Druid of Balance (Munkin) - PvP guide WotLK 3.3.5a

Complete PvP guide to the Druid of Balance for WotLK 3.3.5a, season 8: talents, glyphs, stats and penetration caps, rotation, macros, duel matchups and 2v2/3v3/5v5 setups. Relevant for Warmane, WoWCircle and Sirus.

Specialization Overview

Munkin is a caster in leather who accumulates one window throughout the game and decides the round in this window. The window is "Starfall" on a minute cooldown: he hits himself while you do something else, and it is because of him that you will be controlled in the first place, because under control "Starfall» stops working. Between the windows, the munkin deals average damage with periodic effects, kites by changing its appearance and heals itself - the appearance of an owl raises armor from equipment by 370% and reduces damage to you under stun by 15%, but you have to be treated with castes; the spec has no instant healing. The utility is rich: “Tornado"throws the target into the air for 6 seconds and makes it invulnerable - it can neither be finished off nor healed; changing your appearance removes your transformations and anything that interferes with your movement, plus “Typhoon" to discard, "Wrath of the Trees" to roots and "Hibernation"by any druid in form. Abbreviations in the text: Munkin - Balance, Feral - druid of the powers of the beast, Rezto - healing druid or shaman, DC - priest of Discipline, ShP - priest of Darkness, Khpal - paladin of Light, Retri - paladin of Retribution, Prot-pal - paladin of Defense, Avar - warrior of Weapon, Prot-var - warrior of Defense, Adk - Unholy death knight, Frost-dk - Ice death knight, Fmag - Ice mage, Elem - Elemental shaman, Enkh - Enhancement shaman, MM - Archery hunter, BM - Beastmaster hunter, Surv - Survival hunter, Rog - robber, Lok - warlock; res - stability, spd - spell power, hit - accuracy, hast - speed, penetra - spell penetration.

Strengths
  • Very good kite: changing shape removes slowdowns and roots, «Travel Form" adds speed, "Typhoon" and "Wrath of the Trees» keep the miles at a distance.
  • Strong healing for DPS specs - «Rejuvenation", "Recovery" and "Patronage of Nature» allow you to sit out someone else’s burst if you are not cut by the effects of reducing healing (at the cost of leaving the owlkin form: you cannot heal in the form).
  • Explosion Window: «Starfall", together with "Force of Nature" and "Eclipse", blows away the target out of nowhere, and can be opened directly from stealth.
  • Best mass damage among casters, «Tornado", which disables the target for 6 seconds and makes it invulnerable, and "Travel Form", in which you are immune to transformations.
Weaknesses
  • There is no full defensive cooldown: «Bark leather“—that’s all, and it’s not enough against serious pressure.
  • Healing and armor are mutually exclusive: healing spells cannot be cast while in moonkin form, and while out of form you lose +370% armor from equipment and damage reduction while stunned.
  • Over time, the treatment on you is removed by dispel and is stolen, and “Moonfire" and "Swarm of insects» dispel first, nullifying your flat damage.
  • No stun, no silence, no instant reset - «Tornado" and "Wrath of the Trees” are cast, which means they are interrupted, and under pressure it is almost impossible to use them.
  • Owlkin form is a huge target: you can be seen from afar, and you will be the first to be targeted in almost any setup.

Races

Night Elf S 🔵 Alliance
Shadowmeld
Shadowmelding is the main reason to play as a night elf. This is a way to disrupt a cast that you have nothing to interrupt: Lava Burst, Chaos Bolt, Fear - and at the same time force the enemy to target you again, which costs him a split second. “Invisibility” in addition provides an opening from stealth, for which the munkin is taken into setups with a horn. The cooldown of “Merge with the Shadow” is 2 minutes, and the effect subsides with any movement. “Agility” reduces by 2% the chance that you will be hit in melee and ranged combat, “Resistance to the Forces of Nature” - by 2% for spells from the school of nature, “Elusiveness” reduces the chance of being noticed while stealthed or under “Merge with Shadow”, “Spirit of the Wisp” speeds up the movement of a ghost by 75% - outside the arena.
Tauren S 🔴Horde
War Stomp
The Horde has the only druid race, and it is not passable. “Thunder Stomp” stuns up to 5 enemies within a radius of 8 m for 2 seconds, applied for half a second, cooldown for 2 minutes - this is the very control that the spec lacks; They also interrupt the cast and complete the chain of murder. “Tempering” gives +5% to your base health, “Resistance to the forces of nature” reduces by 2% the chance that you will be hit by spells from the school of nature, and this is half of your arsenal; Germination adds 15 to Herbalism.

Professions

1
Jewelcrafting
Three Eyes of the Dragon: +39 Spell Power or +34 Resilience Rating each
«Runed Dragon Eye" gives +39 to spell power versus +23 for a regular runic ruby, "Mystical Dragon's Eye"- +34 to res versus +20. The profession covers any shortage and allows you to keep two sets of gems for different tasks.
2
Tailoring
“Light Woven Embroidery” on a cloak: chance to give +295 spell power for 15 sec.
Embroidery changes the normal cloak enchantment to a full spellpower benefit. For a spec that decides a round in one window, an extra proc in that window is worth more than +23 speed all the time.
3
Blacksmithing
Two additional gem sockets
Two extra sockets are the most flexible way to gain penetration or res without draining spellpower from your remaining slots. The common combination is jewelry making plus blacksmithing.
4
Engineering
Sleeve Incendiary Launcher, Nitro Boosters, Bombs
“Sleeve Incendiary Rocket Launcher” - 1654–2020 fire damage from 45 m every 45 seconds and beyond the global cooldown. “Nitro Boosters” provide a dash, “Cloak-Parachute” is useful in the open world and on maps with cliffs, bombs are an unnecessary interruption.
5
Enchanting
Enchant both rings: +23 spell power each
Plus 46 to spell power in slots where no one else has anything. Pairs well with tailoring due to its spray pattern.
6
Alchemy
«Infusion of the North» is the only infusion that works in the arena
Flasks in the arena do not work, except for “Infusion of the North”, and only for alchemists: +47 to spell power for an hour. Plus free “Potions of Freedom of Action”, which are used as a second trinket in duels and in battlefields, and “Elixir of Hogelmogel” - they reduce the model so as to be less conspicuous.
7
Herbalism
“Blood of the Earth” - 3600 units. health for 5 sec., cooldown 3 min.
Free healing over time on a separate button, which does not require leaving the owl form. Taurens get it cheaper due to Germination.
8
Mining
Toughness - +60 stamina
Passive health supply and raw materials for engineering and jewelry. Weaker than the top lines, but the easiest option to level up.

Talents

Arena standard and BG
57/0/14
Balance: 57 Feral Combat: 0 Restoration: 14

Full Balance plus 14 points in Healing for the sake of “Nature's Focus” (delay of casting “Twister” and “Wrath of the Trees”), “Stealth” and “Skilled Werewolf”. Compared to the PvE version, Improved Faerie Fire, Vicious Insect Swarm, and Ferocity are dropped, and Improved Moonfire and Owlkin's Frenzy are taken. Free points are a subject of debate: they are placed in Spines, Stealth, Moonlight or Dream State, and there is no consensus. Separate item: if you want "Force of Nature", a point for it is removed from "Dream State", "Focus of Divinity" or "Owlkin's Frenzy".

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Key Talents
Star's Wrath 5/5 Required
−0.5 sec. by the time Wrath and Starfire are cast. Every tenth of a second here is a chance that the cast will go through at all, so talent is required.
Moonlight 2/3
−9% mana on Moonfire, Starfire, Starfall, Wrath, Healing Touch, Restoration, Nourishment, and Rejuvenation for a full 3 points. There are two points here, so the tooltip will contain the numbers of the full rank, not yours. Against setups that burn mana and in long games, the third point is justified.
The Greatness of Nature 2/2 Required
+4% critical strike chance for Wrath, Starfire, Starfall, Nature's Affair, and Healing Touch. Crit for a munkin is also “Nature’s Favor”, and “Eclipse”, and mana in the form of an owlkin.
Improved Moonfire 2/2 Required
+10% to Moonfire damage and +10% to its crit chance. “Moonfire” is the button you press when you’re not allowed to cast, so strengthening it pays off in any battle.
Nature's Grace 3/3 Required
When you critically hit with a non-period spell, you have a 100% chance of gaining +20% casting speed for 3 seconds. This is the reason why spec's crit is valued along with speed.
The splendor of nature 1/1 Required
+3 sec. to “Moonfire” and “Rejuvenation”, +6 sec. to "Restoration". One point for a noticeable extension of both damage and healing.
The limit of the forces of nature 2/2 Required
+20% to the range of Balance and Magic Fire spells, and -30% to threat. Range for a kiting caster is more important than almost everything else.
Vengeance 5/5 Required
+100% bonus damage on critical hits from Starfire, Starfall, Moonfire, and Wrath. It is precisely this talent that turns the “Starfall” window from “pinched” to “torn down.”
Focus of Divinity 3/3 Required
−70% cast delay for Starfire, Hibernation, and Storm, plus +3% cast speed. Under the pressure of the mile, these 70% decide whether the cast will reach it or not.
Patronage of the moon 3/3 Required
+12% intelligence due to spells. A pure increase in damage and healing from the stat that you already have on every item.
Swarm of insects 1/1 Required
Periodic damage that you deal even while running. Together with Moonfire, this is your only source of pressure when you are not allowed to cast.
Lunar Fury 3/3 Required
+10% damage to Starfire, Moonfire, and Wrath.
Balance of power 2/2 Required
+4% Spell Hit Chance and -6% Spell Damage taken. The first half covers the base hit cap, the second is the only permanent magic damage reduction the spec has.
Moonkin Form 1/1 Required
Main appearance: +370% to armor from equipment, -15% damage received while stunned, +5% to the chance of a critical effect of spells for the entire group within a radius of 100 m and 2% mana from each critical hit on a single target. You can’t leave the form next to miles and horns.
Improved Moonkin Skin 3/3 Required
Aura +3% to combat speed for the group and +30% spirit to the damage of your spells. This is the only reason spirit has any value to you at all.
Owlkin's Frenzy 3/3 Required
When hit while in Owlkin form, you have a 15% chance to become enraged: +10% damage and completely immune to Balance spell casting delay. It is this effect that allows you to push your casting mileage - and it also disappears if you change your appearance.
Wrath of Cenarius 5/5 Required
Starfire gains an additional 20% and Wrath gains 10% of damage boost effects. A direct boost to both of your nukes.
Eclipse 3/3 Required
After a critical hit with Starfire, Wrath has a 100% chance of hitting 40% harder; After a critical hit with Wrath, Starfire's 60% chance of crit increases by 40%. Pay attention to the different probabilities: the first half of the link always works, the second does not. Each effect lasts for 15 seconds, cooldown is 30 seconds, they do not work at the same time.
Typhoon 1/1 Required
Cone knockback from 30 m: 1190 units. nature damage, knockback and dizziness for 6 sec., cooldown 20 sec. This is your only way to instantly break away from a mile and the main selling point on maps with cliffs. The six-second dizziness is often more important than the knockback itself.
Power of Nature 1/1 Required
Three trees for 30 seconds. They are placed in the burst window and separately - when you can’t hit yourself: under Adka’s “Anti-Magic Shell”, after the magician’s “Ice Ring”, after “Mental Scream”.
Strong wind 2/2 Required
+30% to the damage of “Thunderstorm” and “Typhoon” and +4 m to the range of “Tornado”. The increase in the range of the “Tornado” is more important than the increase in damage: it allows you to control from a distance where you are not yet reached.
Earth and Moon 3/3 Required
Wrath and Starfire apply a buff to the target that increases their spell damage taken by 13% for 12 sec, plus +6% to your own spell damage. In a caster setup, you strengthen your partner no less than yourself.
Starfall 1/1 Required
Your window: 20 stars in 10 seconds, rollback minute, with a symbol - 30 seconds. Hit on its own while you're casting, CCing, or kiting. There are two restrictions that you need to know by heart: under control, “Starfall” stops working, so the trinket is kept under it; and changing your appearance or mounting a mount will terminate it early - that is, finishing up under “Starfall” costs you the entire window.
Improved Wilderness Badge 2/2 Required
+40% to the effectiveness of “Mark of the Wild” and +2% to the main characteristics. Passable, but a free addition to everything at once.
The focus of nature 3/3 Required
−70% to the casting delay of Healing Touch, Wrath, Wrath of the Trees, Tornado, Nature's Affair, Restoration and Calm when taking damage. For the sake of “Twister” and “Wrath of the Trees” this talent is taken: without it, you will not cast either control or roots for miles.
Stealth 3/3
−30% to the threat from healing and −30% to the chance that buffs will be removed from you, and Moonfire and Insect Swarm from the target. Controversial talent: 30% against spam dispel is not a panacea, and you will still get 20% on the way to the next tier. But in setups against priests and shamans, these percentages return the damage to you.
Born werewolf 3/3 Required
−30% mana per shape change. Munkin changes his appearance dozens of times per battle, removing slows, so the talent pays off directly in mana.
Sign of Clarity 1/1 Required
Chance to get a free spell from any attack, healing or damage. One point for ongoing savings.
Master Werewolf 2/2 Required
While in Moonkin form, spell damage increases by 4%. Add to everything you do until you get out of shape.

Glyphs

Basic glyphs

Starfall Symbol Required
The cooldown of Starfall is 30 seconds shorter, meaning the window comes twice as often. The only symbol that Munkin has without discussion.
Insect Swarm Glyph Required
+30% damage to Insect Swarm, but the ability no longer reduces the enemy’s chance to hit the target. Damage over time in PvP is the basis of your pressure, so the trade is usually in your favor; against melee that hits you, the loss of the debuff is more noticeable.
Symbol of the rainy season Required
Typhoon's cooldown is 3 seconds shorter. The knockback is applied as soon as it is ready, so the symbol works throughout the entire battle - both against melee and against casters.
Alternative: Glyph of Barkskin - if you have melee cleave against you
Oakskin Symbol
While wearing Barkskin, the chance of getting a critical hit in melee drops by another 25%. The most durable version of the third great symbol against the mile.
Moonfire Glyph
+75% to periodic damage of Moonfire at the cost of −90% instantaneous. Controversial: it is beneficial for those who hang up “Moonfire” and go kite, and disadvantageous for those who update it in advance and live from the instant part.
Focus Symbol
+10% to Starfall damage, but the radius is half that. In duels and where there is only one goal, this is a net gain; in the mix and on the battlefield - a loss.
Glyph of Trees' Wrath
Roots withstand 20% more outside damage before breaking. A narrow option for setups where the roots hold miles and do not cause damage.

Small Glyphs

Thorns Symbol
The “spikes” stay on for 50 minutes longer - just so you don’t have to re-hang them every half hour.
Glyph of Gust
Rush's cooldown is 20% shorter. Rush in Cat Form is your way to break the distance when Typhoon is on cooldown.
Symbol of the Wild
−50% mana on Mark of the Wild and Gift of the Wild. You will have to re-buff under dispel for the entire battle.

Characteristics

The munkin has two stats that cannot be confused: penetration and accuracy. Penetration is needed because “Wrath of the Trees"and similar spells either pass entirely or are resisted entirely - they have no partial resistance, and a lack of penetra turns your control into a lottery. Almost all accuracy comes from “Balance of Power” (+4%), so it is taken from items exactly as much as a specific enemy requires. Next is the power of spells and res, and this is where the argument begins: some players go into pure spell power and kill the target from one window, some gain res and live until the second. Res remains effective until about 1415 - this is a soft limit, and there is no need to be shy about it on munkin. Crit and speed come next: a crit in the guise of an owl returns 2% of mana from each critical hit on a single target, turns on "Nature's Grace», «Eclipse" and "Vengeance", and a well-dressed munkin has more than 30% crit in form.

1
Spell Penetration0–160 under the enemy
It is selected for the purpose, and not collected “just in case.” It's not needed at all against most classes; 75 - against the Druid's Mark of the Wild; 120 - against "Magic armor"; 140 - if “Magic Armor” is enhanced by talent; 160 - vs Fel Hunter Warlock. A separate position: some players consider 130 sufficient against magicians, shamans and hunters. A working compromise is about 78 of the gems, plus changing the book in the left hand to the version with 79 penetra when the enemy demands it.
2
Hit Rating0–4% from items above 4% of talent
The chance of missing a player of equal level is 4%, and “Balance of power» closes it entirely. With items, accuracy is only needed against the one who takes it away from you: + 2% against the blood elf (his “Magic Resistance” affects all schools), + 2% against the night elf and tauren (their “Nature Resistance” is only against the nature school, that is, against “Wrath”, “Insect Swarm”, “Wrath of Trees”, “Twister” and “Typhoon”), + 4% against the Retribution paladin and + 6% against the Paladin of Retribution - a blood elf. One "Ash Band of Endless Destruction” gives 51 ratings (about 1.94%) and almost closes the first case.
3
Spell Powerfrom 3000
Basic Damage and Healing Stat: «Starfall", nukes and healing scale directly from him over time. The guideline is no less than 3000. Don’t be embarrassed that other casters have a higher number: this is a feature of the class, and not a weakness of your spells.
4
Resilienceup to 1415
A direct exchange with the power of spells, and it’s up to you to decide: hem with the power of spells and kill from one window, or hem in the res and survive until the second. Res remains effective until about 1415, after which there is a soft limit. Without res, Munkin dies very quickly - he essentially has no protective cooldown.
5
Critical Strike Ratingabout 30% in the form
Each crit against a single target in the form of a owl returns 2% mana, starts "Nature's Grace" (+20% to casting speed), "Eclipse" and "Vengeance", which doubles crit damage. A well-dressed munkin has over 30% crit while in uniform. Disclaimer: someone else's res crit cuts, so you shouldn't purposefully gem it - it comes from items and talents.
6
Haste
Both damage and control are on your casts, so speed speeds up literally everything. With a full season set, that comes out to about a 577 rating, and together with Nature's Grace and Divinity's Focus, it's a 3/3 "Anger" and "Patronage of Nature» custom in about 1.03 seconds. There is only one problem: the speed on leather is objectively lower than on fabric.
7
Spirit
«Improved Moonkin Skin» converts 30% of spirit into spell damage, so spirit is not trash. But it replenishes mana only outside of casting, and in the arena you cast constantly - so they don’t purposefully recruit it. Controversial position: with the “Tension” talent, half of the regen from the spirit also works in the caste, and then the spirit becomes better than mp5 - but this talent is not present in the standard build.
8
Mana every 5 seconds (MP5)
More reliable than spirit if the goal is simply not to be left without mana in a long battle. A separate position: it’s not worthwhile to purposefully gain mana recovery for Munkin at all - the class is taken for versatility, and not for playing attrition.
9
Intelligence
Mana pool, spell crit chance and +12% spell power through "Patronage of the Moon" He comes with all the items himself.
10
Stamina
Comes with seasonal items. Only those who regularly carry a flag or play for survival in BGs should invest in it separately.

Rotation

The rule is simple: you can cast freely - cast, you have to move - add periodic damage and healing over time. "Anger" and "Starfire» are chasing through «Eclipse": Starfire crit enhances "Anger"by 40%, crit with Wrath increases the crit chance of Starfire by 40%, each effect lasts for 15 seconds with a cooldown of 30, and they do not work at the same time. It is especially important to enter at least one “Anger"for the sake of the debuff"Earth and Moon"- it strengthens both you and your casting partner by 13%. «Starfall“Without this debuff they try not to press. And remember: outside of a duel, Munkin’s periodic damage is weak, so the whole bet is on free casts and the window.

Boss Pool (Opener)

Crouching Beast
buff
Munkin can open the battle from stealth - this is why he is taken into setups with a rogue. Discoveries from stealth: “Leap” → “Wrath of the Trees"against the warrior; “Leap” → “Anger» → «Starfall"against the magician; “Leap” → “Tornado"is a standard heal opener in the arena.
Wrath of the Trees
cc
Roots from a maximum distance of 36 m. They break from damage, so they are hung to break the distance, and not to keep the target under damage.
Anger
nuke
The first one “Anger» hangs “Earth and Moon”: the target receives 13% more damage from spells for 12 seconds.
Moonfire
dot
Periodic damage that occurs while running. Update in advance - then there may be no window.
Swarm of insects
dot
Second periodic damage. With the symbol, it hits 30% harder, but no longer reduces the target's accuracy.
Starfall
Cooldown
Window: 20 stars in 10 seconds. It presses when the target has “Earth and Moon", preferably after the enemy has spent protective cooldowns, and definitely when you will not be turned off by control in the coming seconds.

Priority in battle

Starfire
nuke
The main nuke under “Eclipse” for crit. It takes longer to cast, but it is stronger - they beat him when there is time for a free cast.
Anger
nuke
Quick nuke; under “Eclipse” after a “Starfire” crit, it hits 40% harder. They also update “Earth and Moon”.
Moonfire
dot
Stays on forever. This is your damage while moving and at the same time what prevents the rogue and feral from going back into stealth.
Swarm of insects
dot
It stays on forever for the same reason.
Magic fire
debuff
Instant, -5% armor for 5 minutes, and during this time the target cannot become invisible or invisible. It is necessary to hang against the rogue, otherwise he will re-enter stealth.
Tornado
cc
Your main control. In the arena, they do not spare them: they control not only the focus target, but also the main one - at the moment of decreasing the duration, so that it is not over-healed. Sometimes "Tornado" on a target with low health is more valuable than "Tornado"by hil.
Thunderstorm
AoE
Massive damage boosted by Strong Wind by 30%. Mainly in battlefields and in point battles.

AoE rotation

Thunderstorm
AoE
Channeled Spell: 451 units. damage by forces of nature once per second in an area and + 20% to the time between attacks to everyone who stands in it. On BGs near the flag and on points, this is the best mass damage among casters, and slowing down attacks there is no less valuable.
Starfall
AoE
Radius 30 m, plus 101 units. on everyone within 5 m from each hit target - in a batch this is your massive damage. «Focus Symbol" is contraindicated here: it cuts the radius in half.

Cooldowns

Starfall
Cooldown
20 stars in 10 seconds, one-minute cooldown, with a symbol - 30 seconds. It stops working under control, so the medallion is kept ready specifically for it, and the team spends the enemy’s control in advance. And remember: changing your appearance or mounting a mount will cut off "Starfall» ahead of schedule.
Power of Nature
Cooldown
Three trees for 30 seconds. They are placed in the burst window and separately when hitting it yourself is pointless: under Adka’s “Anti-Magic Shell”, after the magician’s “Ring of Ice”, after the priest’s “Mental Scream”, when the horns were used by the “Cloak of Shadows” without “Disappearance”.
Bark leather
Cooldown
−20% of damage taken and complete immunity to casting delay, cooldown 1 minute. It is especially important: it can be turned on while being stunned. Against Bladestorm, Shadow Dance, and Beastmaster Hunter, this is the little you have, so you don't waste it.
Nature's Grasp
Cooldown
Three triggers in 45 seconds: anyone who hits you has a 100% chance of getting "Wrath of the Trees" Cooldown 1 minute. The button is a last resort - don’t just waste it and don’t waste it under the Anti-Magic Shell.
Typhoon
cc
1190 units nature damage from 30 m, knockback and dizziness for 6 seconds, cooldown 20 seconds (with symbol 17). Apply almost immediately as soon as it is ready. Throwing a healer off the platform with Typhoon is often more useful than any control, and the six-second dizziness works even where there is nowhere to throw.
Tornado
cc
Throws the target into the air for 6 seconds: it cannot act and at the same time is invulnerable - it cannot be finished off or healed. At the same time «Tornado» sticks to only one goal. Range 20 m, with “Strong Wind” 24 m, cast 1.5 seconds - and this cast will be interrupted.
Hibernation
cc
Puts you to sleep for 40 seconds from 30 m, breaks from any damage, affects only animals, dragons and their relatives - that is, for a druid in any animal form, including “Travel Form", and according to the hunter's pet animals. A Druid under “Hibernation” will not come out of shape. Against the player, the duration is cut to about 10 seconds, so the trinket is knocked out first.
Travel Form
buff
+40% to movement speed, and in it you are immune to transformations - that is, the mage’s “Transformation” does not affect you. The base of the kite.
Dire Bear Form
Cooldown
Form under someone else's window: in conjunction with “Furious Restoration” allows you to sit out “Bladestorm” and the like, and “Stun" gives you a single stun.
Furious Recovery
heal
Treatment in the form of a bear. The link “bear → treatment → “Stun"on the exit from someone else's window" saves rounds.
Stun
cc
Stun from Bear Form. They interrupt the cast - for example, during the “Strangulation” of Adk or the “Silence” of the priest. Keep in mind that it is often parried against a Death Knight, and it does not work at all against Fortitude of Ice.
Insight
buff
Mana replenishment. Against a magician they steal it - hang it when there is nothing to steal.
Eliminating Poison
dispel
Works directly in the guise of an owl. It holds up against rogi and hunters all the time—if successful, it even removes “Wyvern Bite.”
Removing the Curse
dispel
Also works in the guise of an owl. Against a warlock is a required button.
Rejuvenation
heal
1690 units health per 15 seconds, 40 m. Key disclaimer: healing spells cannot be cast while in Moonkin form - each heal costs you to break out of form, i.e. +370% armor and damage reduction while stunned. Plus, over time, the treatment is removed from you and stolen.
Patronage of Nature
heal
1883–2187 units health in 1.5 seconds, +20% if the target is already receiving your healing over time. It also requires exiting the owlkin form and is also interruptible, so it is used only when there is nothing to interrupt you.
Tips
  • Shapeshifting is your main survival tool. It removes slowdowns and roots, and a separate macro is made for it: do not leave the warrior’s “Blade Vortex” and do not stand in Adka’s “Ice Chains,” but go into the form of a cat with “Gust” or at least “Travel Form».
  • But don’t overdo it: against Fmage, changing shape to remove the slow is wasted mana, because he will slow down again and again. Change your appearance where your roots hold you, and not where you are just slowly.
  • Changing appearance interrupts "Starfall" This is the most expensive interaction in the spec: a reflexive “overshift” under the window costs you all the remaining stars. While the stars are falling, they come out of the slowdowns with anything else - “Typhoon”, roots, position.
  • «Owlkin's Frenzy" also disappears if you change your appearance. Before you press the “overlift”, see if you are currently pressing the cast under it.
  • Do not leave the form of an owl near the horn and miles in general: in the form, armor from equipment is 370% higher, and damage to you while stunned is reduced by 15%.
  • A night elf can go “stealth” in the middle of combat: let the damage over time subside, “Merge with Shadows,” change into cat form and go into “Prowl.” You can have a drink in between. It won't work against an attentive opponent.
  • Reduce visibility. The appearance of the owl is in itself an invitation to hit you, so keep your distance and do not hesitate to reduce the model with Hogelmogel's Elixir.
  • Monitor the decrease in the duration of control and other people's trinkets. «Tornado"And you will apply the roots continuously, and without taking into account the reduction in duration, half of this will be wasted.
  • Force your opponent to spend a trinket before you open the window. Munkin wins the second run, not the first.
  • «Eliminating Poison" and "Removing the Curse"work in the guise of a owl. Remove Neutralizing Poison before healing and you won't have to break out of shape.

Macros

Two categories of macros are critical for Munkin: instant shapeshifting (this is his defensive cooldown, which he doesn’t have) and focus control, because “Tornado“You have to hang it on the wrong target that you are hitting. Next is a mouseover for removing poisons and curses: they work directly in the form of an owl, and getting out of the form under miles is too expensive. Mouseover healing is also needed, but with a caveat: healing spells in the form are not cast, and each such click throws you out of it. All names of spells in the code are in English, Russian are included in the notes; client limit is 255 characters.

Change of appearance

Universal Poverlift Required
One button that updates the current appearance: bear, marching, cat or owl. Updating your appearance removes slows and roots, which is your main way to survive.
/cast [stance:1] !Dire Bear Form; [stance:4] !Travel form; [stance:3] !Cat Form; [stance:5] !Moonkin Form;
Russian names: «Dire Bear Form», «Travel Form", "Cat Shape", "Moonkin Form" The exclamation mark prevents the macro from kicking you out of the form if you click too much.
Poversift only for owl Required
A short version of the same idea: refreshes the owlkin's appearance and removes the slow without taking you out of shape.
/cast !Moonkin Form
Russian title: «Moonkin Form" Remember that changing your appearance removes “Owlkin's Frenzy».
Going into a cat with Rush Required
Emergency breakaway: cat form and immediately “Rush”. This is how the warrior leaves the “Whirlwind of Blades” and the “Ice Shackles” of Adk.
#showtooltip Dash /cast [nostance:3] Cat Form /cast Dash
Russian titles: “The Shape of a Cat” and “Rush”.

Control

Focus tornado Required
Control of the second goal without losing the main one. «Tornado"makes the target invulnerable for 6 seconds, that is, turns it off from the round entirely - so the focus version is the most necessary munkin button in the arena.
#showtooltip Cyclone /cast [@focus,harm,nodead][@target,harm,nodead] Cyclone
Russian title: «Tornado" Don’t forget to control the main target as the duration decreases, otherwise it will be healed.
Wrath of the trees on focus Required
Roots onto the one running towards you, without losing the current target.
#showtooltip Entangling Roots /cast [@focus,harm,nodead][@target,harm,nodead] Entangling Roots
Russian title: «Wrath of the Trees" It breaks due to damage, so it is used to break the distance.

Mouseover - treatment and removal of effects

Rejuvenation by Mouseover Required
Treatment over time on the one the mouse is pointing at, otherwise on yourself. Works for both your partner and you, without switching targets.
#showtooltip Rejuvenation /cast [@mouseover,help,nodead][@player] Rejuvenation
Russian title: «Rejuvenation" Remember that healing spells cannot be cast while in Moonkin form: the macro will knock you out of the form. Using the modifier, you can add [mod:alt,@party1] for a specific partner.
Eliminating poison by mouseover Required
Removing poisons without leaving the form of a owl. It constantly presses against the horns and the hunter.
#showtooltip Abolish Poison /cast [@mouseover,help,nodead][@player] Abolish Poison
Russian title: «Eliminating Poison" Remove Neutralizing Poison before healing.
Removing the curse by mouseover Required
Same for warlock and mage curses.
#showtooltip Remove Curse /cast [@mouseover,help,nodead][@player] Remove Curse
Russian title: «Removing the Curse" Also works in the guise of an owl.
Macro Tips
  • Medallion under “Starfall“Don’t include it in a macro: you spend the trinket when the control has already arrived, and not in advance along with the window.
  • Monitor the decrease in control duration and other people's trinkets - without this, focus macros run idle half the time.
  • On the powerlift, it’s worth placing a convenient key next to the movement: you’ll have to press it dozens of times during the battle.

Strategy and general tips

Munkin's win-condition is to kill a target in the Starfall window before the enemy can turn you off. Everything else is preparation: hang “Earth and Moon” with the first “Wrath”, lure out the trinkets, collect periodic damage and wait until the moment when the enemy’s control is spent. The pace of the battle is choppy: between windows you hardly press and mostly kite and heal. What to avoid - opening "Starfall» into control (under control it simply stops working), leaving owl form close to a mile and hoping to outplay someone over a long distance: the game of attrition is not your thing.

  • You can cast freely - cast. You have to move - add periodic damage and healing over time. Speck has no third option.
  • Find the earliest window to enter at least one “Anger“For the sake of “Earth and Moon”: 13% of the damage received from spells works for both you and your casting partner.
  • Try not to open "Starfall"without "Earth and Moon" on the target.
  • Don't just waste Nature's Grasp and Barkskin - those are the only two "oops" buttons you have.
  • The reduction in the duration of control must be considered. «Tornado» is applied not only to the focus target: control of the main target at the moment the duration decreases does not allow the partner to heal it.
  • Make the enemy spend a trinket before you open the window. Munkin wins the second run.
  • Knocking back from the platform with Typhoon is often more effective than any control - both in the arena and in the battlefield.
  • «Tornado"on a target with a low health reserve is sometimes more useful than the "Tornado" in terms of healing: they still won’t be able to heal it.
  • Munkin almost always dies from being brought to a state from which he can no longer heal or kite. Spend protective resources earlier than you think is necessary.

Duels

In duels, munkin feels better than in the arena: periodic damage really works here, and no one breaks the kite with a third player. The general scheme is to survive someone else's discovery, exchange cooldowns, gain periodic damage and open "Starfall"when the enemy's defensive buttons have already been spent. In a duel, don’t touch the Heels at all: the munkin doesn’t push through any of them.

Matchups

Warrior (Weapon/Fury/Defense)
Defense Warrior is annoying, but kites with Wrath of the Trees - just wear it out, it has no healing reduction. The Weapon Warrior is similarly vulnerable to roots. At the beginning of the fight, try to stand close enough so that he can't Charge, but outside of melee: this way you will have time to apply damage over time before he finally gets to you. When he turns on Reckless, press everything you have. They wait out the “Whirlwind of Blades” under the “Barkskin”, remaining in the guise of an owl: you cannot escape from it if you were not already at a distance. The second option is to go into the form of a bear, turn on "Furious Recovery”, and at the exit from the “Blade Vortex”stun its «Stun", add "Tornado"and recover; At this point, Deathstroke may already be on cooldown. From “Blade Vortex” and “Icy Chains” they leave through the form of a cat with “Rush”.
Paladin of Light (Hpal) Difficult
It doesn’t kill one on one: a munkin won’t push through a healer with a res and a head. There is no point in wasting time on him in a duel.
Defense Paladin (Prot-pal) Easy
Annoying, but not dangerous: it doesn't do enough damage to cause you problems. Keep your distance, deal periodic damage and finish with free casts.
Paladin of Retribution (Retri)
His burst is prohibitive due to passive talents, but there is no reduction in healing or interruption - which means your treatment works at full strength, and this is your main resource. "Bark leather" under Avenging Wrath is almost useless due to Holy Wrath, so it's better tostun its «Stun" from bear form and continue spamming "Tornado" Spend Trinket on the “Hammer of Justice” - the only exception is if he still needs to reach you and he still won’t be able to hit you for the entire duration. He doesn’t know how to catch up with you: “Tornado" and "Typhoon" break the distance, and sooner or later he will spend "Repentance" - after that, open "Starfall" If you lose money, get treatment and start again. A competent paladin will hang “Justice of Justice”, which is not removed, so on “Travel Form“Don’t count on it at this point.
Hunter (Shooting/Survival/Beastmaster)
«Hibernation"on peta - first thing. Next, stay close to the hunter himself: if he can't shoot, he can't kill you. Working approach diagram - «Tornado", come close, and "Wrath of the Trees" exactly at the moment when "Tornado" subsides. Keep the damage over time constant so that you can deal damage during Containment as well. "Eliminating Poison» removes its stings, and with luck – even “Wyvern Bite”. «Nature's Grasp» keeps pets away. You need to burst early: any damage that you managed to inflict will not be healed later, and if he turned on “Containment”, you have a window to heal yourself.
Rogue (Assassination / Combat / Grace)
Do not leave the form of an owl next to him at all until you are sure that you will not be caught in control. "Eliminating Poison” and healing over time on yourself is what keeps you alive. Keep full damage over time coverage and be sure to hang "Magic fire": periodic damage usually prevents him from returning to stealth, but with successful control it will if he doesn’t have Magic Fire on him. If you used “Cloak of Shadows” without “Disappear”, set it to “Force of Nature”. "Starfall“Open only when he has nothing left to control you or when the trinket is ready, and never while he is under the “Cloak of Shadows.” And remember: «Tornado"on the horn does not make you invulnerable - if it trinkets and blinds, only your own trinket will save you.
Priest of Discipline (DC) Difficult
You won't be able to kill him. As with other heals, in a duel it's just wasted time.
Priest of Light (Holi) Easy
But here it’s the other way around: a Holy priest in a duel is an easy target, and it’s quite possible to push him through.
Priest of Darkness (SHP)
Play aggressively. If you go on the defensive, the ShP will outplay you - but under constant pressure, he has no time to remove the healing from you over time. Place “Force of Nature” after “Mental Scream”. “Vampiric Touch” is knocked down by “Merge with the Shadow” or “Typhoon”, and under “Silence” it helps “Stun"from the form of a bear. The priest will get close to you to scare you: if you manage to lead him in a circle, you will greatly ruin his game. «Starfall- immediately, as soon as his shield fell. And a separate technique: “Tornado"by "Merge with Darkness" blocks mana recovery.
Death Knight (Unholy/Ice/Blood)
Changing your appearance for the sake of “Desecration” is pointless - do not waste either the global cooldown or mana. “Anti-magic shell” - it’s time to put “Force of Nature”, because you won’t do any damage anyway; and at this point, don't waste Nature's Grasp. «Stun“Try it during “Strangle”, but remember that death knights parry a lot, and under “Fortitude of Ice” the stun does not go away at all. "Typhoon" and "Wrath of the Trees»hold until the “Death Grip” goes on cooldown. It is useless to kill Ghoul Adok - he will raise a new one instantly; but it can be held by its roots, but the gargoyle is worth killing if possible. «Starfall- after “Anti-Magic Shell” and ideally after “Ice Fortitude”.
Elemental Shaman (Elem)
The main threat is Slicing Wind: its cooldown is too short to fool you every time. The working scheme is to make it spend an interrupt on "Starfire" and immediately switch to "Anger" You can stand at the maximum distance, where he doesn’t bother you with an interruption, but then “Tornado“You can’t prove it. “Grounding Totem” with perfect timing is almost impossible to bypass; If you notice it, burn it with “Moonfire”. Meet “Lava Burst” with “Barkskin”, or better yet, shoot down “Merge with the Shadow” or “Typhoon”. And keep the pressure on so that he has no time to remove the Dispel Magic treatment from you.
Enhancement Shaman (Enkh)
Same problem with Slicing Wind, same solution. The difference is that Enkh is constantly in your face, so they use “Typhoon», «Wrath of the Trees», «Nature's Grasp" and the appearance of a cat with "Rush". Changing appearance removes his slowdowns.
Shaman of Healing (Rezto-sham) Difficult
You can't kill yourself one on one - come back with a partner.
Mage (Ice/Arcane/Fire) Difficult
Prepare to suffer. Everything is decided by the deception of “Antimagic”: if you don’t learn, consider yourself already dead. Before attempting to cheat the interrupt, it makes sense to enable Barkskin. If Anti-Magic is enhanced by a talent, it silences you - but “Stun"from bear form is physical and works under silence, so approach and stun. Treatment over time and "Insight“Hang them carefully: they are stolen by the Spell Stealer.” «Patronage of Nature"Cast when there is nothing to interrupt. Place “Force of Nature” after “Ring of Ice”. «Starfall“Ideally they open it when it can no longer go into the “Ice Block”, but it is unlikely that it will be possible to push it through without “Starfall”; went into the lump - get treatment. Meet the “burst of strength” with “Tornado” or “Typhoon”. And don’t waste mana on changing your appearance against Fmag unnecessarily: he will constantly slow down, but you need to get out of the roots.
Warlock (Affliction/Destruction/Demonology)
In Beast forms, you are immune to Seduction - this alone won entire rounds. The lock's burst is large, but its mobility is poor: getting out of the radius and healing is easier than it seems, and usually this is what decides the battle. Be sure to kill Pet - he gives the lock both utility and survivability; Give him damage over time and he will die in Starfall or almost die. Afli-lock is the hardest of the three: don't let him cast Haunt and Unstable Affliction and don't go below 25% health. Remove the curses.
Druid of Healing (Rezto) Difficult
Without a partner, give up. You can't kill a Gila with a head and a head.
Feral Druid (Feral)
«Hibernation" works on it in any animal form, including "Travel Form", and he cannot get out of it: knock out the trinket, and then catch him for 10 seconds - this will give you air. If you're pushing a Feral, he's more likely to spend an instant Nature spell on Healing Touch than onTornado”, which usually goes unnoticed - so burst quickly. It’s almost impossible to kite a feral, but you have to try: those few seconds while he removes your roots by changing his appearance or flies away from the Typhoon save your life.
Druid of Balance (mirror)
The mirror decides who will be the first to turn off someone else's “Starfall" Spam "Tornado"or break the line of sight when he opens it; open yours by covering yourself with a trinket, “Typhoon” and “Merge with the Shadow”. If he does the same thing, it means he also knows how to play.
Tips
  • Do not leave the owl form within a mile: the armor in the form is the same as in the form of a dire bear, and while stunned, damage to you is reduced.
  • Plan your treatment in advance: each cast of treatment throws you out of Owlkin form, meaning during this time you lose armor and damage reduction while stunned. Healing point-blank at a mile is almost always worse than being pulled away at first.
  • For the Night Elf, “Shadow Merge” replaces the interrupt: it knocks down “Lava Burst,” “Chaos Arrow,” and “Fear.”
  • «Hibernation"Works on any druid in beast form and on any beast - including hunter pets.
  • Reduce the model with “Gogelmogel’s Elixir”: the appearance of the owl is too noticeable, and less attention means more life.

Arena 2v2

In twos, munkin is the DPS from the opener. Discovery from stealth plus «Starfall" decides the round in the first seconds, and if it does not decide, the second part of the game begins: kite, heal and wait for the next window. Hence the main sign of a good partner - the ability to either complete the murder in your window, or let you calmly survive the minute between windows.

Computers

Munkin + Horn C
Companions: Rogue (Grace)
Both players are invisible at the start, and the enemy does not know what awaits him until the last minute. Burst absurd: «Starfall"very often kills a person right in the opener, before he understands what is happening. But it’s not just a matter of surprise - the Munkin in 3.3.5a is unexpectedly durable and has decent healing, so the setup can restart the round and enter again. "Starfall" and "Shadow Dance" are both on a minute cooldown, so your windows are always synchronized and come more often than the enemy can trinket. Even against a combination of a Weapon warrior with Khpal, you have a chance due to constant pressure, and on maps with elevation changes you can simply throw the enemy off with Typhoon and force the battle to restart. The downside is linearity: they turned on cooldowns, tried to kill, it didn’t work - they restarted, and so on in a circle.
Hard against: Lok + heal ligaments: too tenacious to push through. And any setups with a Retribution paladin - he meets your first "Starfall» “Divine Shield” and does not allow you to restart with “Justice of Justice”
Munkin + Afli-lok
Companions: Warlock (Affliction)
Double DPS from periodic damage pressure: the lock keeps the target under constant damage and control, you finish with the “Starfall” window and strengthen it with “Earth and Moon” by 13%. This setup is not rated, but it is called one of the best options for munkin in deuces.
Munkin + Fmag
Partners: Mage (Ice)
A classic pairing of two casters: the mage has interruption and control, you have an irremovable “Tornado"and a window. The goal is to kill the target before the enemy has time to react, so both players enter with full cooldowns.
Munkin + Elem
Partners: Shaman (Elemental)
Caster cleave with Grounding Totem and two knockback. Both need free casts, so the setup lives on positioning and line of sight breaks.
Munkin + DC
Companions: Priest (Discipline)
Option with healing: the priest keeps you alive, you accumulate a window and control the “Twister”. Played from long rounds, not from opener.

Matchups

Lock + heal for Munkin + Horn Difficult
The most inconvenient matchup of the setup. Lock and heal will survive your window, but a second such window may not be enough for you: your damage outside of Starfall is mediocre, and they have more healing. The only way is to first kill the pet, then catch the healer with the “Tornado” at the moment the control duration decreases and enter the lock with two windows at once.
Any setup with a Retribution paladin for Munkin + Horn Difficult
Retri breaks your pattern twice: with “Divine Shield” he survives the first “Starfall”, and “Justice of Justice” does not allow you to break the distance and restart the battle. Since there are a lot of retries in the meta, this is the reason why the setup does not rise higher. There is only one plan - not to open until the bubble is spent.
Avar + Khpal for Munkin + Horn Average
The most popular bracket setup is not an automatic defeat: due to constant pressure and the ability to restart the round, you have real chances. On maps with elevation changes, it’s even better: the “Typhoon” throws the enemy down, and the round begins again on your terms.
Tips
  • Keep the trinket under "Starfall": control at this moment costs you the entire window.
  • On maps with elevation differences «Typhoon" is a way to force a round to restart when things go wrong.
  • Periodic damage outside of a duel is weak: don’t expect to finish off the enemy with Moonfire - either a window or nothing.

Arena 3v3

In threes, the munkin almost always plays a supporting role: “Tornado", roots, periodic damage and healing over time, and in the guise of an owl he spends significantly less time than it seems - he sits around Starfall when he's truly in shape. All setups with munkin have one thing in common: if the kill in the opener does not take place, the next minute is spent on the defensive.

Computers

LSD 2 A
Companions: Warlock (Destruction), Shaman (Healing)
The enemy sees a lock, a shaman and a druid and reasonably assumes that this is LSD - and the druid turns out to be a munkin and blows his face off. The setup plays very similarly to LSD, with the same strengths and weaknesses, but the surprise factor here is huge: if the shaman does not hang up the “Earth Shield” before entering the battle, the specializations of your team are unknown to the enemy, and the munkin comes out of stealth immediately with “Starfall”. Very often this is a quick and easy kill in the first seconds.
Hard against: Classes with strong defensive cooldowns for predictable damage - primarily death knights with Anti-Magic Shell for 45 seconds. And melee-cleaves who just sit on the munkin for the whole round
God Cleave B
Companions: Shaman (Elemental), Holy Paladin
One of the most unique bracket setups. It looks like an ordinary caster-cleave with a big burst, but it is played differently: the kill is done with a “Twister” or “Evil Eye” on the heal, then there are offensive cooldowns and, above all, “Starfall" If it didn’t work out, calmly go on the defensive for a minute, because all three can heal, and wait for the next Starfall. The setup has neither pronounced counters nor pronounced sacrifices - but there are good and bad cards: both DPS have knockback, so on two maps with a difference in heights the setup is very strong, especially against melee cleaves.
Hard against: Maps without elevation changes, where knockbacks lose half their meaning
RPD/Surprise Chicken Cleave C
Companions: Rogue (Grace), Priest (Discipline)
The enemy sees the priest and two invisible players and prepares for RMP or RPD - and a munkin comes out of stealth and destroys him with Starfall. In essence, this is a simpler RMP: Munkin is weaker than Fmag, its burst is tied to “Starfall" with a minute rollback, and "Tornado"In most respects it is worse than "Transformation". The setup does the same thing as RMP - kills in the opener - but worse.
Munkin + Afli-lok + Rezto-sham
Companions: Warlock (Affliction), Shaman (Restoration)
Maximum pressure from the first second: a lot of periodic damage, "Starfall" and "Heroism". The task is not to give the enemy a single quiet moment so that he does not have time to remove your periodic damage.

Matchups

Death Knight Compounds for LSD 2 Difficult
Your damage is predictable: it comes in a window once per minute, and Anti-Magic Shell rolls back in 45 seconds. This means that Adk is surviving the window, and you need to either lure out the shell in advance, or use “Force of Nature” instead of useless casts and wait for the next call.
Miles-cleaves for LSD 2 Difficult
Mili-cleave just sits on the munkin for the entire round, and you can neither cast damage nor hang "Tornado" It all comes down to the “Starfall” windows, and if you fail to kill in the opener, the chances drop sharply. Play from Typhoon, roots and line of sight breaks, and don't skimp on Barkskin.
Any composition that does not know your specializations for LSD 2 Easy
Until the shaman hangs up the Earth Shield, the enemy does not know that the druid is a munkin. Come out of stealth right away with Starfall: very often this is a kill in the first seconds of the round.
Mile-cleaves on maps with elevation changes for God Cleave Easy
Two knockbacks per team means the miles just don't reach you. This is the best matchup of the setup.
Compositions on maps without elevation differences for God Cleave Average
Knockbacks no longer win position, and the setup is much harder to play. This is compensated by the fact that all three can heal: drag out the round until the next Starfall.
Lineups that survived your opener for RPD/Surprise Chicken Cleave Difficult
The entire setup is built on killing in the first seconds. If the enemy trinkets in time and survives, then you play a weaker version of RMP: "Starfall" left for a minute, and "Tornado» has worse control than Polymorph.
Tips
  • Killing is based on healing control, not damage: “Tornado" or "Evil Eye", then cooldowns and "Starfall».
  • «Earth and Moon"—your contribution to someone else's damage: 13% for each caster in the team.
  • Don't let the team spend all the control up to your window - under control "Starfall" doesn't work, and the enemy knows it.

Arena 5v5

In fives, Munkin takes the place of a mage or warlock, and can play with them in a heavy caster cleave. The reason is simple: the potential of “Starfall” for five targets is prohibitive.

Computers

Caster-cleave with munkin
Partners: Casters, Heal
Munkin fits into the mage or warlock slot or is added to them as a third caster. It is played using general area pressure and Starfall on several targets at once.
Tips
  • The entire enemy team will have control over you as soon as the stars begin to fall, so getting out of control must be planned in advance, and not after the fact.
  • «Thunderstorm" and "Starfall» together give the best massive damage among casters: in a per-point mix this is your main contribution.

Battlefields (BG)

On the battlefield, the munkin reveals itself better than in the arena: both periodic damage and massive damage work here, and he is also one of the best flag carriers if you collect equipment for survival. Mana is not a problem here, but visibility is a problem: the appearance of the owlkin can be seen from afar.

Tips
  • «Starfall“—the main argument in any batch. Take with you several “Potions of Freedom of Action” so that the window is not torn down by control.
  • A separate set is being collected under the flag: enchantments and gems for endurance and stability instead of spell power. With it, the munkin carries the flag better than most classes.
  • «Storm» hits the area stronger than any other caster - at points and near the flag this is your main damage.
  • «Typhoon"on narrow bridges and near cliffs is worth more than any damage you take.
  • Engineering pays off here: the Parachute Cloak is useful on maps with cliffs, and Nitro Boosters are useful for catching up and breaking away.

Stones

Munkin's cut is not a list, but two sets for different tasks. The first is for damage: “Runed Crimson Ruby" everywhere, "Mysterious fearstone" where penetration is needed, "Thunderous Majestic Zircon» into the blue slots if there is not enough penetra. The second is for survival: «Reliable Ametrine" and "Mystical royal amber" instead of pure spell power. Meta - «Chaotic Skyflare Diamond", he needs at least two stones of the same color, and this requirement closes itself. A separate meta option is “Radiant Diamond of Heavenly Radiance"under the flag and against casters: +32 to stamina and -2% of damage received from spells. The penetrating ability is calculated according to the enemy: about 78 of the gems are a working compromise, and the missing ones are obtained with a book in the left hand.

meta
Chaotic Skyflare Diamond
+21 Critical Strike Rating and +3% Critical Damage
Main meta. Requires at least two stones of the same color.
meta
Radiant Diamond of Heavenly Radiance
+32 Stamina and -2% Spell Damage taken
Survival meta: against caster setups and in a flag carrier set.
red
Runed Crimson Ruby
+23 Spell Power
Damage build base. It is placed in all red nests, and in the absence of problems with penetra and res - in the rest.
red
Mysterious fearstone
+12 Spell Power and +13 Spell Penetration
The main way to get penetra without throwing away the entire spell power. Fits in red and blue slot.
blue
Thunderous Majestic Zircon
+25 Spell Penetration
When there is not enough penetration at all - for example, against a fel hunter, where you need 160.
blue
Solid Majestic Zircon
+30 Stamina
Set for survival and for the flag.
yellow
Reliable Ametrine
+12 spell power and +10 resilience rating
Trade-off between damage and res; placed in the red and yellow slot.
yellow
Mystical royal amber
+20 to resilience rating
Clean res. For those who prefer to live until the second window.
red
Purified fearolite
+12 Spell Power and +10 Spirit
Option for those playing with the "Tension" talent: spirit through "Improved Moonkin Skin» 30% is returned to spell damage.
blue
Tear of Nightmares
+10 to all stats
Unique, one for all equipment. Universal plug for any socket.
red
Runed Dragon Eye
+39 Spell Power
Only for jewelers, maximum of three pieces. Compared to the +23 of a regular Rune Ruby, this is the largest spell power boost in the slot game.
yellow
Mystical Dragon's Eye
+34 to resilience rating
Jewelry version under res. Technique: keep one eye in PvE and PvP weapons and change weapons directly in battle - the res changes by about 92 units.
Important

Do not gain penetrating ability “in reserve”: against most classes there is no resistance at all, and such gems are wasted slots. And don’t purposefully rush into crit: someone else’s resource cuts it, but it comes from items and talents.

Enchantments

SlotEnchantmentBonusAlternative
Head Magic sign of dominance +29 Spell Power and +20 Resilience Rating Arcanum of the Savage Gladiator - +30 stamina and +25 resilience rating, survival option
Shoulders Mark of Dominance +23 spell power and +15 resilience rating Greater Inscription of the Gladiator - +30 stamina and +15 resilience rating
Cloak Enchant Cloak - Speed ​​II +23 Speed ​​Rating Lightweave Embroidery - tailoring embroidery with a chance to give +295 spell power for 15 sec.; for a spec that decides a round in one window, it is usually more valuable than constant 23 speed
Chest Enchant Chest - Resilience II +20 to resilience rating —
Wrists Enchant Bracer - Spell Power III +30 Spell Power Enchant Bracers - Stamina VI (Enchant Bracers - Major Stamina), +40 Stamina, in the Survival Set
Gloves Enchant Gloves - Spell Power II +28 spell power Hand-Mounted Pyro Rocket - engineering replacement: 1654–2020 fire damage from 45 m every 45 seconds and outside the global cooldown
Belt Eternal Belt Buckle Additional gem socket —
Legs Sapphire Arcane Thread +50 Spell Power and +30 Stamina —
Shoes Enchant Boots - Tuskarr Vitality Small increase in movement speed and +15 stamina Nitro Boosts - engineering boost; or Enchant Boots - Greater Spirit, +18 spirit if playing from mana recovery
Weapons Enchant Weapon - Black Magic Proc: +250 Speed ​​Rating Enchant Weapon - Mighty Spellpower III (Enchant Weapon - Mighty Spellpower), +63 to spell power - stable option instead of proc
Rings Enchant Ring - Spell Power II +23 Spell Power per Ring Available only to enchanters and only on their own rings

Consumables

flask
Infusion of the North
+47 spell power for 1 hour
The only infusion that works in the arena, and only for alchemists.
flask
Flask of the Frostwyrm
+125 spell power for 1 hour
The main infusion for duels, battlefields and the open world; persists after death.
flask
Flask of Stone Blood
+1300 maximum health for 1 hour
Option for survival and flag transportation.
food
Smoky salmon
+46 spell power and +40 stamina for 1 hour
The best food for damage. Works outside the arena.
food
Tender scoop steak
+46 spell power and +40 stamina for 1 hour
The same with another recipe - take what is cheaper.
potion combat
Free Action Potion
Immune to stuns and slows for 30 sec.
Key consumables for BG: under it «Starfall"Don't rip control. It does not remove the effects that are already hanging on, so it is drunk in advance.
potion combat
Potion of Wild Magic
+200 Spell Critical Rating and +200 Spell Power for 15 sec.
Through the Starfall window outside the arena.
potion combat
Runic Mana Potion
Restores 4200–4400 mana
For long battles in battlefields and in the open world.
potion combat
Runic Healing Potion Bottle
Restores 2700–4500 health
Standard healing potion.
potion prepull
Potion of Indestructibility
+3500 to armor for 2 min.
Drink before a fight when miles are against you.
elixir
Noggenfogger's Elixir
Random effect, including character model reduction
Drink to make the model smaller: the Owlkin form is the most visible target in the game, and reducing visibility directly increases survivability.
Advice

Potions do not work in the arena; only infusions work there "Infusion of the North"and only among alchemists. Everything else is duels, battlefields and an open world, where there is food, infusions and especially “Free Action Potion" under "Starfall"give a noticeable increase.

Best Items (BiS)

Patch: Season 8 - Wrathful Gladiator

The basis is five leather items “made from the skin of a serpent”, the “Gladiator’s Skin” set: this is a version of the seasonal set with spell power and crit, that is, exactly the Munkinsky one (“from the dragon skin” - Feral, “from the skin of Kodo” - Khil, distinguish them by secondary characteristics, and not by name). Accessories come in three lines with the same spell power and different secondary ones: “dominance” - crit, “enslavement” - speed, “influence” - accuracy. Collect according to what you are missing, not according to the list. The book in the left hand is a consumable slot: “Endgame” gives crit, “Compendium” gives speed, “Grimoire” gives 79 penetration, and it is changed for a specific enemy right between rounds.

Set bonus

Gladiator's Wildhide. 2 items: +100 resilience rating and +29 spell power. 4 items: «Anger» can reduce the cast time of your next Starfire by 1.5 seconds, plus +88 spell power. The 4-item bonus directly enhances the Eclipse combo: fast "Starfire” after “Wrath” - this is your way to cast a nuke under pressure.

SlotItemSource
Head Wrathful Gladiator's Wyrmhide Helm T 2370 arena points. Requires a personal and team arena rating of at least 1950
Shoulders Wrathful Gladiator's Wyrmhide Spaulders T 1930 arena points. Requires personal rating and Arena 2000 team rating in a 3v3 or 5v5 team
Chest Wrathful Gladiator's Wyrmhide Robe T 2370 arena points. A personal and team arena rating of at least 1600 is required
Gloves Wrathful Gladiator's Wyrmhide Gloves T 1430 arena points. A personal and team arena rating of at least 1400 is required
Legs Wrathful Gladiator's Wyrmhide Legguards T 2370 arena points. A personal and team arena rating of at least 1500 is required
Cloak Wrathful Gladiator's Cloak of Subjugation 52,200 honor points, no rating threshold. 106 Spell Power, +60 Speed ​​Rating, +60 Resilience Rating
Cloak (crit option) Wrathful Gladiator's Cloak of Domination 52,200 honor points, no rating threshold. 106 Spell Power, +60 Critical Strike Rating, +60 Resilience Rating
Neck Wrathful Gladiator's Pendant of Enslavement 52,200 honor points, no rating threshold
Ring Wrathful Gladiator's Ring of Domination 52,200 honor points, no rating threshold
Ring (second) Ash Band of Endless Destruction PvE: Ash Alliance reputation, exalted. 101 to spell power, +64 to speed rating, +51 to accuracy rating - this ring usually covers the need for accuracy
Wrists Wrathful Gladiator's Wristwraps of Dominance 43,400 honor points, no rating threshold
Belt Wrathful Gladiator's Belt of Domination 68,200 honor points. A personal and team arena rating of at least 1300 is required
Shoes Wrathful Gladiator's Boots of Domination 68,200 honor points. A personal and team arena rating of at least 1400 is required
Trinket Medallion of the Horde 68,200 honor points, no rating threshold. Removes the effects of loss of control - especially used for “Starfall”
Trinket Alliance Medallion 68,200 honor points, no rating threshold
Trinket (second) Object from another dimension PvE: Heroic Raid Mode. +170 to speed rating and a proc that increases spell power by 121 and another 121 times every 2 sec. for 20 sec.
Trinket (alternative) Charred Duskscale PvE: Heroic Raid Mode. +184 to speed rating and proc +861 to spell power for 15 sec.
Right hand Wrathful Gladiator's Blade of Agility 3950 arena points. Requires a personal and Team Arena rating of 2200 in a 3v3 or 5v5 team. 836 Spell Power, +58 Haste Rating
Right hand (crit option) Wrathful Gladiator's Magic Blade 3950 arena points. The same threshold is 2200 in a 3v3 or 5v5 team. 836 to spell power, +58 to critical strike rating
Left hand Wrathful Gladiator's Endgame 350 arena points. Requires personal and team arena rating of at least 1800. 111 spell power, +63 critical strike rating, +63 resilience rating
Left hand (under penetra) Wrathful Gladiator's Grimoire 350 arena points. The same threshold is 1800. 111 to spell power, +63 to resilience rating, +79 to spell penetration
Left hand (at speed) Wrathful Gladiator's Compendium 350 arena points. The same threshold is 1800. 111 to spell power, +63 to resilience rating, +63 to speed rating
Relic Wrathful Gladiator's Idol of Resilience 1260 arena points. Requires a personal and team Arena rating of at least 1700. Moonfire increases your Spell Power by 119 for 10 sec.

Purchase procedure

  1. First, everything that is for honor and without rating: bracers (43,400), a cloak, pendant and ring (52,200 each) and a medallion of your faction (68,200). This is your base res.
  2. Next are the belt (68,200 honor, rating 1300) and shoes (68,200 honor, rating 1400).
  3. The first items in the set are gloves (1430 arena points, rating 1400) - they are cheaper than the others and, together with any second piece, open a bonus for 2 items.
  4. Then legguards (2370, rating 1500) and robe (2370, rating 1600) - this is already a bonus for 4 items, that is, accelerated "Starfire" after "Wrath".
  5. The book in your left hand (350 arena points, rating 1800) costs a penny - take all three versions at once, they are changed to suit the enemy.
  6. Relic (1260, rating 1700) is taken between the robe and helmet.
  7. The helmet (2370, rated 1950) and shoulder pads (1930, rated 2000 in 3v3 or 5v5) are the last of the set to be closed.
  8. Weapons (3950, rated 2200 in 3v3 or 5v5) - the most expensive and the latest. Before it, they play with weapons from the previous season or a PvE version.