaces Lava Burst with 5% more critical strike chance on Lightning Bolt and Chain Lightning. The shocks went back to their Classic Era values, and Earth Shock still interrupts, on a 6 second cooldown in Classic. Enhancement gains Stormstrike at 150% weapon damage on 6 seconds, and Maelstrom Weapon, whose stacks make the next Lightning Bolt faster, procs twice as often by the notes. Elemental Mastery is gone, by the Mage and Shaman deep dive.
The same deep dive adds Earthbound, an Elemental talent that makes Earthbind Totem root everyone nearby for 5 seconds when it’s dropped, which is new control aimed squarely at a class that kites. Shapeshifting clears roots in Classic, so a shift should free you, but the totem keeps slowing you whilst you stay near it.
The first seconds
Against an Elemental Shaman, every long cast is an offer to be interrupted, and Earth Shock’s cooldown in Classic is shorter than Kick’s or Pummel’s, so it comes back almost as soon as it’s gone. Cast Wrath rather than Starfire, use instants on the move, and move out of the totems’ reach rather than standing in them. Grounding Totem takes the first hostile spell in Classic, so an instant Moonfire spent into it is cheaper than a Wrath.
Where it’s won
Purge removes your HoTs and Barkskin in Classic, and with Lightning Bolt hitting much harder at launch, a Shaman who out-trades you at range will usually win, so the fight is won by changing the range. Line of sight stops Lightning Bolt the same way it stops a Frostbolt, and a Shaman who has to walk to you isn’t casting. Against Enhancement, it’s a melee fight with Frost Shock’s slow, and the Warrior plan of root, walk and dots fits better than a casting race.
For Feral, an Enhancement Shaman is a melee trade, and Bear Form’s armour is worth more here than against casters. For Restoration, Purge and Earth Shock make this the worst healing matchup on the list. In a battleground, Tremor Totem removes Fear, Charm and Sleep in Classic, which means your Hibernate on a Hunter’s pet can be undone by a Shaman nearby.
The mirror match
A druid against a druid is a fight about forms, because each form answers some of the other druid’s tools and opens the door to others. Hibernate works on Beasts and Dragonkin in Classic, and a druid in an animal form counts as a Beast, so a druid in Bear, Cat or Travel Form can be Hibernated, whilst a shift clears Roots. Feral got the biggest damage gains in the 2 November notes, with Shred at 200% weapon damage, Claw at 140% and Ravage at 435%, and Rip, Rake, Ferocious Bite and Pounce about 25% stronger, whilst Berserk is gone, and Poised makes the opener cheaper. Since the 6 November hotfix, a Night Elf druid can no longer open with Pounce or Ravage from Shadowmeld, only from Prowl, the same as every other druid.
The first seconds
Against a Feral, Faerie Fire them out of Prowl as soon as you see them, as you would a Rogue, and Nature’s Grasp before they reach you. Hibernate is a 1.5 second cast in Classic, and a Cat in front of you will interrupt it by hitting you, so it belongs on a druid who is still closing or still rooted. Against a Balance druid, the fight is a casting race with the same tools on both sides, and the druid who uses line of sight first usually wins it.
Where it’s won
The mirror is decided by who reads the other’s form first. A Cat who shifts to caster form to heal can be rooted, and a Balance druid who goes to Bear Form to survive can be Hibernated, so every shift the other druid makes is an opening for you. Count their shifts, because each one costs mana, and the druid who still has mana at the end is the one who decides how it ends.
For Feral against Feral, it’s an opener race and a Bear Form trade, where Furor and Shifting Power (the Feral talents that give Rage and Energy on a shift) decide who has the resources after each shift. For a Restoration druid in the mirror, Swiftmend now needs your own Rejuvenation or Regrowth on the target, so a second druid can’t spend your HoTs, which matters most in a premade (a group that queues together). In a battleground, another druid is usually a flag carrier, and the Warsong Gulch guide covers how to stop one.
Two openers, second by second.
The Rogue opens on you from stealth, and the Warrior has to run at you. What each second holds, and what you can do in it.
Drag the diagram sideways to see all of it.
In a battleground
Everything above is a duel, and a battleground changes the maths, because the fight you’re in usually has a third player within ten seconds of it. In a duel you’re trying to win, whilst in a battleground you’re usually trying to last until help arrives or to stop something happening, a flag capture or a carrier escaping. That shifts every matchup towards control and away from damage. Roots on the Warrior heading for your healer, Hibernate on the Hunter’s pet, Faerie Fire on the Rogue who’s about to Sap your flag defender, and Moonfire on whoever touches the flag are all worth more than the extra Wrath.
For example, holding a base against a Rogue and a Priest for 30 seconds is usually long enough for help to arrive, and a druid who roots the Rogue and keeps a Moonfire on the Priest can do that without killing either. The mechanics guide’s Holding Blacksmith alone is that fight told in full, and the four map guides, Darkspear Islands, Warsong Gulch, Arathi Basin and Alterac Valley, mark the walls worth fighting beside. After a match, the battleground review checklist is a quick way to find the one fight that turned it.
The cheat sheet
Print this one for the desk, because the first seconds of a duel are too short to read a guide in. Each line is the habit that decides that matchup, and the sections above give the reason for it.
Every matchup, on one page.
Print it, keep it beside the keyboard, and glance at it before you step out of the city.
- Before any fight
- Nature’s Grasp up anywhere a melee player could reach you
- A HoT on yourself before you leave a city or a graveyard
- Know where the nearest wall is
- Melee
- Rogue, Faerie Fire on sight, save the trinket for Blind or Kidney Shot
- Warrior, 26 to 30 yards, Roots as he runs, walk to 30, Barkskin before the Intercept
- Paladin, bait Freedom with the first root, count Hammer, Freedom, Shield and Voice
- Range and casters
- Hunter, break line of sight first, Hibernate the pet, count their traps
- Mage, fight at a corner, stay in a form, shift out of Nova before Ice Lance
- Warlock, root or kill the Felhunter, trinket only the Fear that costs the fight
- Priest, stay outside 8 yards, keep a HoT up below half health
- Hybrids and the mirror
- Shaman, Wrath not Starfire, step out of the totems, line of sight beats Lightning Bolt
- Druid, Faerie Fire a Cat, Hibernate what’s still closing, count their shifts
Where this leaves you
All of this to say, the druid’s matchups in Forever are mostly the ones Classic taught, with a few launch changes that tilt them. Rogues, Hunters and Shamans hit harder, Warlock pets and Shadow Priests are easier to punish, a Paladin is harder to interrupt, and the procced roots that used to chain a druid in place now wear off. In every one of them, the druid decides where the fight happens and when it ends, and the tools for that are Roots, Nature’s Grasp, a wall and the mana you’ve saved.
If you’ve read this far, the best next step is a duel with each habit from the cheat sheet in mind, one class at a time, and the mechanics guide has the drills behind every skill named here. Once Restokins hits 60 the stream runs weekdays from midday AEST, and as the live game settles each claim this page rests on Classic for, the answer goes into the change log.
Contributing to this guide
If you’ve checked something here in the live game, such as whether a Polymorph lands on a form or how long a Kick lockout lasts, an issue on the Restokins GitHub with a screenshot of the tooltip or the combat log is the way to make sure it isn’t lost, and whoever settles it is credited by name. Every claim this guide still rests on Classic or the beta for is listed on the open questions page as a question anyone can settle in game.
Sources and credit
This guide rests on Blizzard’s notes, hotfix posts and class deep dives, the copies of the notes kept by guide sites, a reading of the launch client, the site’s own mechanics guide and field notes, and Classic as precedent.
- Kaivax, WoW Forever development notes, updated 2 November - the launch class changes, from Shank and Aimed Shot to Voice of Truth, Shadow Word: Death’s backlash and the DR on procced roots.
- Kaivax, WoW: Forever hotfixes - the Voidwalker’s extra health and the Shadowmeld fix, and the plan for tankier pets on 10 November.
- Blizzard, Hunter and Druid class deep dive - the druid’s tools in form, trap cooldowns, pet families, Surefooted and Wyvern Sting.
- Blizzard, Priest and Warrior class deep dive - Shadow Word: Death at 32, Silence, Silent Resolve, Penance and Shadowform.
- Blizzard, Paladin class deep dive - Voice of Truth, Repentance, Lay on Hands and the Paladin rework.
- Warcraft Tavern, pre-launch class changes - a full copy of the 2 November notes.
- Warcraft Tavern, the Rogue and Warlock deep dive - Sap, Distract, Curse of Exhaustion and Soul Link.
- Warcraft Tavern, the Mage and Shaman deep dive - Earthbound and Elemental Mastery’s removal.
- Warcraft Tavern, all changes to Paladins - Divine Shield’s damage penalty, from the beta datamine.
- kami-labs, the 2 November launch notes - a second copy of the notes, for Voice of Truth, Templar’s Bulwark and Stoicism.
- metabot.gg, Forever class changes - the launch client compared with Classic, for Tremor Totem’s 5 minutes.
- Restokins, Balance druid PvP mechanics - the interrupt lockouts, Nature’s Grasp’s live tooltip, Faerie Fire, the dead zone and the Five fights.
- Restokins, what the final patch notes change and launch week’s hotfixes - the class changes read for a druid.
Change log
Follow this guide’s changes by RSS, every entry below as it’s added.
- Major
First published, written five days after launch from Blizzard’s notes, deep dives and hotfixes, with Classic as the precedent wherever Forever’s sources are silent.
Take it into the next duel.
I’m Restokins, a Tauren druid playing Horde PvP on Forever, and every guide here names its sources and is corrected in public in its change log. The stream starts once I hit 60, weekdays from midday AEST. About the stream New guides and posts by RSS Every correction by RSS