The Shaman

Difficulty 55%
Versatility 80%
Mobility 90%
Career information
Race Greenskins
Role Healer
Armor Robe
Weapons Staff
Special Mechanic WAAAGH!
Mirror Career Archmage
Gender None
Abbreviations SH

Archetype: Healer

Special Mechanic: WAAAGH!

Class Details: While capable healers at anytime, Shaman are at their peak when in the grip of WAAAGH! frenzy. By pummeling their enemies with destructive spells, Shaman worked up into a WAAAGH!-fueled craze which they then draw upon power their healing abilities.

As a Shaman, you’ll have to walk a careful line in balancing your offensive and support abilities. You can achieve the greatest rate of healing by focusing on that skill exclusively. You can maximize your rate of damage by focusing purely on those abilities. However, focusing on a single talent will lessen your overall impact on the battle. The strength your support skills gain from an ongoing Waaagh! is significant. Using your offensive magic to contribute directly to the fight will increase the power of your support magic, allowing you to better help your group.

Career Masteries

Any time the Greenskins declare a WAAAGH! and go to war (which is to say, any time they go anywhere), their endless thirst for battle produces an almost-palpable energy in the air. Over time, clever Goblins learned to harness the power of the WAAAGH!, and Shaman take advantage of this to support their allies in combat.

Channeling the WAAAGH! power, Shaman can produce all types of spectacular green magic, which he can unleash as a testament to the might of the Greenskin dieties, Gork and Mork. Greenskins are a little unclear on exactly which god it is that they worship at any given moment, however, so the Shaman decide to play it safe and offer up power to both. This constant back-and-forth between Mork and Gork allows a Shaman to greatly improve his magic, making their dimutive figures into unexpectedly powerful forces on the battlefield.

Path Of Mork

This path is primarily focused on healing and restoring the Shamans allies. As he casts spells from this path, the Shaman builds up the power of Morks WAAAGH!, which he can then use to fling swift and powerful offensive magic. Because of this, many an enemy who dismissed a Morkish specialist as nonthreatening has quickly learned a brutal – and fatal – lesson.

Path Of Gork

A specialist in this path prefers to destroy his enemies first, and tend to his allies later. By blasting his enemies into oblivion, the Shaman builds up the power of Gorks WAAAGH!, which can then be used to hasten and improve his healing magics.

Path Of Da Green

Not wanting to get caught between Gork and Mork, a master of this path simply declares that green is best, and promptly goes about making his allies even greener and better than they were before. Naturally, anyone who isn’t green must be put into their place, and a specialist in this path is equally adept at crippling and hindering his enemies as well.

Important Stats

As a Shaman you will need the following statistics which you can improve using armor sets, weapons, rings, talismans and renown points. 

Will Power:  Increases your healing Power and increases the chance to disrupt enemy spells.

Healing Critical: Increase your chance to do Critical heals.

Wounds: Increases your overall HP. You can never have enough HP.

Acquiring Gear

There are many ways to get gear:

  1. Open RvR:  The gear and weapons you get here are for your main spec. When you kill or lock a zone you will be given a number of War Crests according to your level which you can trade for armor and weapons. At the end of a zone if you roll high enough you will be give a color bag with may contain certain tokens that you can trade and get a jewel set. Engineers don’t have defensive jewels set like other classes.
  2. Scenarios: Scenarios remain a very strong source of gear. You continue to earn War Crests at the end of every scenario, which are then traded with vendors in Altdorf (Order) or the Inevitable City (Destruction) for armor and weapons. The quality of gear from scenarios can still be among the best in the game, making them a crucial part of gearing up.
  3. Achievements & Tokens: The Tome of Knowledge is still a vital system. By completing achievements (e.g., killing a certain number of creatures, collecting specific items, or exploring areas), you unlock entries in your Tome. These unlocks can reward tokens that are then traded in the library in Altdorf or the Inevitable City for unique jewels or tactics. Some very desirable sets and bonuses can be acquired this way. The development team has continued to add more Tome Achievement Unlocks, including some tied to Live Events as of 2025.
  4.  Tier 4 epic quests: The epic quest lines in each area continue to be a source of significant rewards. Upon completing these lengthy, multi-step quest chains, you are typically given a choice of a powerful item, often with unique appearances or stats. These quests are a reliable way to get high-quality gear.
  5.  Dungeons & Lairs: Dungeons and lairs are still important for acquiring gear, weapons, and jewels, both while leveling up and for end-game progression. The RoR team has been actively updating and even adding new PvE content. For example, as of early 2025, there’s a “Lost Vale” dungeon update introducing new armor sets (Dark Promise sets, including main spec, off-spec, and hybrid options), and materials for crafting permanent rings.
  6. Ward System: The game utilizes a “Ward” system where you often need to unlock lower-tier Ward sets before being able to equip higher-tier dungeon gear (e.g., Gunbad -> City -> Bastion Stair).
  7. Public Quests (PQs): While not strictly “dungeons,” PQs are large-scale PvE events that can also provide gear through loot bags. RoR has implemented different difficulties for PQs (Easy, Normal, Hard) which scale with the recommended number of players and offer varying loot quality.

The Shaman: Orc Master of WAAAGH! Powered Healing and Annoyance

 

The Shaman in Warhammer Online: Return of Reckoning is a unique healing/hybrid class, deeply intertwined with the raw power of the WAAAGH! Its intended mechanic of dealing damage to buff healing spells, while conceptually rich, doesn’t always work well in practice, leading most players to specialize. However, the Shaman remains a formidable presence in Realm vs. Realm (RVR) combat, particularly renowned for its exceptional mobility and frustratingly effective kiting.

 

RVR Strengths: Mobile Support and Annoying Pressure

 

  • WAAAGH! Powered Healing (Theoretically): Shamans are designed to be at their peak healing when in the grip of WAAAGH! frenzy, which builds by pummeling enemies with destructive spells. The idea is to draw upon this power to fuel healing abilities, requiring a careful balance of offensive and support abilities. While the full synergy might be elusive, it means Shamans are active participants in combat, generating resources through aggression.
  • Good Heals (Single and AoE): Despite some mechanical quirks, Shamans are capable healers, offering good single-target and AoE healing spells. This allows them to provide support in both focused damage situations and larger group engagements, adapting their healing output to the needs of their allies.
  • Exceptional Mobility and Survivability: The Shaman is one of the most mobile units in the game, thanks to a speed buff as a racial ability. This makes them hard to capture when kiting as a DPS and very survivable when healing. Their high mobility allows them to:
    • Maintain distance from melee threats while healing.
    • Escape dangerous situations.
    • Quickly reposition to assist different parts of the battlefield.
    • As a DPS, endlessly harass and “kite” opponents, making them incredibly annoying to deal with.
  • Best Kiting/Annoying Class (DPS Spec): As a DPS, the Shaman is considered the best kiting and most annoying class in the game. They possess very powerful Damage over Time (DoT) spells and good self-healing, enabling a highly effective “hit, run, heal, hit, run, heal” playstyle. This makes them a favored solo roaming DPS class for many, capable of wearing down and frustrating even the most tenacious pursuers.
  • Accepted in All Aspects of RVR: The Shaman’s versatility and unique strengths ensure they have a place across the board:
    • Small Groups (6-Man Parties, Scenarios): Their good heals, mobility, and ability to contribute offensively make them a strong choice for agile small-group play.
    • Warbands (1 Spot as Support Healer): In warbands, the Shaman typically secures one spot, usually as a “support healer.” Here, their utility shines, particularly their instant resurrection skill/tactic (crucial for quick recovery of fallen allies) and their AoE slow (essential for assisting pushes, controlling enemy advances, and protecting their warband).

RVR Challenges: Healing Viability and Resource Management

 

  • Healing Viability (“Last in line”): As a dedicated healer, the Shaman is often last in line to be picked in many activities. This is often attributed to a “lack of powerful heals and buffs” compared to other dedicated healers (like the Disciple of Khaine). While they can be good in small groups if anyone wants to heal, their raw healing throughput might not match the top-tier options, leading to them being prioritized for their utility and mobility.
  • WAAAGH! Mechanic Practicality: The inherent “damage to fuel healing” mechanic, while conceptually interesting, doesn’t always translate into smooth or fully optimized gameplay. This can lead to players simply focusing on one aspect (healing or DPS) rather than truly balancing the two, potentially limiting their full potential if the mechanic isn’t fully integrated.

 

The Shaman in RVR: The Mobile Enabler and Frustrating Pursuer

The Shaman in Warhammer Online: Return of Reckoning is a highly mobile and uniquely impactful RVR class. Whether providing good heals with unparalleled survivability or frustrating foes with relentless kiting and powerful DoTs, the Shaman offers a dynamic and engaging playstyle. While their healing potency might be debated against other healers, their exceptional mobility, strategic utility (especially the instant resurrect and AoE slow), and “fun as DPS” make them a welcome and often infuriating presence on the RVR battlefield. They are the mobile enablers of the Destruction horde.

Healers are the lifeblood of any group in Warhammer Online: Return of Reckoning (RoR). Your role is not just to mend wounds, but to enable your allies to fight effectively, mitigate incoming damage, and even contribute to crowd control and debuffs. A skilled healer is often the difference between a triumphant push and a wipe.

While the specific spells and mechanics vary between healing careers (e.g., Archmage, Warrior Priest, Shaman, Disciple of Khaine for Order/Destruction), the fundamental principles of effective healing remain consistent.

 

The Core Philosophy of a RoR Healer

 

A masterful RoR healer excels at:

  1. Sustained Healing: Keeping the frontline and key damage-takers alive through continuous incoming damage.
  2. Burst Healing: Delivering rapid, high-impact heals to save allies from sudden, heavy damage.
  3. Damage Mitigation/Prevention: Using protective buffs, cleanses, and even timely crowd control to reduce the need for healing.
  4. Resource Management: Efficiently using your mana/resources to ensure you don’t run dry in critical moments.
  5. Situational Awareness: Knowing who needs healing most, anticipating damage, and avoiding enemy threats.
  6. Utility & Support: Contributing with buffs, debuffs, and even offensive capabilities when the healing demand allows.

 

Essential Healer Skills and Their Usage

 

1. Single-Target Heals (Direct & HoT)

 

  • What they do: These are your primary tools for keeping individual allies alive.
    • Direct Heals: Instantly restore a significant amount of health.
    • Heal-over-Time (HoT): Apply a buff that restores health gradually over a duration.
  • When they’re used:
    • Direct Heals: Use these on allies taking heavy, focused damage, especially your tanks or a squishy DPS/healer being targeted by enemies. They are reactive and for immediate crisis management.
    • HoTs: Apply these proactively to your tanks and anyone expected to take consistent damage. They are efficient for sustained healing and less mana-intensive over time. Keep them refreshed on key targets.
  • Example: Your tank (Guarded by another tank, hopefully!) is taking consistent damage from enemy DPS. You keep your powerful HoT (e.g., Archmage’s “Restorative Burst” or Warrior Priest’s “Divine Favor”) active on them at all times. If their health suddenly drops significantly from a burst, you immediately follow up with a strong direct heal (e.g., Archmage’s “Gust of Wind” or Warrior Priest’s “Prayer of Healing”).

 

2. Area-of-Effect (AoE) Heals

 

  • What they do: These spells restore health to multiple allies within a specified area around you or your target.
  • When they’re used:
    • Group Damage: When your entire group is taking widespread AoE damage (e.g., from enemy mages, or in a large melee scrum).
    • Tight Formations: Effective when your group is stacked together, such as when pushing a door or holding a choke point.
    • Efficiency: AoE heals are often less efficient per target than single-target heals but provide massive value when many allies are wounded.
  • Example: Your warband just pushed through a gate, and several enemy Sorcerers unleash a volley of AoE spells, dropping multiple allies to low health. You quickly position yourself centrally and unleash your AoE heal (e.g., Shaman’s “Effigy of Mork” or Warrior Priest’s “Zealous Blessing”) to bring everyone back up.

 

3. Cleanses / Debuff Removal

 

  • What they do: These abilities remove harmful debuffs (e.g., roots, snares, disarms, morale drains, damage-over-time effects) from your allies.
  • When they’re used:
    • Targeted CC: Immediately cleanse crucial crowd control effects from your tank (to maintain Guard or positioning), your DPS (to allow them to attack), or another healer (to allow them to continue healing).
    • Debuff Removal: Remove dangerous damage-over-time effects or debuffs that reduce healing effectiveness.
    • Morale Drains: If your class has a cleanse for morale drains, use it to prevent allies from losing their powerful morale abilities.
  • Example: Your tank is rooted by an enemy Bright Wizard, making them unable to chase a fleeing enemy or reposition to block incoming damage. You immediately cast your cleanse (e.g., Disciple of Khaine’s “Touch of the Undying” or Warrior Priest’s “Sprit of the Devout”) on them to free them.

 

4. Protective Buffs / Shields

 

  • What they do: These abilities grant temporary defensive bonuses, such as increasing armor, resistances, parry/block/disrupt chances, or applying absorb shields that soak incoming damage.
  • When they’re used:
    • Anticipate Burst: Apply these before your allies take heavy damage. If you see an enemy group focusing one of your DPS, shield them proactively.
    • Opening Engagements: Buff your frontline tanks at the start of a fight to reduce initial incoming damage.
    • Crisis Management: Use them on a target that is already low but needs to survive another hit or two while your direct heals land.
  • Example: You see an enemy Chosen charging into your Bright Wizard. You quickly apply a defensive shield (e.g., Archmage’s “Shield of Saphery” or Disciple of Khaine’s “Sacrifice”) to the Bright Wizard, allowing them to absorb some of the incoming damage while you cast a heal.

 

5. Morale Abilities (Defensive & Offensive)

 

  • What they do: These powerful abilities build up as you fight and heal. They can range from massive AoE heals, to complete CC immunity, to powerful offensive boosts.
  • When they’re used:
    • Defensive Morale (e.g., “Replenish Spirit,” “Balance of Power”):
      • Crisis Healing: Use your healing morale spells when your group is taking extreme damage and multiple allies are critically low. They are often fight-changing.
      • Pushing Through Choke Points: When your group needs to survive a concentrated enemy assault to reach an objective.
    • Offensive Morale (less common for healers, but some exist):
      • If your healing class has an offensive morale (e.g., Shaman’s “Go Faster, Ladz!”), use it to support a coordinated DPS burst on an enemy target.
    • CC Immunity Morale (e.g., “Juggernaut”): Use this when you are heavily focused by enemy CC and need to guarantee your heals or escape.
  • Example: Your warband is pushing into the keep lord room, and the enemy unleashes all their AoE. Multiple tanks and DPS are at very low health. You activate your rank 4 healing morale (e.g., Archmage’s “Mastery of the Hearth”), bringing everyone back up and allowing your group to continue the push.

 

6. Offensive Abilities / Debuffs / CC (Situational)

 

  • What they do: Most healers have a small set of offensive spells, debuffs (e.g., healing reduction), or CC (e.g., single-target mezz, snare).
  • When they’re used:
    • Low Healing Demand: When your group is healthy and not under immediate threat, you can contribute extra damage or utility.
    • Assisting Focus Fire: Apply healing reduction debuffs to enemy healers or targets your group is trying to burst down.
    • Peeling: Use a quick snare or single-target CC on an enemy that is on your backline.
    • Resource Management: Some offensive abilities may help with resource generation (e.g., Disciple of Khaine’s “Rune of Khaine” for Bloodlord).
  • Example: Your tank is holding a single enemy. Your group is healthy. You might throw in a few offensive spells or apply a healing debuff to the enemy (e.g., Disciple of Khaine’s “Soul Rend”) to help your DPS finish them faster, while keeping an eye on health bars.

 

General Healing Principles

 

  • Prioritization:
    • Tanks: Your primary responsibility. Keep your tanks alive at all costs as they Guard your group.
    • Other Healers: Keeping other healers alive ensures sustained healing output for the entire group.
    • High-Value DPS: Protect your key damage dealers, especially if they are heavily targeted.
    • Yourself: You can’t heal if you’re dead. Position safely and use self-heals/defensives when targeted.
  • Positioning:
    • Backline: Generally stay behind your frontline tanks and melee DPS.
    • Line of Sight (LoS): Always ensure you have a clear line of sight to your allies. Don’t let environment or enemies block your heals.
    • Avoid AoE: Stay out of enemy AoE and cleaves. Your survivability is paramount.
    • Awareness: Know where your enemies are and be ready to move or use a defensive if you become a target.
  • Anticipation: Don’t just react to low health. Watch enemy casts, know common burst combos, and pre-hot or pre-shield allies.
  • Resource Management:
    • Know your Costs: Understand which spells are mana-efficient and which are heavy drains.
    • Efficient Usage: Use HoTs for sustained healing and direct heals for emergencies. Don’t spam your most expensive heals when it’s not necessary.
    • Regen: Utilize any passive or active mana/resource regeneration abilities your class has.
  • Communication: Call out if you’re being targeted, if you’re low on mana, or if you need help. Communicate your morale usage.
  • Renown Skills: Prioritize Wounds, Toughness, and Willpower (or equivalent stat for your class). Renown abilities like “Stand Your Ground” (increased incoming healing) are incredibly strong.
  • Potions: Carry healing and spiritual potions (mana/resource). Use them proactively to avoid running dry.

By mastering these skills and principles, you will become an indispensable healer, turning the tide of countless battles in Warhammer Online: Return of Reckoning.

Pre Best in Slot Gear (Heal)

Pre-Best-in-Slot Gear Set:
Helmet: Sentinel Helmet Set
Shoulders: Vale-Walker Shoulders Set
Cloak: Sacred Stag Hide ( Hunter’s Vale Influence)
Chest: Vale-Walker Chest Set
Belt: Sentinel Belt Set
Gloves: Vale-Walker Gloves Set
Boots: Vale-Walker Boots Set
Mainhand: Apostle’s Blasta of Tyranny OR Apostle’s Blast of Anathema (For AP issues)
Jewelry Slot 1:  Genesis Aspect of the Curative
Jewelry Slot 2: Genesis Remnant of the Curative
Jewelry Slot 3: Sentinel Ring ( +4% Heal crit )
Jewelry Slot 4: Vale-Walker Talisman
Talisman: Wounds until 9000+ HP > Initiative or Armor or Better

Best in Slot Gear (Heal)

⭐Best-in-Slot Gear Set:
Helmet: Sovereign Great Green Set
Shoulders: Sovereign Great Green Set
Cloak: Sovereign Great Green Set
Chest: Sovereign Great Green Set
Belt: Sovereign Great Green Set
Gloves: Sovereign Great Green Set
Boots: Sovereign Great Green Set
Mainhand: Apostle’s Blasta of Tyranny OR Apostle’s Blasta of Anathema (for AP Issues)
Jewelry Slot 1: Genesis Remnant of the Curative OR Iron Emerald Annulus
Jewelry Slot 2:  Genesis Aspect of the Curative OR Exquisite Gunbad Diamond or Better Platinum Emerald Annulus
Jewelry Slot 3: Sentinel Waaagh Beads (+4 Healing Critical)
Jewelry Slot 4: Sovereign Great Green Set
Talisman: 4×23 Wounds for ~1001 Wounds + 4×23 Initiative or Better

Best in Slot DPS Gear

⭐Best-in-Slot Gear Set:
Helmet: Warlord Set
Shoulders: Warlord Set
Cloak: Veil of the Nehekharan Ritualists Set
Chest: Victorious Set
Belt: Victorious Set
Gloves: Warlord Set
Boots: Warlord Set
Mainhand: Bloodlord Waaaghstick
Jewelry Slot 1: NehekharanIcon fo KNowledg
Jewelry Slot 2: Emblem of Nehekharan Ritualists
Jewelry Slot 3: Vicrotrious Waaghchain Replica (+54 Magic Power)
Jewelry Slot 4: Warlord Waagh Beads Set
Talisman: 1×23 Wounds for ~795 Wounds and 6×23 Intelligence or Better, to increase your damage output

Warband Builds

Shaman | Healing Build

A good All around build for the Shaman Healer Spent you ability points as shown below: Path of  Mork 17 points  /  Path of Da Green 14 Points (This has +2 Sov points) Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Talismans 4 x 23 (or better) Wounds [...]

Shaman | DPS Build

A good All around DPS build for the Shaman. Spent you ability points as shown below: Path of Mork 6 points  /  Path of Gork 17 Points  / Path of Da Green 7 Points Pick the following morals: Pick the following tactics: Spend your renown points as shown below: Filling priority: FS 3 > Opportunist > [...]

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