Cat Druid Overview & Changes - WoW Forever Guide
Feral Cat Druid in WoW Forever converts mana into energy through Shifting Power and a burst window built around critical combo-point generators. Rend and Tear rewards attacking bleeding targets, and the redesigned Furor changes what you get back after leaving Cat. Cat and Bear still share the Feral Combat tree, but they spend energy and rage on different jobs.
Cat Druid overview
Cat suits a melee player who likes managing energy, bleeds and finishers while staying behind the target. Keep room for Shifting Power energy and reserve mana for it and watch combo points closely during Berserk. Plan healing or tank help before shifting: Furor helps recover energy after off-healing, but it does not replace the mana, gear or time that the other role needs.
On this page
The biggest changes from Classic
- Shifting Power converts mana to energy
Shifting Power converts 55% of base mana into 40 energy in Cat Form. Shapeshifting cost reductions apply, and Improved Shifting Power can reduce its 16-second cooldown to eight seconds. It cannot be used at full energy.
- Berserk strengthens generators
Berserk adds 100% critical chance to combo-point-generating abilities for 15 seconds. It does not halve their energy costs or guarantee critical finishers.
- Furor no longer pays a flat Cat-entry bonus
Furor returns a share of your previous Cat energy plus energy for time outside Cat, Bear and Dire Bear. An immediate empty-bar out-and-back shift no longer supplies Classic's flat 40 energy.
Cat Druid
Melee DPS
Your next attack depends on energy, combo points, bleed duration and access to the target's back. Berserk makes generators crit more often, but you still need energy to press them and a finisher worth spending the points on. The same Feral tree supports tanking, but a Cat damage build or gear set is not a complete Bear setup.
Build your talentsMake room and reserve mana for Shifting Power
Shifting Power replaces Tiger's Fury and King of the Jungle. It instantly converts 55% of base mana into 40 energy, requires Cat Form and has a 16-second cooldown. Its mana cost matches Cat Form and is reduced by effects that reduce shapeshifting costs. Improved Shifting Power reduces the cooldown by four seconds at rank 1 and eight at rank 2.
Use it after spending enough energy that the gain fits, and while an enemy is in reach. You cannot use it at full energy. Using it just before a long run can still leave you capped before you attack; repeated use also spends mana you may need for healing or returning to form.
Spend that energy on what the target needs: a due bleed on a durable enemy, or damage that lands now on something nearly dead. Shifting Power is there to bring the next attack sooner, not to make you rebuild effects that still have time left.
Ferocity cuts the costs of Claw and Rake, and Shredding Attacks cuts Shred's cost by six energy at rank 1. Those talents lower what you spend, while Shifting Power raises what you have; judge separately whether you can afford another generator before a finisher.
Shredding Attacks is now in row three and is the prerequisite for the row-four Shifting Power. The row-five Improved Shifting Power requires Shifting Power. These are current beta choices, not the future-only preview from September 30.
Use Furor for time spent helping outside form
At rank 5, Furor returns 100% of the energy you had when last in Cat, plus ten energy per second spent outside Cat, Bear and Dire Bear, capped at 100. Lower ranks keep a smaller share and cap lower. Time tanking in Bear does not count toward the outside-form gain. Entering Bear also loses the stored Cat energy, so this is not a way to bank energy while tanking.
For example, leaving Cat with 30 energy and spending three seconds outside those forms returns 60 energy at rank 5. Leaving with 90 and spending three seconds outside returns 100, not 120. Those are reasons to watch the bar when returning from a heal, not reasons to stop attacking just to wait outside form.
Classic Cat powershifting used rank-five Furor's flat 40 energy on entry, often with Wolfshead Helm, and that talent behavior is gone. Leaving an empty bar and instantly re-entering supplies no flat refill from Furor, and Cat Form still costs mana. Shift to solve a movement or group problem, not to repeat the old empty-bar loop.
Keep a bleed when it supports follow-up attacks
Rend and Tear increases melee ability damage against bleeding targets: 2% at rank 1 and 10% at rank 5. On a durable enemy, a bleed therefore supports the attacks you make after applying it as well as dealing its own damage. Check whether the target is already bleeding before spending energy just to meet the condition; the talent asks for a bleeding target, not only your own bleed.
Rake gives you that bleed while building combo points. Rip spends points on periodic damage, while Ferocious Bite is a direct finisher: pick Rip when the enemy will live through the ticks, and direct damage when the remaining kill time is too short. Keep an existing bleed running instead of restarting it just because you gained more energy.
Savage Fury improves Claw, Rake and Shred among its named attacks, and Rip and Ferocious Bite are not on that list. Natural Instinct instead increases the critical strike damage bonus of melee abilities, and at rank 1 its 10% applies to the bonus portion, not the whole critical hit. Rank 2 grants 20%. It also adds spell healing equal to 12/25% of Intellect, helping off-heals without letting you cast them in Cat. Natural Instinct is the renamed Predatory Instincts; Predatory Strikes remains the separate attack-power talent. Savage Fury and Natural Instinct reward different parts of your damage and are not the same flat increase.
Spend combo points before Berserk wastes them
Start Berserk when you can stay on the target and have energy for generators. It lasts 15 seconds and takes three minutes to come back, and its Cat benefit is 100% additional critical chance for combo-point-generating abilities. Holding it for an upcoming vulnerable enemy beats spending it on the last seconds of a dying trash pull.
Blood Frenzy adds a chance at an extra combo point when a Cat generator lands a non-periodic crit, 50% at rank 1. During Berserk, check your points after each generator instead of assuming a fixed number of attacks always fills the bar, and remember that a generator at the point cap banks nothing for your next finisher.
Periodic bleed crits do not supply Blood Frenzy points, and Berserk promises no crit on Rip or Ferocious Bite, which spend points rather than generate them. Save enough energy to use a finisher when it is due instead of spending the whole burst window on points you cannot use.
Berserk clears fear and grants fear immunity for its duration. If a fear would pull you out of melee or into danger, holding the cooldown for it protects more attack time than firing it the moment it is ready.
Get behind the enemy without losing the pull
Shred requires the target's back. Follow the tank's movement to keep that position, but do not cross a dangerous frontal attack to force one more Shred. When the back is out of reach, Claw is a generator without Shred's positional requirement. Primal Bite is restricted to Bear and Dire Bear and is not a Cat replacement for Claw or Shred.
Cat's Feral Charge leaps behind the enemy. Use it to reach a distant target or regain position after being separated, and check where it will land before committing. Its 8–25-yard range is not a button for circling an enemy already at your feet, and the Cat version does not provide Bear Charge's interrupt.
Feral Swiftness increases Cat movement speed, and Dash helps on a longer run. Let the tank start the next pull instead of turning that extra speed into being the first player attacked. Energy ready for contact beats reaching the pack early and making the healer rescue you.
Druid talent trees
Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.
Balance
16 talentsFeral Combat
20 talentsRestoration
16 talentsSpend your 51 points, try different paths and share your build in the talent calculator.
Build your talentsRead all talent descriptions
Balance
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Improved Wrath Maximum rank 5
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Rank 1
Reduces the cast time of your Wrath spell by 0.1 sec and its Mana cost by 10%.Rank 2
Reduces the cast time of your Wrath spell by 0.2 sec and its Mana cost by 20%.Rank 3
Reduces the cast time of your Wrath spell by 0.3 sec and its Mana cost by 30%.Rank 4
Reduces the cast time of your Wrath spell by 0.4 sec and its Mana cost by 40%.Rank 5
Reduces the cast time of your Wrath spell by 0.5 sec and its Mana cost by 50%.Passive
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Genesis Maximum rank 5
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Rank 1
Increases the periodic damage and healing done by your spells and abilities by 1%.Rank 2
Increases the periodic damage and healing done by your spells and abilities by 2%.Rank 3
Increases the periodic damage and healing done by your spells and abilities by 3%.Rank 4
Increases the periodic damage and healing done by your spells and abilities by 4%.Rank 5
Increases the periodic damage and healing done by your spells and abilities by 5%.Passive
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Moonglow Maximum rank 3
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Rank 1
Reduces the Mana cost of your damaging spells by 8%.Rank 2
Reduces the Mana cost of your damaging spells by 17%.Rank 3
Reduces the Mana cost of your damaging spells by 25%.Passive
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Improved Moonfire Maximum rank 2
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Rank 1
Increases the damage and critical strike chance of your Moonfire spell by 5%.Rank 2
Increases the damage and critical strike chance of your Moonfire spell by 10%.Passive
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Nature's Majesty Maximum rank 2
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Rank 1
Increases your critical strike chance with spells and melee attacks by 2%.Rank 2
Increases your critical strike chance with spells and melee attacks by 4%.Passive
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Nature's Reach Maximum rank 2
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Rank 1
Increases the range of your offensive Balance spells by 10% and improves your chance to hit by 2%.Rank 2
Increases the range of your offensive Balance spells by 20% and improves your chance to hit by 4%.Passive
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Improved Entangling Roots Maximum rank 3
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Rank 1
Increases the damage done by your Entangling Roots spell by 25%, and its victims can take up to 25% more damage without interrupting the effect.Rank 2
Increases the damage done by your Entangling Roots spell by 50%, and its victims can take up to 50% more damage without interrupting the effect.Rank 3
Increases the damage done by your Entangling Roots spell by 75%, and its victims can take up to 75% more damage without interrupting the effect.Passive
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Nature's Splendor Maximum rank 1
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Rank 1
Increases the duration of your Moonfire and Rejuvenation spells by 3 sec, your Regrowth spell by 6 sec, and your Insect Swarm spell by 2 sec.Passive
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Insect Swarm Maximum rank 1
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Rank 1
The enemy target is swarmed by insects, decreasing their chance to hit with attacks by 2% and causing 48 Nature damage over 12 sec.45 Mana | 30 yd range | Instant
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Vengeance Maximum rank 5
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Rank 1
Increases the critical strike damage bonus of your Arcane and Nature spells by 20%.Rank 2
Increases the critical strike damage bonus of your Arcane and Nature spells by 40%.Rank 3
Increases the critical strike damage bonus of your Arcane and Nature spells by 60%.Rank 4
Increases the critical strike damage bonus of your Arcane and Nature spells by 80%.Rank 5
Increases the critical strike damage bonus of your Arcane and Nature spells by 100%.Passive
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Improved Starfire Maximum rank 5
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Rank 1
Reduces the cast time of Starfire by 0.1 sec and Starfire has a 3% chance to stun its target for 3 sec.Rank 2
Reduces the cast time of Starfire by 0.2 sec and Starfire has a 6% chance to stun its target for 3 sec.Rank 3
Reduces the cast time of Starfire by 0.3 sec and Starfire has a 9% chance to stun its target for 3 sec.Rank 4
Reduces the cast time of Starfire by 0.4 sec and Starfire has a 12% chance to stun its target for 3 sec.Rank 5
Reduces the cast time of Starfire by 0.5 sec and Starfire has a 15% chance to stun its target for 3 sec.Passive
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Overgrowth Maximum rank 2
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Rank 1
Increases the maximum number of targets you may have affected by Entangling Roots by 1.Rank 2
Increases the maximum number of targets you may have affected by Entangling Roots by 2.Passive
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Nature's Grace Maximum rank 1
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Rank 1
All non-periodic spell criticals grace you with a blessing of nature, increasing your spellcasting speed and reducing your global cooldown by 10% for 3 sec.Passive
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Eclipse Maximum rank 3
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Rank 1
Your Wrath spell reduces the cast time of your next 2 Starfire spells by 0.17 sec. Stores up to 4 charges. Lasts 15 sec.Rank 2
Your Wrath spell reduces the cast time of your next 2 Starfire spells by 0.33 sec. Stores up to 4 charges. Lasts 15 sec.Rank 3
Your Wrath spell reduces the cast time of your next 2 Starfire spells by 0.50 sec. Stores up to 4 charges. Lasts 15 sec.Passive
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Moonfury Maximum rank 5
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Rank 1
Increases the damage done by your Arcane and Nature spells by 2%.Rank 2
Increases the damage done by your Arcane and Nature spells by 4%.Rank 3
Increases the damage done by your Arcane and Nature spells by 6%.Rank 4
Increases the damage done by your Arcane and Nature spells by 8%.Rank 5
Increases the damage done by your Arcane and Nature spells by 10%.Passive
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Moonkin Form Maximum rank 1
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Rank 1
Shapeshift into Moonkin Form, increasing Omen of Clarity's chance to trigger by 100%, Armor contribution from items by 360%, and all party members within 45 yards have their Critical Strike chance increased by 3%, exclusive with Leader of the Pack. Also protects the caster from Polymorph effects and prevents the use of healing spells. The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.35% of base mana | Instant
Feral Combat
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Ferocity Maximum rank 5
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Rank 1
Reduces the cost of your Maul, Primal Bite, Swipe, Claw, and Rake abilities by 1 Rage or Energy.Rank 2
Reduces the cost of your Maul, Primal Bite, Swipe, Claw, and Rake abilities by 2 Rage or Energy.Rank 3
Reduces the cost of your Maul, Primal Bite, Swipe, Claw, and Rake abilities by 3 Rage or Energy.Rank 4
Reduces the cost of your Maul, Primal Bite, Swipe, Claw, and Rake abilities by 4 Rage or Energy.Rank 5
Reduces the cost of your Maul, Primal Bite, Swipe, Claw, and Rake abilities by 5 Rage or Energy.Passive
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Heart of the Wild Maximum rank 5
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Rank 1
Increases your Intellect by 2%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 4% and while in Cat Form your Strength is increased by 2%.Rank 2
Increases your Intellect by 4%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 8% and while in Cat Form your Strength is increased by 4%.Rank 3
Increases your Intellect by 6%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 12% and while in Cat Form your Strength is increased by 6%.Rank 4
Increases your Intellect by 8%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 16% and while in Cat Form your Strength is increased by 8%.Rank 5
Increases your Intellect by 10%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 20% and while in Cat Form your Strength is increased by 10%.Passive
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Feral Swiftness Maximum rank 2
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Rank 1
Increases your movement speed while in Cat Form by 15%, and increases your chance to Dodge by 2%.Rank 2
Increases your movement speed while in Cat Form by 30%, and increases your chance to Dodge by 4%.Passive
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Feral Instinct Maximum rank 3
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Rank 1
Increases damage done by your Swipe ability by 10% and reduces the chance enemies have to detect you while Prowling as if you were 1 level higher.Rank 2
Increases damage done by your Swipe ability by 20% and reduces the chance enemies have to detect you while Prowling as if you were 2 levels higher.Rank 3
Increases damage done by your Swipe ability by 30% and reduces the chance enemies have to detect you while Prowling as if you were 3 levels higher.Passive
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Brutal Impact Maximum rank 2
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Rank 1
Increases the stun duration of your Bash and Pounce abilities by 0.5 sec and reduces the cooldown of Bash by 15 sec.Rank 2
Increases the stun duration of your Bash and Pounce abilities by 1 sec and reduces the cooldown of Bash by 30 sec.Passive
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Thick Hide Maximum rank 3
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Rank 1
While in Bear Form, Cat Form, Dire Bear Form, or Moonkin Form, you gain 1 additional base Armor per level and another 0.67 base Armor for each point of defense skill beyond five times your level. This amount can be further increased by multipliers from those forms.Rank 2
While in Bear Form, Cat Form, Dire Bear Form, or Moonkin Form, you gain 2 additional base Armor per level and another 1.33 base Armor for each point of defense skill beyond five times your level. This amount can be further increased by multipliers from those forms.Rank 3
While in Bear Form, Cat Form, Dire Bear Form, or Moonkin Form, you gain 3 additional base Armor per level and another 2.00 base Armor for each point of defense skill beyond five times your level. This amount can be further increased by multipliers from those forms.Passive
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Shredding Attacks Maximum rank 3
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Rank 1
Reduces the Energy cost of your Shred ability by 6 and reduces the Rage cost of your Lacerate ability by 1.Rank 2
Reduces the Energy cost of your Shred ability by 12 and reduces the Rage cost of your Lacerate ability by 2.Rank 3
Reduces the Energy cost of your Shred ability by 18 and reduces the Rage cost of your Lacerate ability by 3.Passive
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Savage Fury Maximum rank 2
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Rank 1
Increases the damage caused by your Claw, Rake, Shred, Maul, and Swipe abilities by 5%.Rank 2
Increases the damage caused by your Claw, Rake, Shred, Maul, and Swipe abilities by 10%.Passive
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Feral Charge Maximum rank 1
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Rank 1
Charge an enemy, immobilizing them and interrupting any spell they are casting for 4 sec. Feral Charge (Cat): 8-25 yd range, Instant, 30 sec cooldown, Requires Cat Form. Leap behind an enemy.5 Rage | 8-25 yd range | Instant | 15 sec cooldown | Requires Bear Form, Dire Bear Form
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Sharpened Claws Maximum rank 2
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Rank 1
Increases your critical strike chance while in Bear Form, Dire Bear Form, or Cat Form by 3%.Rank 2
Increases your critical strike chance while in Bear Form, Dire Bear Form, or Cat Form by 6%.Passive
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Shifting Power Maximum rank 1
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Rank 1
Instantly convert 55% of base Mana into 40 Energy. Shifting Power's cost is reduced by effects that reduce the cost of Shapeshifting.55% of base mana | Instant | 16 sec cooldown | Requires Cat Form
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Primal Bite Maximum rank 1
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Rank 1
Bite the target, dealing 100% normal damage plus 26 and generating a high amount of threat.20 Rage | Melee Range | Instant | 6 sec cooldown | Requires Bear Form, Dire Bear Form
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Predatory Strikes Maximum rank 3
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Rank 1
Increases your melee Attack Power in Cat Form, Bear Form, and Dire Bear Form by 50% of your level.Rank 2
Increases your melee Attack Power in Cat Form, Bear Form, and Dire Bear Form by 100% of your level.Rank 3
Increases your melee Attack Power in Cat Form, Bear Form, and Dire Bear Form by 150% of your level.Passive
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Blood Frenzy Maximum rank 2
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Rank 1
Gives you a 50% chance to gain an additional 5 Rage any time you get a critical strike while in Bear Form or Dire Bear Form. In addition, your non-periodic critical strikes from Cat Form abilities that generate Combo Points have a 50% chance to add an additional Combo Point.Rank 2
Gives you a 100% chance to gain an additional 5 Rage any time you get a critical strike while in Bear Form or Dire Bear Form. In addition, your non-periodic critical strikes from Cat Form abilities that generate Combo Points have a 100% chance to add an additional Combo Point.Passive
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Improved Shifting Power Maximum rank 2
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Rank 1
Reduces the cooldown of your Shifting Power spell by 4 sec.Rank 2
Reduces the cooldown of your Shifting Power spell by 8 sec.Passive
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Leader of the Pack Maximum rank 1
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Rank 1
While in Cat Form, Bear Form, or Dire Bear Form, the Leader of the Pack increases the critical strike chance of all party members within 45 yards by 3%, exclusive with Moonkin Aura.Passive
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Natural Instinct Maximum rank 2
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Rank 1
Increases the critical strike damage bonus of your melee abilities by 10% and increases your spell healing by 12% of your Intellect.Rank 2
Increases the critical strike damage bonus of your melee abilities by 20% and increases your spell healing by 25% of your Intellect.Passive
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Natural Reaction Maximum rank 5
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Rank 1
Increases your dodge chance by 1%, and gives you a 20% chance to gain 5 Rage each time you dodge.Rank 2
Increases your dodge chance by 2%, and gives you a 40% chance to gain 5 Rage each time you dodge.Rank 3
Increases your dodge chance by 3%, and gives you a 60% chance to gain 5 Rage each time you dodge.Rank 4
Increases your dodge chance by 4%, and gives you a 80% chance to gain 5 Rage each time you dodge.Rank 5
Increases your dodge chance by 5%, and gives you a 100% chance to gain 5 Rage each time you dodge.Passive
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Rend and Tear Maximum rank 5
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Rank 1
Increases damage done by your melee abilities on Bleeding targets by 2%.Rank 2
Increases damage done by your melee abilities on Bleeding targets by 4%.Rank 3
Increases damage done by your melee abilities on Bleeding targets by 6%.Rank 4
Increases damage done by your melee abilities on Bleeding targets by 8%.Rank 5
Increases damage done by your melee abilities on Bleeding targets by 10%.Passive
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Berserk Maximum rank 1
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Rank 1
Causes your Primal Bite ability to strike up to 3 targets, removes its cooldown, and increases the critical strike chance of your Combo Point-generating abilities by 100%. Clears and grants immunity to Fear effects for the duration. Lasts 15 sec.Instant | 3 min cooldown | Requires Cat Form, Bear Form, Dire Bear Form
Restoration
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Nature's Focus Maximum rank 5
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Rank 1
Gives you a 14% chance to avoid interruption caused by damage while casting Arcane and Nature spells.Rank 2
Gives you a 28% chance to avoid interruption caused by damage while casting Arcane and Nature spells.Rank 3
Gives you a 42% chance to avoid interruption caused by damage while casting Arcane and Nature spells.Rank 4
Gives you a 56% chance to avoid interruption caused by damage while casting Arcane and Nature spells.Rank 5
Gives you a 70% chance to avoid interruption caused by damage while casting Arcane and Nature spells.Passive
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Furor Maximum rank 5
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Rank 1
Gives you a 20% chance to gain 10 Rage when shapeshifting into Bear Form or Dire Bear Form. Shapeshifting into Cat Form restores 20% of the Energy you had when last in Cat Form, plus 2 Energy per sec spent outside Cat Form, up to 20 Energy. Bear Form and Dire Bear Form forfeit this Energy and halt its restoration while active.Rank 2
Gives you a 40% chance to gain 10 Rage when shapeshifting into Bear Form or Dire Bear Form. Shapeshifting into Cat Form restores 40% of the Energy you had when last in Cat Form, plus 4 Energy per sec spent outside Cat Form, up to 40 Energy. Bear Form and Dire Bear Form forfeit this Energy and halt its restoration while active.Rank 3
Gives you a 60% chance to gain 10 Rage when shapeshifting into Bear Form or Dire Bear Form. Shapeshifting into Cat Form restores 60% of the Energy you had when last in Cat Form, plus 6 Energy per sec spent outside Cat Form, up to 60 Energy. Bear Form and Dire Bear Form forfeit this Energy and halt its restoration while active.Rank 4
Gives you a 80% chance to gain 10 Rage when shapeshifting into Bear Form or Dire Bear Form. Shapeshifting into Cat Form restores 80% of the Energy you had when last in Cat Form, plus 8 Energy per sec spent outside Cat Form, up to 80 Energy. Bear Form and Dire Bear Form forfeit this Energy and halt its restoration while active.Rank 5
Gives you a 100% chance to gain 10 Rage when shapeshifting into Bear Form or Dire Bear Form. Shapeshifting into Cat Form restores 100% of the Energy you had when last in Cat Form, plus 10 Energy per sec spent outside Cat Form, up to 100 Energy. Bear Form and Dire Bear Form forfeit this Energy and halt its restoration while active.Passive
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Naturalist Maximum rank 5
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Rank 1
Reduces the cast time of your Healing Touch spell by 0.1 sec and increases all damage you deal by 1%.Rank 2
Reduces the cast time of your Healing Touch spell by 0.2 sec and increases all damage you deal by 2%.Rank 3
Reduces the cast time of your Healing Touch spell by 0.3 sec and increases all damage you deal by 3%.Rank 4
Reduces the cast time of your Healing Touch spell by 0.4 sec and increases all damage you deal by 4%.Rank 5
Reduces the cast time of your Healing Touch spell by 0.5 sec and increases all damage you deal by 5%.Passive
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Subtlety Maximum rank 3
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Rank 1
Reduces the threat generated by your Nature and Arcane spells by 10%.Rank 2
Reduces the threat generated by your Nature and Arcane spells by 20%.Rank 3
Reduces the threat generated by your Nature and Arcane spells by 30%.Passive
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Natural Shapeshifter Maximum rank 3
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Rank 1
Reduces the mana cost of all shapeshifting by 10%.Rank 2
Reduces the mana cost of all shapeshifting by 20%.Rank 3
Reduces the mana cost of all shapeshifting by 30%.Passive
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Reflection Maximum rank 3
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Rank 1
Allows 17% of your Mana regeneration to continue while casting.Rank 2
Allows 33% of your Mana regeneration to continue while casting.Rank 3
Allows 50% of your Mana regeneration to continue while casting.Passive
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Gift of Nature Maximum rank 5
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Rank 1
Increases the effect of all your healing spells by 2%.Rank 2
Increases the effect of all your healing spells by 4%.Rank 3
Increases the effect of all your healing spells by 6%.Rank 4
Increases the effect of all your healing spells by 8%.Rank 5
Increases the effect of all your healing spells by 10%.Passive
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Gift of the Earthmother Maximum rank 1
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Rank 1
Reduces the global cooldown by 0.5 seconds on your Rejuvenation, Swiftmend, and Wild Growth spells.Passive
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Tranquil Spirit Maximum rank 5
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Rank 1
Reduces the mana cost of your Healing Touch and Tranquility spells by 2%.Rank 2
Reduces the mana cost of your Healing Touch and Tranquility spells by 4%.Rank 3
Reduces the mana cost of your Healing Touch and Tranquility spells by 6%.Rank 4
Reduces the mana cost of your Healing Touch and Tranquility spells by 8%.Rank 5
Reduces the mana cost of your Healing Touch and Tranquility spells by 10%.Passive
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Improved Rejuvenation Maximum rank 3
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Rank 1
Increases the effect of your Rejuvenation spell by 5%.Rank 2
Increases the effect of your Rejuvenation spell by 10%.Rank 3
Increases the effect of your Rejuvenation spell by 15%.Passive
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Swiftmend Maximum rank 1
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Rank 1
Instantly heals a target with an active Rejuvenation or Regrowth effect for an amount equal to the full duration of the periodic effect of one of those spells.20% of base mana | 40 yd range | Instant | 15 sec cooldown
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Nature's Swiftness Maximum rank 1
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Rank 1
When activated, your next Nature spell becomes an instant cast spell.Instant | 3 min cooldown
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Living Spirit Maximum rank 3
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Rank 1
Increases your Spirit by 5%.Rank 2
Increases your Spirit by 10%.Rank 3
Increases your Spirit by 15%.Passive
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Improved Tranquility Maximum rank 2
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Rank 1
Reduces threat caused by Tranquility by 50% and its cooldown by 30%.Rank 2
Reduces threat caused by Tranquility by 100% and its cooldown by 60%.Passive
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Improved Regrowth Maximum rank 5
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Rank 1
Increases the critical effect chance of your Regrowth spell by 10%.Rank 2
Increases the critical effect chance of your Regrowth spell by 20%.Rank 3
Increases the critical effect chance of your Regrowth spell by 30%.Rank 4
Increases the critical effect chance of your Regrowth spell by 40%.Rank 5
Increases the critical effect chance of your Regrowth spell by 50%.Passive
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Wild Growth Maximum rank 1
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Rank 1
Heals the target and their party for 336 over 7 sec. Party members must be within 43 yards of target. The amount healed is applied quickly at first, and slows down as Wild Growth reaches its full duration.550 Mana | 40 yd range | Instant | 6 sec cooldown
Choose Cat damage or points for regular tanking
Heart of the Wild adds Strength in Cat and Stamina in Bear, and Sharpened Claws adds crit in both forms while unlocking Blood Frenzy. Those shared points let a Feral build cover both roles, and Shifting Power serves Cat's energy bar directly.
Natural Reaction adds dodge and can generate rage on a dodge. Dodge can help when you take melee attacks, but that rage does not supply Cat energy or combo points; the resource benefit matters for tanking. Thick Hide also helps you survive physical attacks; weigh those points against Cat damage when deciding how much tank work the build needs to cover. The Bear guide covers that job separately.
Berserk requires Leader of the Pack and at least 31 Feral points, leaving at most 20 outside the tree: enough for first-row Furor and second-row Natural Shapeshifter in Restoration. Natural Shapeshifter lowers form costs and the mana cost of Shifting Power, which matters both during sustained Cat attacks and when assignments keep you shifting. See the parent's removed Classic talents before carrying over an old talent string.
Arrange healing and Bear handoffs before shifting
If you are assigned an add, stop planning the next Cat finisher and get into Bear before it reaches the group. You need survival gear, tanking points and enough rage for the job; access to the form is not enough. Once another tank has taken over, return to Cat from a safe position instead of turning a loose enemy toward the melee group.
For a healing handoff, leave Cat, cast the heal or dispel the group needs and keep enough mana to return. Each spell spends time away from melee swings and generators, and Furor only softens the energy loss: it does not repay those missed attacks or supply healing gear. Tell the healer when you can cover a cast rather than both players abandoning the tank at once.
Leader of the Pack supplies 3% crit to party members within 45 yards in Cat, Bear or Dire Bear. Switching between those Feral forms preserves your party's coverage; leaving them to heal cannot. Moonkin Aura is exclusive with it. Use the parent party section for coverage and the racial section for race choices.
Potions and racial abilities now work without dropping Cat, including Mana Potions after the October 8 fix, and weapon effects remain active while shifted. Cat no longer incorrectly reduces maximum health. Shapeshift forms are immune to new Disarms, but shifting after a Disarm does not remove it or its damage penalty. Most Engineering bombs remain exceptions; check the specific recipe instead of leaving form for every consumable. For recovery after combat, Revive is learned at level 12, giving Druids an out-of-combat resurrection absent from original Classic.
Keep a Cat damage set and a Bear survival set
Compare Strength, Agility, attack power, hit and crit for your Cat damage. Heart of the Wild increases Strength by 10% in Cat at rank 5, and Cat Form's attack-power benefit includes Agility. Hit helps attacks connect, while crit supports damage and qualifying Blood Frenzy generators, but neither keeps you safe if you drop the health you need for unavoidable damage.
Cat gear is not automatically suitable for an add-tanking assignment. Keep armor and Stamina pieces for Bear instead of treating the shared talent tree as a reason to tank in offensive gear, and remember that a defense-heavy tank piece costs damage in a fight spent entirely in Cat.
Your equipped weapon’s DPS now sets Cat auto-attack DPS at a one-second form swing speed, and weapon-damage abilities use those values. Weapon enchantments and procs work while shifted, including weightstones, Crusader and Windfury Totem. Compare weapon DPS alongside damage stats; do not import Classic’s rule of judging a Feral weapon only by its bonuses. Wolfshead Helm now grants five additional energy when Shifting Power is used; it no longer gives Classic's Cat-entry energy, while its rage effect is unchanged. Dungeon loot has been reworked, so old Wolfshead Helm and Manual Crowd Pummeler recommendations are no substitute for comparing the current items. The Druid gearing overview covers the shared hit, crit and caster-item changes.
Cat Druid questions
Does time in Bear build Furor's outside-form energy bonus?
No. Furor counts time outside Bear, Cat and Dire Bear, so tanking in Bear does not add the ten energy per second available at rank 5, and entering Bear loses the stored Cat energy. Do not plan a Bear handoff as an energy-regeneration loop.
Can Cat cleave with Primal Bite during Berserk?
No. Primal Bite requires Bear or Dire Bear, and Berserk's three-target Primal Bite effect belongs to those forms. Cat uses Berserk's critical-chance increase for combo-point generators.
Does Rend and Tear require my own bleed?
No. Rend and Tear requires a bleeding target without limiting the condition to your own effects. If the enemy is already bleeding, do not add another bleed solely to activate the talent; decide whether that application earns its energy through damage.
Can I use Cat Charge as my assigned interrupt?
No. Cat's Feral Charge leaps behind the enemy without interrupting. The interrupt belongs to the Bear and Dire Bear version, so agree on a separate interrupt plan rather than promise one while staying in Cat.