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7.SHAMAN PVP-7.1One On One PvP

Shaman PvP has dropped considerably. Previous to the Burning Crusades expansion, shamans where considered PvP powerhouses. No one wanted to run across a shaman in world PvP unless the shaman was near death, or in the middle of a fight already. Because of this reputation, Blizzard decided to look at how shamans were composed, and how different abilities worked. They then “rebalanced” shamans. This placed shamans near the bottom of the PvP chain. Shamans who used to walk with an air of confidence, now sulk around like a peasant trying to avoid being a “free kill” from the other classes. Shamans have learned how to deal with these changes to the class, and are seldom considered a “free kill” anymore. Keep earth shock rank one on your tool bar. Only use rank 1 to interrupt spells since you save a large amount of mana this way. This section is about the strategies to win versus the different player enemies out there.
One On One PvP
One on one PvP comes in many forms. On a PvP server, any time you run across a single player of the other faction it is potentially a one on one situation. Also, running around in the different battlegrounds by yourself you might be in one on one PvP. This section is a reference on how to deal with a specific class.
Druids
Druids are an interesting class to fight in PvP. If you get the jump on them, they could be in any one of their many forms. The best strategy with a druid is to treat him as the class that is the equal of the form they are currently in. In cat form they are like rogues, bear form they are like warriors, their racial form as a caster, Moonkins treat as nasty casting tanks, and if you ever see a druid in tree form just /lol at him as you attack. Druids can shift forms quickly to get out of snare effects. Remember your purge spell. Don't always spam purge, but watch for what spells they are buffing themselves with; good PvP players will use low rank spells to get you to waste mana purging them. Watch their mana bar. If it doesn't move much, don't waste your mana purging it. Your best approach depends on what type of shaman you are.
Elemental shamans should start kiting the druid as well as you can. The druid will be shifting out of your frost shocks, and earthbind totems. They will most likely switch into cat form, and rush at you to

attack you like a rogue. The strategy here is not to panic. Once you get the druid down in life, he will shift back to his normal form and try to heal. This is when you want to use earth shock, and follow up with a strong lightning bolt. If you are elemental and they switch to Moonkin form, the fight is going to get nasty. They depend on dealing large amounts of damage just like you with spells. They are also going to try to close the melee distance so their attacks can regenerate their mana. I recommend staying out of melee range, and using your instant nukes along with constant low rank totems. Most druids will constantly be destroying your totems. If you can get them to switch away from you for even a second, it will help in the fight.
As a restoration shaman, this could be a long fight. The druid will probably try to tank you down with bear form the moment they see you cast earth shield. If they switch to cat form, they are going to try to get you in a stun unlock - this is a common tactic if you let your life get low. Keep yourself above 50 percent at all times. Use earth shield, water shield and your other spells to slowly wear them down. If you run into a Moonkin as a restoration shaman, your best bet is to turn tail and run. Put some distance between you and the druid. Their ability to regenerate mana with melee attacks is stronger than your water shield. You might stand a small chance if you can keep their heals interrupted, but it is going to be a long fight.
Enhancement shamans have the easiest time with druids. Get up into the druid's space, and start going off on them. If they are smart, they will switch into bear form to combat your high damage output. Keep yourself healed up, and when they switch out, watch for the heal and earth shock it. Finish them off and go home.
Hunter

Hunters are combated very similarly no matter what kind of shaman you are. Hunters have pets, the pet is gone once you kill the hunter. If you kill the pet you still have to kill the hunter. This means don't waste time with the pet. A lot of times the pet has better armor class, and maybe even higher hit points. When you find a hunter, hope you have the drop on them. You want to get up in their face as soon as possible. Hunters are not as strong of melee types as enhancement shamans. If they couldn't dual-wield, or use some of the large two-handed weapons, they would be as weak as a restoration, or elemental shaman in melee. In melee range, they get a few special attacks,

but nothing shamans shouldn't be able to counter with their own. If you are an enhancement shaman, run right in. Hunters are one of the few classes it is best to burn all your mana and go all out on. The longer that pet beats on you, the more it will add up. You can trick hunters in a few ways. For starters, if you run around in ghost wolf form, they will not see you on track humanoid, only on track beast, allowing you to get that much closer. Be careful with this though, because they can use scare beast on you and fear you away. Another good tactic is to watch for a hunter dropping a trap animation, or whenever something seems fishy. Use your grounding totem, and it will eat up frost trap and immolation trap. If the hunter drops a snake trap, follow it up with a magma totem, and watch those snakes burn. If a hunter catches you at a distance, your best bet is to try to find some terrain where they have to get in closer to you, and you can try and exploit that dead zone. Restoration shamans should be aware that Hunters can now dispel Earth Shield.
Mage
So, you come across a cloth wearing mage and want to know what to do. Mages come in two different flavors: ice and other. Ice mages are a potential nightmare to fight. They are designed to kite and have high survivability. Ice mages run you around by keeping you snared with ice bolt, and if their freeze kicks in, you get hit with a big Ice Lance. Get to close, and they will Frost Nova you and you are stuck again. Then they will hit you with a high damaging Cone of Cold. Frost mages also have a friend that will probably make an entrance, their own personal Water elemental who casts frost nova at a distance and throws frost bolts. When you fight a frost mage, your best bet is to use a searing totem to extend their cast time, and do the damage you can. Do as much damage as you can as fast as you can with a frost mage. With all mages, realize they have counter spell. Getting hit with this when you need to heal is disastrous. Make sure you never heal without a grounding totem out, and try to heal during their counter spell cool down. Use your purge spell when they are using their elemental shields and arcane intellect. That gives them an increased chance to critically hit with spells, and it increases their mana pool.
Fire mages are a lot easier for shamans. They will still try to fight you from a distance, but they have less control than frost mages have. What fire mages give up in control though, they gain in sheer power of spells. Watch for the buff presence of

mind(PoM). Purge it if you have a chance. Some mages do not create the macros that use it immediately. Take advantage of this, and remove PoM. Use your fire resistance totem, and try and stay with them using your Earth shock to disrupt their casting. A good mage will be hard to beat. A good Frost mage will take luck to beat. But, if you stay with them, you are better off than trying to fight them from afar.
Priest
Priests are all about controlling the fight. They will throw psychic scream at you when you get close; if you time your tremor totem right, it will break the fear, and you will be able to get to the priest again. Use a two-handed weapon if you have a decent one with you versus soft targets like priests and mages. If fighting a Shadow priest, realize they have a five second silence they are going to use on you. If you are an elemental shaman, stay at a distance, and continue to nuke the priest. A fight against a priest should be okay, as long they do not keep the fight under control with fear. Priests should be a straight forward fight - they don't have a whole lot of tricks that you need to watch out for.
Rogue

Rogue is a class that is dependent on the start of the fight. If they cannot kill you, or maim you before you get out of their combo, you are good to show them where the Spirit Healer is. What it takes to beat a rogue is timing. You want to walk up on the rogue, and not let the rogue walk up on you if possible. A rogue can only stealth out of combat. If you get them into combat, their only way to get stealth is to burn vanish. If a rogue vanishes on you, start using your Rank 1 Magma totem. If they walk into range of it when it pulses, it will pull them out of stealth. The other trick with rogues is being able to heal yourself. Rogues have the ability Kick you need to watch out for, it costs them 24 energy and has a 10 second cool down. If it hits you, then you can't cast spells of that type for 5 seconds. If they have improved Kick, it means you can't cast spells for 2 seconds at all. Restoration shamans should be able to walk all over rogues simply using water shield, earth shield, and shocks. Always run around with Earth Shield if you are on a PvP server, for rogues alone. Elemental shamans might have a hard time with rogues if they get spell locked. Enhancement shamans should win a fight with a rogue, as long as they can heal after that initial burst of damage. Use searing totem to keep a rogue

in combat when they try to blind you. Also remember to keep yourself purged of poisons that most rogues use. Dropping a Poison Cleansing Totem at the start of the game will normally distract rogues because it slows down their damage if you are being cleansed of all of it.
Warrior
Warrior is a class of high damage in melee range. This means you want to stay out of melee range. Most warriors will use Charge at 25 yards to start the fight. Your best bet is to get the warrior in combat before he charges you. Charge can not be used in combat. Do this with a lightning bolt or something. After that, when you get beyond eight yards, they will use intercept to get to you again. This has a three second stun along with it. Intercept does have a 30 second cool down, but it is possible for the warrior to reduce the cool down to 20 seconds with talents, so, that is your window of not being in melee range.
Also, mortal strike reduces the amount of healing that a spell does by 50%. Healing while having mortal strike on yourself is a waste of mana unless you have to, in order to stay alive. Kite warriors with frost shock, and try to stay out of melee range. Unless you are Enhancement and have better gear than the warrior, you will not win a melee battle. Keep a searing totem up to do steady damage. Drop Earthbind totem to help out with the kiting.
Warlock

Warlocks are an ugly fight. They have a lot of ways of controlling the fight. Through fear, death coil, and their magic eating Felhunter, the fight can be very short with you visiting the spirit healer, or it can be well timed and maybe, if things work out, the warlock will have to use his soulstone. Remember that if you drop a warlock they are going to wait for you to turn your back before they use their Soulstone, so be careful. With warlocks, your best bet is to use grounding totem, tremor totem, and searing totem whenever you can. You need to get up in the warlock's space. You need to melee him as much as you can. An enhancement shaman is going to hope for a nice windfury proc, and then he might win. If you are Restoration, and the warlock doesn't have his Felhunter out, make sure you keep up earth shield. The pet hitting you will keep you sitting pretty good. Throwing low rankings of your water totems might buy you some extra time as the warlock goes to kill them. Warlocks are a tricky fight. If you get a

chance, keep yourself healed because deathcoil will be used by warlocks either when you are low on life, or they are low on life. Death coil will give the warlock 500+ life back and steal it from you, while it also sends you running horrified. Your tremor totem doesn't fix horror effects. Warlock fights are one of the hardest to master. They have a lot of ways to keep you under control, and that that makes it hard for you to do anything to them. Just keep at it.
Shaman
Shaman versus another shaman. . . this is going to be an interesting one. You need to use your totems with great timing, and take down their totems down so they don't hinder you. Do not purge water shield, it is not worth your mana to stop them from gaining a little bit, otherwise they will keep using it, and you will run out of mana from pruging them. Also, grounding totem will absorb purge. This means be careful that you are not wasting mana purging when they have a grounding totem down, and you can hope they purge you when you have a grounding totem down. If you are an elemental shaman, take out their totems with a simple marco I call Totem killer:
#show tooltip Lightning Bolt
/cast Lightning Bolt (Rank 1)
It is that simple. Keep this on a bar when fighting another shaman, it will cast a rank 1 lightning bolt, and if a grounding totem is down, it will absorb the bolt and die. Other shamans can use this also, but elemental shamans benefit from faster cast time and less mana to cast it. Searing totems can also take out grounding totems. Always purge nature's swiftness and/or elemental mastery if you see it up on your opponent.
Here are some tips for your type of shaman versus their type:
Enhancement Vs Restoration: Get up in his face. Earth shock any heal you can. Conserve your mana. Use a two-handed weapon with windfury. Try and purge nature's swiftness the moment it is up, or you will see an instant super heal. The restoration shaman is going to try and burn you down with spells and kite you. Use grounding totem to keep them in melee range. Also, use searing totem to slow down their casting. Make sure you Purge Earth Sheild or your hits are going to be healing them.

Enhancement Vs Elemental: Earth shock as many spells as you can. Keep him in melee range with grounding totem. Keep all his buffs purged. Straight melee him, save your casting for earth shock, heal only if you have to.
Enhancement Vs Enhancement: Try to play yourself off as Elemental at first. Keep him kited with frost shock and grounding totem until he is at 50% life. Switch to your best dual-wielding combo, and go at him with stormstrike hoping for a windfury proc. This can kill him before he knows what happened. This fight will come down to equipment a lot of times if you go straight melee. If you know you have better equipment, go that route.
Elemental Vs Enhancement: You are going to kite the other shaman around using frost shock and earthbind totem. Keep him at a distance and throw lightning bolts when you can. Always have a grounding totem down when you go to heal. This is a kite and nuke fight.
Elemental Vs Restoration: This battle is all about timing. Earth shock his heals and lightning bolts. Keep a searing totem down to do steady damage and slow down casting. This fight comes down to who can manage their mana better, along with timing their earth shock to counter the other person's spells. I would recommend a staff with windfury in melee range for added damage when you get silenced.
Elemental Vs Elemental: This is a quick and simple fight. Earth shock his lightning bolts. Keep Elemental mastery purged. Keep searing totem up for added damage and lengthening spell cast time.
Restoration Vs Elemental: As a restoration shaman, you should have focused more on mana per 5 second (Mp5) gear, and he will have focused on a large mana pool. Keep him casting to run his mana out, and keep earth shocking as many lightning bolts as you can. Make sure you have a grounding totem down before you cast a heal. Purge his elemental mastery when it comes up. Melee him with a staff with windfury on it. This fight is about getting him to run out of mana.

Restoration Vs Enhancement; Stay out of melee range. You should never, if you can help it, get into melee range. The enhancement shaman will eat you alive. Kite the other shaman around with frost shock and earthbinding totems. Use nature's swiftness with a heal when you get low on life. Try to stay above 50% because the last

thing you want is to pause to cast a heal when they shock you down to 35% life and they run up and get a crazy windfury stormstrike combo on you. Also make sure you keep Earth Shield up threw the fight.
Restoration Vs Restoration: This is a long one. Endurance and mana use is important. Use water shield; hopefully they will waste the mana to keep purging it. Otherwise they will hit it and give you mana back. Don't purge their water shield. I recommend you have a staff with windfury on it to add to your damage. Earth shock their heals and if you can, purge their nature's swiftness. Also, throw lightning bolt rank one at their mana tide totem when you see it come up.