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Warsong Gulch for druids in WoW Forever

The flag carrier gets the deepest section and every other job on the map gets its own, for Balance, Feral and Restoration alike, with what Forever changed for a druid on this map gathered in one place.

GuidePublished Updated Updated for the live game. Warsong Gulch is open in Forever, Blizzard’s 5 November hotfix changed Plainsrunning for flag carriers, and most map rules are still the Classic ones, which the guide says wherever it uses them.Change log

Jump to the short version

If you’ve queued Warsong Gulch on a druid, you’ve probably had someone in chat type “druid take flag” before the gates are even open, and wondered whether that’s the only job the map has for you, or even the right one for your spec. This guide walks the map and its rules as a druid sees them, gives the flag carrier the deepest section, and then gives every other job (the escort, the flag room defender, the player hunting their carrier, the roamer and the healer) a section of its own, for Balance, Feral and Restoration alike.

Whilst I’ve spent years on druids across both factions and carried my share of flags across this gulch, Forever has only been live since 4 November 2026, and I haven’t yet timed a resurrection wave or carried a flag at 60 in a live Warsong match. This guide was first written before launch, from the Classic rules, Blizzard’s notes, the client data and the community’s map guides, and updated for the live game on 7 November 2026. Anything a live source backs is stated plainly, and every map rule that’s still only the Classic one says so in the sentence that uses it.

The short version

If you only want your job and the rules that decide a match, these are the fourteen calls this guide recommends, grouped the way a match asks for them, each with a one-line reason and a link to the detail. A call that rests on the Classic rules rather than anything Blizzard has said about Forever says so in its line, and the cheat sheet further down prints if you’d rather have it on paper.

THE SHORT VERSION

Your job in Warsong Gulch, on one page.

The rules that decide a match, and what each spec does about them, before you’ve read a word of the detail.

The map rules

  • First to three captures, and your own flag has to be home to score. With both flags out nobody can capture, so the match becomes a hunt for their carrier, and there’s no timer or carrier debuff in the Classic rules.Everyone Detail
  • Shapeshifting keeps the flag and mounting drops it, by the Classic rules. Travel Form is a 40% speed boost nobody can take off you for long, because its live tooltip says the shift frees you from snares, and in Classic a root goes the same way, an immunity drops the flag and you can’t stealth whilst you hold it.Everyone Detail
  • Pick up and return the flag in caster form. In Classic only a humanoid player can touch a flag, and nobody has said whether Forever’s objects in forms change covers flags, so leave the form first.Everyone Detail
  • The dead rise every 30 seconds at their own base’s graveyard, in Classic. That clock decides when a pickup is safe, and it’s the most useful number on the map.Everyone Detail

Each spec’s job

  • Feral carries or hunts their carrier, and which is your team’s call. Bear survives the hold and Travel makes the run, but a plate class with a healer on them is the other good carrier, so whether you carry is a taste call, and if you don’t, you hunt theirs. Bear’s Feral Charge interrupts for 4 seconds, whilst in Forever the Cat version doesn’t interrupt at all.Feral Detail
  • Restoration heals the carrier, and carries only if there’s another healer. HoTs tick through every shift in Classic, and a team whose only healer runs the flag has no healer.Restoration Detail
  • Balance defends from the balcony, then roams midfield. This guide recommends the balcony, because in the Classic layout it overlooks the flag from inside 30 yards, so you can root the carrier at the pickup without moving, and Roots work indoors in Forever.Balance Detail
  • The 35/0/16 hybrid escorts, and carries in solo queue when nobody better is calling it. That’s the Balance and Restoration build this site is built around, and this guide recommends it as the escort, because Swiftmend leaves your Rejuvenation ticking in Forever but you still leave Travel to cast it, so the hybrid is more use rooting the Warrior off whoever is carrying.35/0/16 Detail

On the flag

  • Pick up only with midfield yours, or their room empty and their dead mid-wave. Put up Nature’s Grasp (baseline and castable in forms in Forever) and a Rejuvenation first, because picking up into a full team is a flag you return by dying.The carrier Detail
  • Call the exit before you pick up. The tunnel when midfield is yours, the ramp when the tunnel is the fight, and the graveyard only straight after their wave has risen and been dealt with.The carrier Detail
  • Count shifts, not health. At a rough 350 mana a shift a 4,000 pool is eleven shifts and a contested carry spends five, so if you arrive home under half, take the Restoration hut, which in Classic gives full health and mana over 10 seconds.The carrier Detail
  • Roots a plate carrier, Hibernate a druid one. A Warrior has little answer to Roots, and a druid carrier shifts out of them, but in Classic the form makes them a Beast, so Hibernate lands (and any damage wakes them).Hunting their carrier Detail

Before the gates open

  • Free Action and healing potions on your bar. Potions work in forms in Forever, and a carrier’s best cooldown is often a potion drunk in Travel.Everyone Detail
  • Count the healers, then say your job in chat. If you’re the only healer you don’t carry, if you’re one of three druids you agree who does, and the team knows who’s on flag, defence and midfield before anyone runs.Everyone Detail
Everything else in this guide is the working behind these, and the detail behind each one says whether it rests on Blizzard, a live tooltip or the Classic rules.

Each spec’s job

Every druid spec has a job on this map, and none of them is “wait for someone else to carry”. The table gives the jobs this guide recommends for each, in order of preference, with the hybrid alongside.

Jobs by spec, in order of preference
SpecFirst jobSecond jobWhy
FeralCarrier, if the team wants a druid on itHunting their carrierBear survives the hold, Travel makes the run, and Bear’s Feral Charge interrupts. Whether a Feral druid or a plate class with a healer carries is the team’s call.
RestorationHealer on the carrierCarrier, if there’s another healerHoTs that tick through every shift in Classic, and the deepest mana bar on the team.
BalanceDefender on the balconyMidfield roamerThe best Roots and range, and Moonkin can’t heal or run.
35/0/16 hybridEscortCarrier in solo queueRoots and Swiftmend together.

That isn’t to say a Balance druid can’t carry, and in a random team the right job is often the one nobody else has taken.

Before we start

This guide assumes you’re level 60 or close to it, that you’ll follow the links to the PvP mechanics guide for technique (I’ll point at it rather than teach it twice), and that your nameplates and Spell Density are set the way the settings guide suggests, because reading a carrier’s plate in a crowd is half of every job here. It doesn’t assume a spec, though it says wherever the 35/0/16 Balance and Restoration hybrid this site is built around does something differently, and it puts solo queue (a random team) first, with the premade changes in a section of their own.

Anything Blizzard’s notes or hotfixes, the live client or a named live tester backs is stated plainly, with the source credited. Blizzard hasn’t published a word about Warsong Gulch’s own rules for Forever, before launch or since, so most map facts below are the Classic rules Forever inherits, and each says so in its sentence, because that’s where the evidence stands. The About page says how these guides are read in full.

The map knowledge here is the community’s rather than mine. The layout, the buffs and the Classic rules come mostly from Sh3rro’s Warsong Gulch strategy guide at Wowhead, Impakt’s Warsong Gulch guide at Icy Veins and Kipik’s guide at wowisclassic. The route thinking owes a lot to Michael Gray’s flag carrying column at WoW Insider and the editors of the Wowpedia strategy page. The timers come from Rokman’s advanced guide at Wowhead, the Forever battleground data from kami-labs’ Forever page (built on wowforevertalents.com’s read of the beta client), and every Forever change below comes from Kaivax’s development notes and his 5 November hotfixes.

The map in one picture

Warsong Gulch is essentially a long valley with a fortified base at each end, the Alliance’s Silverwing Hold in the north and the Horde’s Warsong Lumber Mill in the south, mirror images of each other, with an open midfield between them. Each base holds its faction’s flag in an alcove at the back of the ground floor, and has three ways in or out, the tunnel, the ramp and the graveyard, which every route on the map is built from. The figure below is drawn from the Classic community guides, so the layout in it and in this section, exits and drops included, is the Classic one.

FIGURE / 01

The gulch, end to end.

Two mirrored bases, three exits each, four huts and a midfield. A schematic drawn from the community guides, not a map of the client, and not to scale.

Schematic of Warsong Gulch from above The Alliance base sits at the top and the Horde base at the bottom. Each base has a flag at the back, a tunnel exit in the middle leading to midfield, a ramp exit to one side and a graveyard on a raised ledge to the other side with a cliff drop to midfield. In front of each base are two huts, one holding the Restoration buff and one holding Berserking. A speed buff sits in each base’s tunnel. The open midfield lies between the two bases. The three exits are numbered 1 tunnel, 2 ramp and 3 graveyard. Not to scale. N MIDFIELD open ground, the longest line of sight on the map SILVERWING HOLD Alliance base, north flag speed WARSONG LUMBER MILL Horde base, south flag speed graveyardraised ledge graveyardraised ledge restorationberserking berserkingrestoration tunneltunnel rampramp cliff dropcliff drop 112233 a carrier crosses here, both ways, every capture not to scale

Drag the map sideways to see all of it.

  • Tunnel, the short way
  • Ramp
  • Graveyard exit and cliff drop
  • Restoration hut
  • Berserking hut
  • Speed buff
The sources disagree on which hand the ramp and graveyard sit on, and even on which path “the ramp” names, so read the sides as illustrative.

On the figure, the tunnel (1) is the short, central route between a flag room and midfield, and everyone defends it because everyone uses it. The ramp (2) leaves the base at the second level and comes down to one side, slower and usually quieter. The graveyard exit (3) takes you past the base’s own graveyard on its raised ledge, where you can drop off the cliff into midfield for a little fall damage, which is how most people get back into the fight after a resurrection. Inside each base, a balcony on the second level overlooks the flag, with a roof above it, and you can drop from it straight to the flag.

For a druid the Restoration hut is the buff that matters most on this map, because a full mana bar is a dozen more shifts. In front of each base are two huts, one holding Restoration (100% of your health and mana over 10 seconds, broken by damage, though damage over time already on you doesn’t count) and one holding Berserking (30% more damage dealt, 10% more taken, for a minute), and a speed buff (100% run speed for 10 seconds) sits in each base’s tunnel. Rokman’s timers have Restoration back every 20 seconds, Berserking every 120 and speed every 150, and those timers, like the three buffs, are Classic numbers.

Three things about the terrain matter to a druid. Firstly, this guide assumes Travel Form works everywhere on the map, tunnel and flag rooms included, because battlegrounds counted as outdoors almost everywhere in Classic, and Travel Form’s live tooltip says it’s only usable outdoors, so the open question is which parts of this map count. Roots work indoors in Forever whatever the answer. Secondly, by the Classic guides there’s no water on any route deep enough to swim in, so Aquatic Form has no job here. Lastly, players in the Forever Warsong thread asked Blizzard to fix the cliff-scaling spots, and this guide doesn’t teach them, because a spot that leaves you unattackable is a report waiting to happen, not a skill.

The rules in Forever

The objective is Classic’s. By the Classic rules each team of ten tries to take the enemy flag from its room and bring it back to its own flag, and the first team to three captures wins. You can only capture whilst your own flag is home, which is why a match with both flags out turns into a hunt for the other carrier rather than a race.

There’s no time limit in the Classic rules, so a match runs until someone reaches three, and a stalemate can last an hour or more. Likewise, there’s no stacking debuff on a carrier who holds the flag a long time. Focused Assault (10% more damage taken per stack) and Brutal Assault (the same, plus no speed boosts) arrived in patch 2.4.0, after the era Forever is built on, and the 20 minute timer and last-capture tiebreak belong to later versions still. The Forever forum thread is players asking for both, with no reply from Blizzard, so this guide treats Warsong as untimed and debuff free.

A druid’s advantage lives in the flag rules, and so does the biggest open question on this map for a druid, whether Forever lets you touch a flag in a form at all. Until Blizzard says otherwise, every pickup and return in this guide assumes caster form, and every rule in this list is Classic’s unless it names another source:

  • Mounting drops the flag, so every other class carries it on foot, at 7 yards a second, unless they have a speed tool of their own. Shapeshifting doesn’t drop it, which makes Travel Form a 40% speed boost on the carrier that only a root or a slow can take off you, and its live tooltip says the shift frees you from snares, whilst a shift breaking a root is still the Classic rule.
  • Immunities drop the flag, so Ice Block, Divine Shield, Blessing of Protection and Feign Death all hand it back to the other team, and stealth isn’t allowed whilst you hold it, which rules out Prowl. Barkskin isn’t an immunity and doesn’t drop it.
  • A dropped flag stays where it fell, where a teammate can pick it up and carry on, or an enemy can click it to return it to their base instantly, and an untouched flag goes home by itself after 15 seconds by Rokman’s timers. A carrier can also drop it on purpose by clicking off the buff, which is how a pass works. The 2 November notes removed the Recently Dropped Flag debuff (which stops the player who dropped it picking it straight back up) from Darkspear Islands, which suggests it exists elsewhere, Warsong included, but nothing says so.
  • Only caster form can touch a flag, because in Classic a flag can only be picked up or returned by a humanoid player, so a druid has to leave Travel, Bear, Cat or Moonkin before clicking one. Forever lets you open most doors and objects whilst shapeshifted, and whether that covers flags nobody has said.
  • The dead come back in waves, every 30 seconds at their own base’s graveyard, so a player who dies just after a wave waits nearly the full 30 and one who dies just before it is back almost at once. That 30 second clock decides when a pickup is safe, and it’s the most useful number on the map.

What Forever changed

Nothing in Forever’s notes or hotfixes changes the map itself, but a good deal changed in the druid who plays it. These are the changes you’ll feel here, each linked to where it matters:

  • Plainsrunning, Kaivax’s 5 November hotfix cancels a Tauren’s stacks the moment you carry a flag, so the run gets nothing from it, and in my own test in Warsong Gulch it did nothing whilst I held the flag (the Plainsrunning test).
  • Damage, the damage increases in the final notes (Blizzard’s last patch notes, posted two days before launch), and the 8 October notes ending the beta’s cut to PvP critical strikes, mean a carrier with three people on them dies faster than the old videos suggest, so every carry leans towards running early and fighting late.
  • Nature’s Grasp, it’s baseline and castable in forms, and by its live tooltip it roots the next melee attacker who hits you, every time, so it goes up before you touch the flag.
  • Polymorph, the live tooltips make Travel Form and Moonkin Form immune to it, whilst Bear and Cat are still only the Classic rule.
  • Potions and spells in forms, a potion, Barkskin and War Stomp all work from inside a form, so a carrier and an escort use them without spending a shift.
  • Roots indoors, Roots work indoors in Forever, so the balcony root lands whichever parts of the map count as indoors.
  • Feral Charge, Bear’s still interrupts for 4 seconds and Cat’s doesn’t interrupt at all, which matters to a Feral carrier and to the hunt.
  • Faerie Fire, it’s castable for no resources on a 6 second cooldown in Bear, Cat and Dire Bear Form, though not in Travel, so the escort can mark a chasing Rogue or druid.
  • Swiftmend, it leaves your Rejuvenation ticking, but you still leave Travel to cast it, which is why the hybrid would rather escort than carry.
  • Objects in forms, Forever lets you open most doors and objects whilst shapeshifted, though whether that covers flags nobody has said.

Away from the map, Marks of Honor now stack to 30 rather than 20, and the honour cap went from 15,000 to 25,000 alongside a roughly 50% rise in the honour cost of PvP gear. Blizzard’s PvP progression article says honour gains were rebalanced across battlegrounds, with extra honour and Rank Points in a holiday week. At the time of writing, 7 November 2026, the PvP vendors are down everywhere by Kaivax’s Known Issues (updated 5 November), so the honour and marks you earn this week can’t buy gear until they’re back.

Who it’s open to

Warsong Gulch is live in Forever, alongside Arathi Basin, Alterac Valley and Darkspear Islands, and Kaivax’s 5 November hotfix to Plainsrunning “when carrying a flag in a battleground” shows flag matches were already being played by the day after launch. The client data Kami, Vektor at ForeverChanges and metabot read has it open from 10 to 60 and in the Call to Arms rotation with Arathi Basin and Darkspear Islands, and Classic split it into ten-level brackets (10 to 19 through to 60), but Blizzard hasn’t published a bracket for it in Forever, and nobody has published what a capture or a win is worth in Forever honour. If Classic holds, the winners get three marks to the losers’ one, and the marks still feed Warsong Outriders reputation on the Horde side and Silverwing Sentinels on the Alliance side.

Carrying the flag

Carrying means staying alive with the enemy flag on your back until you reach your own flag room, with your own flag sitting in it. It’s the job the class is famous for, and the case that a druid is still one of the best carriers in Forever rests on three things:

  • Speed nobody can take away for long, because Travel Form keeps the flag where a mount drops it, by the Classic rules, and its live tooltip says the shift frees you from snares, so every snare that lands goes with the next one, and a root goes the same way if the Classic rule holds. A Warrior carrier who’s Hamstrung stays Hamstrung, and you don’t.
  • Healing whilst you run, because a Rejuvenation cast before you shift keeps ticking in Travel Form, as it does in Classic, and Forever lets you drink a potion, Barkskin and War Stomp from inside a form. No other carrier gets to heal on the move without stopping.
  • Immunity to the commonest crowd control, because the live tooltips for Travel Form and Moonkin Form both make you immune to Polymorph, and Bear and Cat are still only the Classic rule. A Mage, the class that stops most carriers, has very little that holds a druid in Travel.

That said, a druid carrier is a mana bar with legs, not a health bar. Every shift costs mana and a global cooldown, so a carrier who runs out of mana runs out of shifts, and a druid with no shifts left is a slower, softer Warrior.

Before you touch it

The recommendation is to pick up the flag only when your team holds midfield, or when their flag room is empty and their dead are mid-wave. Picking up into a full enemy team is a flag you return by dying, the same failure the flag run walkthrough covers. You’ll pick it up in caster form (the flag rules above say why), so before you touch it, put up Nature’s Grasp, put a Rejuvenation on yourself and check your mana. Nature’s Grasp goes first because it roots the next melee attacker who hits you, every time, with no proc chance. If you’re below about two thirds of your mana, take the Restoration hut on your way in or let someone else carry, because a carrier who starts the run short ends it in a graveyard.

In solo queue, say it in chat before you go, something like “druid on flag, taking tunnel”, because the first three seconds of escort are worth more than the next thirty. If someone else is already calling it, let them, and escort instead.

Choosing the exit

The exit is the decision that wins or loses most carries, and the 30 second resurrection wave is what makes it. Their dead come back at their own graveyard, beside their own base, so the moment you pick up is also the moment the clock on every defender you killed starts counting down. For example, if your team kills their two defenders and you can see the last wave rose about 10 seconds ago, you have roughly 20 seconds before both are standing beside you again, and at Travel Form’s 9.8 yards a second (7 base, plus 40%) that’s close to 200 yards of running before they’re back.

FIGURE / 02

Three exits and a 30 second clock.

Which way out depends on where their team is, and on how long ago their graveyard last rose.

The three exits from an enemy flag room, with the resurrection clock Three columns compare the exits. The tunnel is fastest and most defended. The ramp is slower and quieter. The graveyard exit passes the enemy’s own graveyard, so it is only safe straight after their wave has risen and been dealt with. Below, a 30 second timeline shows the enemy graveyard rising at zero and thirty seconds, and a pickup at ten seconds leaving twenty seconds of running, about 196 yards in Travel Form. THE EXITS FROM THEIR FLAG ROOM Tunnel Fastest, most defended Take it when your team is winning midfield, and their defence is dead or behind you. Expect snares in the tunnel. Ramp Slower, quieter Take it when the tunnel is where the fight is, or your team is losing it. Up the stairs, out the side. Graveyard Unexpected, risky Their dead rise here. Only straight after a wave has risen and been dealt with. Cliff drop costs a little health. THEIR GRAVEYARD, ON THE CLOCK 0 s, wave rises 10 s, pickup 30 s, next wave 20 seconds of running before they are back 20 s at 9.8 yards a second in Travel Form is about 196 yards. On foot at 7 it is 140. The wave timing is the Classic rule, not yet published for Forever.

Drag the diagram sideways to see all of it.

Call the exit before you pick up, so the escort is already moving the right way when the flag leaves the alcove.

The tunnel is the default whenever your team is winning midfield, because it’s the shortest way out and the speed buff by its mouth is on the way. The ramp is the exit for when the tunnel is where the fight is, because the defenders who were holding the tunnel have to turn round and come up the stairs after you, and every second they spend turning is distance. The graveyard is the surprise exit, and this guide recommends it only in the few seconds after their wave has risen and been killed or rooted, because otherwise you’re running a flag past the exact spot their whole team reappears. Michael Gray’s rule for all three still holds, check the minimap and leave by the side your team is winning on.

The run

The run itself is covered by the flag run walkthrough in the mechanics guide, so this is only the map-specific part. Go into Travel Form the moment you’re moving, and treat every snare and root as a re-shift, with the timing in the mechanics guide’s section on the shift that breaks a root. Stuns and fears can’t be shifted out of, so a Warrior’s Intercept or a Rogue’s Kidney Shot means a Barkskin from inside the form and a wait. If you have to stop, stop at a corner, because the tunnel mouths, the hut walls and the ramp’s edge all break line of sight (the mechanics guide’s line of sight section has the how), and midfield has almost none.

Tauren don’t get a carrier’s extra from Plainsrunning in the live game. The racial gives 2% run speed a stack, up to 60%, however Kaivax’s hotfixes of 5 November say it “can no longer stack and stacks will be cancelled when carrying a flag in a battleground”, so picking up the flag wipes whatever you built on the approach, and when I carried the flag here on 8 November it did nothing whilst I held it (the Plainsrunning test has the detail). The same post fixed stacking it in the preparation phase, so nobody leaves the gates pre-stacked. For everyone else on the map, by Warcraft Tavern’s reading it builds a stack every five seconds you keep running, loses one for each second you stand still and loses six every time you’re hit, and whether “can no longer stack” stops it building at all inside a battleground for someone who isn’t carrying, Blizzard hasn’t said.

Then there’s the mana. Travel Form costs 20% of your base mana by its live tooltip, against 35% for Moonkin and 55% for Dire Bear, so the re-shift into Travel is the cheapest one you have. Base mana at 60 isn’t confirmed yet, so call a shift a rough 350 mana (the figure from the mechanics guide’s mana section, before any talent takes its share off), and give yourself a 4,000 mana pool for round numbers, which is eleven shifts. A contested carry from their flag room to yours usually spends five of them, one into Travel at the pickup, two on snares in the tunnel, one on a root in midfield, and one out and back in for a heal, which is 1,750 mana gone and 2,250 left for the part nobody plans for, the wait at home for your own flag to come back. A bad run spends twice that, so if you arrive home under half your mana, take the Restoration hut in front of your base before you settle in.

Holding at home

If your flag is home when you arrive, step on it, and that’s the capture. The first time you do it with a Warrior still Hamstringing the air behind you, the bar at the top of the screen ticks over and the whole team is typing at once, and you’ll know why druids queue this map. Congratulations!

If your flag isn’t home, the job changes from running to surviving, because you can’t score until your team kills their carrier and returns it. The recommended place to wait is in or near your own flag room, close enough that you can capture the second your flag is returned, and close to your own graveyard so every wave of your dead arrives on top of you. In solo queue, stay somewhere your team can see you rather than somewhere clever, because a random team that can’t find its carrier can’t defend them, a point Michael Gray made years ago. The roof and the balcony are fine hiding places in a premade that knows where you are, and poor ones in a random team that doesn’t.

A long hold is where a druid carrier is strongest and weakest at once, because you can heal yourself, however every heal in caster form is a moment you can be sheeped. So sit in Travel or Bear between attacks, heal in caster form only when no Mage is in range, and take the Restoration hut whenever you can reach it untouched.

When both flags are out

With both flags out, neither team can score, and the match becomes two hunts. The carrier’s job then is to cost the enemy as many players as possible whilst your team kills their carrier, which means staying alive and staying somewhere your team can reach you. A pass can help. If a teammate with more health or mana is beside you, drop the flag by clicking off the buff and let them pick it up straight away (a druid taking it has to be in caster form). Whether you can then pick it straight back up yourself depends on whether Warsong keeps the Recently Dropped Flag debuff, which nobody has said. Never pass it where an enemy could reach it first, because by the Classic rules their touching it returns it home.

The carrier, spec by spec

Whether your carrier should be a Feral druid or someone else is a taste call rather than a rule. The case for a Feral druid is the kit above, with Bear Form for the last stretch or a long hold. The case for another carrier, a Warrior or another plate class with a healer on them, is armour and health that don’t cost mana to keep, which tells most in a long hold with both flags out, and it frees the druid to escort, heal or hunt their carrier, all jobs a druid does well. Neither is right every match, so look at who you have (and who they have) and make the call yourself. If it’s going to be a druid, the specs compare like this:

  • Feral, which this guide rates the strongest carrier of the three druid specs, because Bear Form’s armour and health let you sit out a long hold and Travel gives you the run. Bear’s Feral Charge interrupts any spell being cast for 4 seconds on a 15 second cooldown. Your weakness is healing, because every heal means caster form and a global, so the Rejuvenation before the pickup and a healer on escort matter more to you than to anyone.
  • Restoration, the carrier who heals best and runs out of mana last. The trade is that you’re often the team’s main healer as well, and a team whose only healer runs the flag has no healer, so if you’re the only one, heal the carrier instead.
  • Balance, the weakest carrier of the three, because Moonkin Form blocks your heals and has no speed in it, so you carry in Travel and leave Moonkin for when you’re home and fighting. You do bring the best Roots on the map, and a Balance carrier who roots their chaser at a corner and runs on is doing the job well.
  • The 35/0/16 hybrid, which this guide recommends, carries in solo queue when nobody better is calling it, and escorts whoever is carrying whenever someone else takes it. Swiftmend is a fast heal Balance doesn’t have, however you still leave Travel to cast it, so the hybrid does more rooting the Warrior off a Feral carrier than being the one rooted.

Every other job

Most druids on the map aren’t carrying, and the class is as good at the other jobs as at the famous one. They follow in the order a match usually needs them.

The escort

An escort is essentially the carrier’s second life, the player who runs beside them, removes the things trying to stop them, and dies in their place if it comes to that. For a druid that means Travel Form beside the carrier (you keep pace with a druid carrier and outrun anyone else’s), Roots on the fastest chaser, and heals on the carrier when they need them. Once you’ve shifted to fight, Faerie Fire from Bear, Cat or Dire Bear Form on a chasing Rogue or druid stops them dropping back into stealth.

The Tauren escort’s best tool is War Stomp, which works from inside a form by Blizzard’s druid deep dive, and stuns up to five enemies within 8 yards for 2 seconds after a half-second cast on a 90 second cooldown, by its live tooltip. So when three melee catch your carrier in the tunnel, you stand still for the half-second cast of a Stomp from Travel, and the carrier gets a bit over a second of free running, about 15 yards of gap.

The flag room defender

A defender makes your flag room a place their carrier can’t leave with the flag. One or two defenders is the usual number in a random team, and a druid makes a good one because you can see the whole room from the balcony and be anywhere in it a second later.

FIGURE / 03

Inside a flag room.

One base from the side. Where each spec stands when defending, and the three ways their carrier can leave.

A flag room seen from the side, with defender positions A cross-section of one base. The flag sits at the back of the ground floor and the tunnel leaves from the front of the ground floor. Stairs lead to the second level, where a balcony overlooks the flag and exits lead to the ramp and to the graveyard ledge. A roof sits above. A Balance druid stands on the balcony within 30 yards of the flag, a Feral druid waits prowled on the ground floor beside the flag, and a Restoration druid stands at the top of the stairs out of line of sight of the tunnel. roof ground floor second level flag balcony edge drop to the flag stairs tunnel to the graveyard to the ramp Balance within 30 yards of the flag Feral, prowled Restoration top of the stairs, out of tunnel sight side view, not to scale

Drag the map sideways to see all of it.

  • Balance
  • Feral
  • Restoration
Schematic, not to scale. The positions are this guide’s recommendations, and the layout is the Classic one, from the community guides.
  • Balance on the balcony, because it overlooks the flag from inside 30 yards, so you can Roots the carrier at the moment of pickup without moving. A druid carrier will shift out of the root if the Classic rule holds, which still costs them mana and a global before they’ve taken a step, and anyone else stays put. Your job is the root, not the return, so leave the click on a dropped flag to whoever’s on the floor, and if that’s you, drop down and cancel Moonkin first, because the return wants caster form.
  • Feral prowled by the flag, because a Pounce or a Bash on the player who picks it up stops the pickup run before it starts, and a Bear Feral Charge interrupts any heal they try. If they die in the room, step out of Cat before you click the flag they drop. In solo queue, Prowl in a corner of the room where the stealthed attacker coming through the tunnel won’t walk into you before you’re ready.
  • Restoration at the top of the stairs, out of sight of the tunnel, healing whoever else is defending and calling the pickup in chat. A defender who sees the flag go and says which exit it took is worth as much as one who kills the carrier, because the rest of the team can cut them off.

Whatever your spec, call it the moment the flag leaves, with the exit (something like “EFC tunnel”, EFC being the enemy flag carrier).

Hunting their carrier

Returning your flag means killing their carrier and clicking the flag they drop, which sends it home at once, and by the Classic rule a druid has to be in caster form for that click, so whoever’s already in caster form should take it. For the kill, the target decides the tool, Roots on a plate carrier and Hibernate on a druid one. A Warrior carrier has little answer to Roots beyond a trinket, a Free Action Potion or, on a Gnome, Escape Artist, and a Paladin has Blessing of Freedom, so a root on a Warrior as they cross midfield usually holds them in place for your team. A druid carrier shifts out of Roots by the Classic rule, so against one use Hibernate instead, which in Classic works on a shapeshifted druid because the form makes them a Beast (any damage wakes them, so tell your team). Faerie Fire on a plate carrier takes armour off for the whole team’s melee. Blizzard’s 9 November hotfix removed an invisible wall that had blocked the roof of the Alliance base, so their carrier can now wait up there as well (the 9 November field note).

Feral is best at the chase, with Travel to catch up and Bear’s charge to interrupt the heal a druid carrier will try at a corner, Balance is best at holding them once caught, and Restoration keeps the hunters alive. In solo queue the hunt is usually six people chasing one, so do whatever nobody else is doing, usually the root or the heal.

Midfield and the roamer

Midfield is the open ground between the bases where the two teams meet, and whoever holds it decides when a carrier can run. A druid roamer moves between midfield and the huts, picking up the Berserking or Restoration buff when the team needs it, cutting off the enemy carrier’s route home, and reporting what’s coming. Balance roams best of the three, because the midfield’s long lines of sight suit 30 yard casts and range discipline, and the hybrid’s Swiftmend lets you rescue a teammate without committing to healing for the rest of the fight.

Healing the map

Healing on Warsong is two jobs, keeping the carrier alive and keeping midfield alive, and in a random team the second usually starves the first. HoTs suit a map where the fight never stays still, because they tick whilst you shift and run, as they do in Classic. The recommendation is Rejuvenation on the carrier and the escort before the run, then following them in Travel and dropping to caster form only to cast.

In a premade

In a premade, the jobs stop being first come, first served. A common shape, as Drew sets out in his premade guide on the official forums, is one carrier, two healers and seven damage dealers, with the carrier usually a druid, a Warrior often calling targets, and an escort group named in advance. A druid’s job changes in these ways:

  • The carrier is chosen before the gates open, so if it’s you, your whole match is the carry and the hold, and you can afford to spend every cooldown on it. Set a raid marker on yourself so the healers can find you, and agree where you’ll wait if both flags are out.
  • The escort is a named pair, usually a healer and a player with crowd control, so a Restoration druid in a premade often becomes the carrier’s personal healer for the whole match and doesn’t touch midfield at all.
  • The hiding places become usable, because a premade knows where its carrier is, and the roof and the balcony are fine places to hold the flag when nine people know to come there.
  • The hunt gets a caller, one player naming the target, and a Balance druid’s job in that hunt narrows to roots and Hibernate on the carrier or their healer when called, rather than damage.

With both flags out, the hybrid’s plan in a premade is to hand the flag to a sturdier teammate behind your base and go hunt their carrier with Roots, if Forever lets the pass happen cleanly.

Before the gates open

The minute before the gates open costs you nothing, so use it to check the following:

  • Buffs and consumables, Mark of the Wild on the team, and Free Action and healing potions on your bar, because potions work in forms in Forever (the fishing guide covers the fish behind Free Action and the other potions).
  • Your team’s healers, read off the raid frames, so you know whether you’re the only healer (don’t carry) or one of three druids (agree who carries).
  • Your nameplates, enemy class colours on and cast bars large, as set in the settings guide, because you’ll be looking for the carrier’s plate all match.
  • Your job, said in chat, so the team knows who’s on flag, defence and midfield before anyone runs.
CHEAT SHEET

Warsong Gulch for druids, on one page.

Print it, keep it by the keyboard, and tick it before the gates open.

  • The rules (Classic’s, not yet published for Forever)
  • First to 3 captures, and your own flag must be home to capture
  • No timer and no carrier debuff in Classic
  • Mounting, stealth and immunities drop the flag, shapeshifting doesn’t
  • Dead rise every 30 seconds at their own base’s graveyard
  • An enemy clicking their dropped flag returns it home, an untouched one goes home after 15 seconds
  • Pick up and return in caster form, as Classic requires
  • Before the gates
  • Free Action and healing potions on the bar, they work in forms
  • Count the healers, and if I’m the only one I don’t carry
  • My job said in chat: flag, escort, defence or midfield
  • Carrying
  • Pick up only with midfield ours or their room empty and mid-wave
  • Grasp and Rejuvenation up before the pickup, mana above two thirds
  • Exit called before the pickup: tunnel, ramp, or graveyard after a wave
  • Travel at once, re-shift every root and snare, Barkskin every stun
  • Stop only at a corner, root the fastest chaser, go again
  • Home with half my mana, Restoration hut if I’m short
  • Every other job
  • Escort: Travel beside them, Roots the chaser, Stomp the pile
  • Defender: Balance on the balcony, Feral prowled by the flag
  • Call the pickup and the exit: “EFC tunnel”
  • Their carrier: Roots a plate carrier, Hibernate a druid one
  • Healer: HoTs on carrier and escort before the run
Prints this sheet on its own, on a white background.
Twenty lines, and the carrying block is the one to know without looking.

Warsong Gulch is still the map where a druid’s kit fits the objective best, and carrying is the famous job rather than the only one. Go in with the exit called, the mana counted and your job said in chat, and your team should start asking you to carry fairly quickly.

This guide is corrected in its change log as live matches settle the Classic rules it leans on, and the stream starts once Restokins hits 60, weekdays from midday AEST. The techniques behind every run here are in the PvP mechanics guide, and when a match goes wrong, the battleground review checklist is the place to start working out why.

Contributing to this guide

If you’ve timed a resurrection wave, a buff respawn or a flag rule in a live match, or you can show me a map rule here that’s wrong on the live client, please tell me, and you’ll be credited by name in the correction. Open an issue on the Restokins GitHub so it doesn’t get lost, with a screenshot or a clip if you have one, because a timed screenshot of a resurrection wave settles more than any forum thread. Every claim this guide still rests on a precedent for is on the open questions page, as a question anyone can settle in game.

Sources and credit

These are the sources the guide leans on, from the Classic rules Forever inherits through to Blizzard’s first live hotfixes and the live tooltips. The plain statements rest on Blizzard’s own notes, articles and hotfixes, of which only the 5 November hotfix and the Known Issues post touch this map so far. Where none of the live sources settles a claim, the text says it rests on the Classic guides or the client data reads instead.

Change log

Follow this guide’s changes by RSS, every entry below as it’s added.

  1. Update

    Blizzard’s 9 November hotfix opened the roof of the Alliance base, so hunting their carrier now says it’s somewhere they can wait (the field note).

  2. Update

    I carried the flag here myself, and Plainsrunning did nothing whilst I held it, so the guide now says so instead of leaving it to the hotfix’s wording. The Plainsrunning test has the detail.

  3. Update

    Reworded throughout to read more plainly, and nothing in the advice changed.

  4. Update

    Before the gates open links the fishing guide for Free Action and the potion fish, and Contributing links the open questions page.

  5. Update

    The short version’s heading now says it fits on one page rather than one screen, because on a phone it runs to about three.

  6. Update

    The status labels and the list of open checks are gone, so each claim now names what it rests on in the sentence, usually the Classic rules, and the recommendations (the balcony for Balance, the hybrid on escort, the graveyard exit only after a wave) are stated plainly as the guide’s own.

  7. Correction

    I made the page agree with itself, so snare removal rests on Travel Form’s live tooltip throughout, a shift breaking a root and whether Plainsrunning builds again on a carrier are labelled Untested, War Stomp in a form is credited to Blizzard’s druid deep dive, and the Balance card’s balcony carries the label the body gives it.

  8. Update

    What Forever changed is now a list of the changes a druid feels on this map, each linked to its detail, the launch caveat is said once rather than four times, Each spec’s job now sits straight after the short version with its picks in the same order, What I checked it against is folded into Sources and credit, and the closing comes before Still to test. My premade pick of the roof and the balcony is unchanged.

  9. Update

    Who carries the flag is now set out as a taste call, a Feral druid against a plate class with a healer, rather than a firm Feral pick, and it’s your team’s call. The note on the PvP vendors being down is now dated.

  10. Major

    Updated for the live game. Warsong Gulch is open, what Blizzard’s notes and hotfixes back is now stated plainly, Wowhead’s live tooltips settle Bear’s Feral Charge, War Stomp and Travel Form, and every map rule nobody has tested live yet carries one Untested label with its test at the end.

  11. Correction

    I said a Tauren carrier could build 10 to 15% from Plainsrunning on a run, but Blizzard’s 5 November hotfix cancels the stacks when you carry a flag, so a carrier gets nothing from it now. The launch week hotfixes note covers the hotfix.

  12. Correction

    Bear’s Feral Charge interrupt was labelled Confirmed, but Forever’s notes only confirm the Cat version, so the 4 second Bear interrupt is now Probable (the Classic number), as it already was in the Alterac Valley guide. The development notes post this guide called the 3 November notes is now the 2 November notes, the name it has everywhere else on the site.

  13. Major

    Added the short version at the top, the fourteen calls the map turns on with the reason for each and a link to the detail. The masthead now says plainly that this is a draft and that Warsong Gulch isn’t confirmed for launch day.

  14. Update

    My own pick now refers to the 35/0/16 build, which the build guide was rewritten around today. The advice for it is unchanged.

  15. Major

    First published before launch, from Classic rules, Forever’s notes and client data, and the community’s map guides.

Take it into the next queue.

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

All guides Next: Arathi Basin

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