DruidRestorationHealerDungeon levelingLevels 15–40
Hybrid Cleave 5-man: Restoration Druid Wild Growth talents (levels 15–40)
TheorycraftUpdated Oct 24, 2026
Published Sep 15, 2026 · 578 views
Restoration Druid build for hybrid cleave dungeon leveling: Rejuvenation and Swiftmend on the tank, Reflection for mana while casting, and Wild Growth at 40 for the whole party.
Suggested group
Pick a group member to see their talents and when to learn each point.
Restoration Druid talents
The build this guide is about. Druid leveling
Balance0 pts
Hover or tap a talent to see what it does.
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- 1.Nature's Focus1/5Lv 10
- 2.Nature's Focus2/5Lv 11
- 3.Nature's Focus3/5Lv 12
- 4.Nature's Focus4/5Lv 13
- 5.Nature's Focus5/5Lv 14
- 6.Naturalist1/5Lv 15
- 7.Naturalist2/5Lv 16
- 8.Naturalist3/5Lv 17
- 9.Naturalist4/5Lv 18
- 10.Naturalist5/5Lv 19
- 11.Gift of Nature1/5Lv 20
- 12.Gift of Nature2/5Lv 21
- 13.Gift of Nature3/5Lv 22
- 14.Gift of Nature4/5Lv 23
- 15.Gift of Nature5/5Lv 24
- 16.Improved Rejuvenation1/3Lv 25
- 17.Improved Rejuvenation2/3Lv 26
- 18.Improved Rejuvenation3/3Lv 27
- 19.Swiftmend1/1Lv 28
- 20.Gift of the Earthmother1/1Lv 29
- 21.Nature's Swiftness1/1Lv 30
- 22.Living Spirit1/3Lv 31
- 23.Living Spirit2/3Lv 32
- 24.Living Spirit3/3Lv 33
- 25.Reflection1/3Lv 34
- 26.Reflection2/3Lv 35
- 27.Reflection3/3Lv 36
- 28.Improved Regrowth1/5Lv 37
- 29.Improved Regrowth2/5Lv 38
- 30.Improved Regrowth3/5Lv 39
- 31.Wild Growth1/1Lv 40
Protection Warrior talents
The build this guide recommends for the Protection Warrior in your group. Warrior leveling
- Arms (0)
- Fury (0)
- Protection (31): Improved Bloodrage 2/2, Shield Specialization 5/5, Anticipation 1/5, Improved Thunder Clap 3/3, Last Stand 1/1, Master of Defense 2/2, Defiance 3/3, Improved Sunder Armor 3/3, Vanguard 1/1, Concussion Blow 1/1, Focused Rage 3/3, Bastion 5/5, Shield Slam 1/1
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Shield Specialization 1/5
- Lv 11: Shield Specialization 2/5
- Lv 12: Shield Specialization 3/5
- Lv 13: Shield Specialization 4/5
- Lv 14: Shield Specialization 5/5
- Lv 15: Improved Thunder Clap 1/3
- Lv 16: Improved Thunder Clap 2/3
- Lv 17: Improved Thunder Clap 3/3
- Lv 18: Improved Bloodrage 1/2
- Lv 19: Improved Bloodrage 2/2
- Lv 20: Defiance 1/3
- Lv 21: Defiance 2/3
- Lv 22: Defiance 3/3
- Lv 23: Last Stand 1/1
- Lv 24: Master of Defense 1/2
- Lv 25: Master of Defense 2/2
- Lv 26: Improved Sunder Armor 1/3
- Lv 27: Improved Sunder Armor 2/3
- Lv 28: Improved Sunder Armor 3/3
- Lv 29: Vanguard 1/1
- Lv 30: Concussion Blow 1/1
- Lv 31: Focused Rage 1/3
- Lv 32: Focused Rage 2/3
- Lv 33: Focused Rage 3/3
- Lv 34: Anticipation 1/5
- Lv 35: Bastion 1/5
- Lv 36: Bastion 2/5
- Lv 37: Bastion 3/5
- Lv 38: Bastion 4/5
- Lv 39: Bastion 5/5
- Lv 40: Shield Slam 1/1
Destruction Warlock talents
The build this guide recommends for the Destruction Warlock in your group. Warlock leveling
- Affliction (0)
- Demonology (0)
- Destruction (31): Destructive Reach 2/2, Improved Shadow Bolt 5/5, Bane 5/5, Molten Skin 1/5, Cataclysm 3/3, Ruin 5/5, Intensity 3/3, Agonizing Flames 3/3, Pyroclasm 2/2, Bane of Havoc 1/1, Incinerate 1/1
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Improved Shadow Bolt 1/5
- Lv 11: Improved Shadow Bolt 2/5
- Lv 12: Improved Shadow Bolt 3/5
- Lv 13: Improved Shadow Bolt 4/5
- Lv 14: Improved Shadow Bolt 5/5
- Lv 15: Bane 1/5
- Lv 16: Bane 2/5
- Lv 17: Bane 3/5
- Lv 18: Bane 4/5
- Lv 19: Bane 5/5
- Lv 20: Ruin 1/5
- Lv 21: Ruin 2/5
- Lv 22: Ruin 3/5
- Lv 23: Ruin 4/5
- Lv 24: Ruin 5/5
- Lv 25: Intensity 1/3
- Lv 26: Intensity 2/3
- Lv 27: Intensity 3/3
- Lv 28: Destructive Reach 1/2
- Lv 29: Destructive Reach 2/2
- Lv 30: Pyroclasm 1/2
- Lv 31: Pyroclasm 2/2
- Lv 32: Bane of Havoc 1/1
- Lv 33: Cataclysm 1/3
- Lv 34: Cataclysm 2/3
- Lv 35: Agonizing Flames 1/3
- Lv 36: Agonizing Flames 2/3
- Lv 37: Agonizing Flames 3/3
- Lv 38: Cataclysm 3/3
- Lv 39: Molten Skin 1/5
- Lv 40: Incinerate 1/1
Elemental Shaman talents
The build this guide recommends for the Elemental Shaman in your group. Shaman leveling
- Elemental (31): Convection 5/5, Concussion 2/5, Reverberation 2/5, Elemental Alacrity 3/3, Call of Flame 3/3, Elemental Focus 1/1, Trial by Fire 2/2, Eye of the Storm 2/3, Earthbound 1/1, Elemental Reach 1/2, Lava Burst 1/1, Lightning Overload 3/3, Elemental Fury 5/5
- Enhancement (0)
- Restoration (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Convection 1/5
- Lv 11: Convection 2/5
- Lv 12: Convection 3/5
- Lv 13: Convection 4/5
- Lv 14: Convection 5/5
- Lv 15: Call of Flame 1/3
- Lv 16: Call of Flame 2/3
- Lv 17: Call of Flame 3/3
- Lv 18: Reverberation 1/5
- Lv 19: Reverberation 2/5
- Lv 20: Elemental Focus 1/1
- Lv 21: Elemental Alacrity 1/3
- Lv 22: Elemental Alacrity 2/3
- Lv 23: Elemental Alacrity 3/3
- Lv 24: Concussion 1/5
- Lv 25: Trial by Fire 1/2
- Lv 26: Trial by Fire 2/2
- Lv 27: Eye of the Storm 1/3
- Lv 28: Eye of the Storm 2/3
- Lv 29: Earthbound 1/1
- Lv 30: Lightning Overload 1/3
- Lv 31: Lightning Overload 2/3
- Lv 32: Lightning Overload 3/3
- Lv 33: Elemental Reach 1/2
- Lv 34: Concussion 2/5
- Lv 35: Elemental Fury 1/5
- Lv 36: Elemental Fury 2/5
- Lv 37: Elemental Fury 3/5
- Lv 38: Elemental Fury 4/5
- Lv 39: Elemental Fury 5/5
- Lv 40: Lava Burst 1/1
Marksmanship Hunter talents
The build this guide recommends for the Marksmanship Hunter in your group. Hunter leveling
- Beast Mastery (0)
- Marksmanship (31): Lethal Attacks 5/5, Efficiency 5/5, Careful Aim 5/5, Rapid Killing 2/2, Improved Arcane Shot 1/5, Lone Wolf 1/1, Trueshot Aura 1/1, Mortal Shots 2/5, Barrage 3/3, Ranged Weapon Specialization 5/5, Sniper Shot 1/1
- Survival (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Lethal Attacks 1/5
- Lv 11: Lethal Attacks 2/5
- Lv 12: Lethal Attacks 3/5
- Lv 13: Lethal Attacks 4/5
- Lv 14: Lethal Attacks 5/5
- Lv 15: Careful Aim 1/5
- Lv 16: Careful Aim 2/5
- Lv 17: Careful Aim 3/5
- Lv 18: Careful Aim 4/5
- Lv 19: Careful Aim 5/5
- Lv 20: Efficiency 1/5
- Lv 21: Efficiency 2/5
- Lv 22: Efficiency 3/5
- Lv 23: Efficiency 4/5
- Lv 24: Efficiency 5/5
- Lv 25: Lone Wolf 1/1
- Lv 26: Rapid Killing 1/2
- Lv 27: Rapid Killing 2/2
- Lv 28: Trueshot Aura 1/1
- Lv 29: Improved Arcane Shot 1/5
- Lv 30: Barrage 1/3
- Lv 31: Barrage 2/3
- Lv 32: Barrage 3/3
- Lv 33: Mortal Shots 1/5
- Lv 34: Mortal Shots 2/5
- Lv 35: Ranged Weapon Specialization 1/5
- Lv 36: Ranged Weapon Specialization 2/5
- Lv 37: Ranged Weapon Specialization 3/5
- Lv 38: Ranged Weapon Specialization 4/5
- Lv 39: Ranged Weapon Specialization 5/5
- Lv 40: Sniper Shot 1/1
Experience changes that affect this route
The beta changed the leveling maths twice in October, so advice written in September no longer holds. Each entry is what Blizzard wrote, with our reading of it marked separately. Last change .
- Dungeon kill experience was being paid at the group's highest level, fixed October 8Live in a build
Aggrend confirmed that experience per kill inside a dungeon was calculated from the highest-level character in the group instead of your own. His example: a level 20 in the Deadmines with four other level 20s and one level 25 earns very little per kill. The October 8 build fixed it, so kill experience uses your own level against the mob's. A party member far above the mob's level still means no one gets experience.
What it means for your route: Every XP-per-hour number testers posted from a mixed-level group before October 8 was measuring this bug as well as the nerf, so treat those older dungeon-speed claims as unusable.
Source: Blizzard Entertainment · The bug and the fix
- Base kill experience in dungeons goes up about 20%Live in a build
Shipped in the October 8 build alongside the bug fix. Blizzard says the two together should make dungeon runs feel better and more even.
What it means for your route: Trash pulls pay more than they did, which favours full clears over quest-only runs that skip packs.
Source: Blizzard Entertainment · The bug and the fix
- The target is parity with questing, not Classic Era dungeon speedAnnounced, not in a build yet
Blizzard's stated aim: after these changes, perfect experience-per-hour dungeon play should land very close to, if not equal to, optimal questing. It also said dungeon experience will not return to Classic Era levels, because dungeon spam being the optimal path fails its design pillars.
What it means for your route: Plan a mixed route. Dungeons are for the levels where an instance sits on your path and the group is close to your level; questing carries the levels in between. A pure dungeon run to 60 is being balanced out of the game on purpose.
Source: Blizzard Entertainment (Aggrend) · Blizzard's reasoning
- Dungeon quests give 50% less bonus experienceLive in a build
In the level 30 build Blizzard cut the extra experience dungeon quests award beyond normal quest values by half, and recalibrated some quest rewards. Normal quest experience and experience from killing things in a dungeon were not touched.
What it means for your route: Chaining dungeon quests is still worth doing on the first run of an instance, but it no longer beats a good quest chain outside by the margin it did in September.
Source: Blizzard Entertainment · What the level 30 build changed
Legacy Points while you level
UnconfirmedWhere to spend Druid Legacy Points for dungeon leveling, in the order the points arrive. A character can spend 16, and an account can earn 65 at launch. Stop wherever your total is — the list is cumulative. Effects are quoted from the Beta client 1.60.1.70532 data.
- 1.1 point · 1/16
Well Restedrank 1 · Adventure
Your rested experience accumulates 4% faster and your rested experience cap is increased by 4%.
Only one point here for now — it is the prerequisite for Talented, and rested experience is worth having while you are at it.
- 2.5 points · 6/16
Talentedrank 5 · Adventure
You gain talent points every level starting at level 5 instead of starting at level 10, but you still may not have more than 51 total talent points.
The strongest leveling node in the tree: talent points from level 5 instead of 10, so you reach your first real build five levels sooner.
- 3.1 point · 7/16
Gourmandrank 1 · Resourcefulness
Increases the duration of beneficial effects from eating food by 33%.
Prerequisite for Permanence, and longer food buffs between pulls.
- 4.2 points · 9/16
Permanencerank 2 · Resourcefulness
Your class abilities which grant long-duration stat or attribute benefits to all party or raid members last 100% longer, and the benefits you gain from resting at a camp last 100% longer.
Your party buffs last twice as long, so you rebuff once instead of three times per run — and camp rest lasts twice as long too.
- 5.3 points · 12/16
Reinforcerank 3 · Resourcefulness
You take 24% less durability loss when you die.
Wipes cost durability. This is the only node that makes dying cheaper.
- 6.2 points · 14/16
The Quick and the Deadrank 2 · Resourcefulness
Increases movement speed while dead by 10% and your helpful spells and abilities cost no resources for 2 min after being resurrected or until you enter combat.
Faster corpse runs and free heals for two minutes after a resurrection — exactly the state you are in after a wipe.
- 7.1 point · 15/16
Reagent Economyrank 1 · Resourcefulness
Your class abilities no longer require reagents purchaseable from vendors.
No vendor reagents for your class abilities.
- 8.1 point · 16/16
Field Guiderank 1 · Adventure
Reduces your cooldown on adding Camp features by 8%
The leftover point: a shorter cooldown on adding camp features.
What to skip, and why
- Thrill of Adventure: The client says it is ineffective in dungeons, raids and battlegrounds — zero value in an instance.
- Frequent Flier: Worth it if you fly between instances; skip it while the group finder is sending you straight in.
- For Great Honor, Diplomat: PvP and reputation nodes, neither of which speeds up a dungeon run.
Variants
- If you gather while you level, one or two points in Bountiful Harvest (20% more scarce materials per rank, Mining, Herbalism and Skinning) pay for your mounts; take them out of the last picks on this list.
- Questing between runs? Thrill of Adventure works outdoors, so the solo plan on a solo leveling guide is the one to follow for those levels.
Legacy values are datamined from the beta client and can change. Plan your own spread in the Legacy planner, see where points come from inLegacy Points, or read the Legacy system guide. The order above is our recommendation; the effects are game data.
Contents
The group at a glance
Hybrid Cleave for levels 15–40: a Protection Warrior, a Destruction Warlock, an Elemental Shaman, a Marksmanship Hunter and a Restoration Druid.
Hybrid cleave pairs area damage with roots and stuns. It handles one or two packs at a time and still kills bosses quickly.
| Role | Spec | Job in the pull |
|---|---|---|
| Tank | Protection Warrior | Charges in, Thunder Clap, Shield Slam |
| DPS | Destruction Warlock | Rain of Fire, Bane of Havoc |
| DPS | Elemental Shaman | Earthbind root, Fire Nova, fire totems |
| DPS | Marksmanship Hunter | Multi-Shot without a pet, Trueshot Aura |
| Healer | Restoration Druid | Wild Growth, Rejuvenation and Swiftmend on tank |
Every spec in the table links to its own guide with talents for that slot.
How the hybrid cleave plays
- Opener: the Warrior charges and Thunder Claps; from level 30 the Shaman’s Earthbind Totem roots the pack for 5 sec.
- Damage window: Rain of Fire, Fire Nova, Magma Totem and Multi-Shot land while the pack is rooted.
- Bosses: everyone switches to single-target; Incinerate, Lava Burst, Sniper Shot and Shield Slam arrive by 40.
Your job as Restoration Druid
Packs here live a few seconds longer than in a pure AoE group, and heals over time are built for fights of that length. Rejuvenation on the Warrior as they charge starts working before the first hit, Swiftmend turns it into an instant heal when the tank spikes, and Wild Growth at 40 catches splash on the Shaman and the Hunter after a root breaks. Heals over time create threat as they tick, so leave the casters alone until the Warrior has landed Thunder Clap. Stand behind the casters, never next to the pack, and keep Nature’s Swiftness for the one pull where the Warrior’s Last Stand is not enough. If the group is missing its Shaman, the root window disappears and pulls should shrink with it. Until Swiftmend arrives at 28 in this order, Regrowth and Healing Touch carry the spikes, which costs noticeably more mana per pack.
Pull by pull
- Charge: Rejuvenation on the Warrior as they run in.
- First seconds: no heals on the casters until Thunder Clap has landed.
- Spike: Swiftmend on the Warrior, then a fresh Rejuvenation; Gift of the Earthmother keeps both quick.
- Before Wild Growth: Regrowth on a hurt caster, Healing Touch on the Warrior when there is time.
- Root breaks from 40: Wild Growth on whoever took hits.
- Emergency: Nature’s Swiftness into Healing Touch.
- Between pulls: drink when the Warlock and Shaman drink.
Resources and cooldowns
Reflection lets 51% of your mana regeneration continue while casting, so steady Rejuvenation casting costs less than it looks, and Living Spirit adds 15% Spirit to feed it. Healing Touch is the expensive spell: use it after Nature’s Swiftness or between pulls. Swiftmend needs an active Rejuvenation or Regrowth, so keep one on the Warrior at all times. Nature’s Swiftness is your only real cooldown; hold it for the pull that goes wrong. Innervate, which Classic trains at 40, belongs on yourself right before a boss.
Mistakes that wipe the group
- Heals over time on everyone before Thunder Clap: the ticks pull mobs off the Warrior.
- Standing next to the pack just to reach the Warrior.
- Swiftmend with no Rejuvenation up: it has nothing to consume.
- Rejuvenation on the Warlock before the pull: a mob walks straight past the tank.
Talent order by level
One point per level from level 10. The talent tree above shows the finished level 40 build; use the level slider to see it at any level.
- Levels 10–14 · Nature’s Focus 5/5 — 70% chance to finish Nature casts when a loose mob reaches you behind the casters.
- Levels 15–19 · Naturalist 5/5 — Half a second off Healing Touch and 5% more damage; the gate to Nature’s Swiftness.
- Levels 20–24 · Gift of Nature 5/5 — +10% healing on every heal over time you keep on the Warrior.
- Levels 25–27 · Improved Rejuvenation 3/3 — +15% Rejuvenation, the heal that is always ticking on the tank.
- Level 28 · Swiftmend 1/1 — Consumes Rejuvenation or Regrowth for an instant heal when the Warrior spikes.
- Level 29 · Gift of the Earthmother 1/1 — Half a second off the global cooldown on Rejuvenation and Swiftmend, so spike answers are fast.
- Level 30 · Nature’s Swiftness 1/1 — An instant Nature spell for the pull that Last Stand cannot save.
- Levels 31–33 · Living Spirit 3/3 — +15% Spirit for Reflection’s regeneration, and the gate to Wild Growth.
- Levels 34–36 · Reflection 3/3 — 50% of your mana regeneration continues while casting, which pays for constant Rejuvenation.
- Levels 37–39 · Improved Regrowth 3/5 — +30% Regrowth crit chance, making it your splash heal before Wild Growth.
- Level 40 · Wild Growth 1/1 — A front-loaded party heal over 7 sec that covers the Shaman and Hunter after a broken root.
Dungeons by level
Every WoW Forever dungeon that overlaps levels 15–40. Dungeons marked New were added in WoW Forever; the rest are the original Classic dungeons.
| Levels | Dungeon | Notes |
|---|---|---|
| 13–18 | Hall of Thanes (New) | Burial chambers beneath Ironforge. |
| 13–19 | Ragefire Chasm | Classic. |
| 15–20 | Ruins of Lordaeron (New) | Scourge forces in the ruined city. |
| 18–24 | The Deadmines | Classic. |
| 19–25 | Wailing Caverns | Classic. |
| 23–29 | Shadowfang Keep | Classic. |
| 24–29 | Excavation Site (New) | Rogue Titan constructs above Whelgar’s Excavation in the Wetlands. |
| 25–31 | Blackfathom Deeps | Classic. |
| 26–32 | The Stockade | Classic. |
| 28–33 | City of Dalaran (New) | Constructs, broken enchantments and demons; a wider city layout. |
| 30–36 | Razorfen Kraul | Classic. |
| 31–37 | Scarlet Monastery Graveyard | Classic. |
| 31–37 | Gnomeregan | Classic. |
| 34–40 | Scarlet Monastery Library | Classic. |
| 35–40 | The Drowned City (New) | Trolls, naga and pirates off the Stranglethorn coast. |
| 37–43 | Scarlet Monastery Armory | Classic. |
| 38–44 | Razorfen Downs | Classic. |
| 39–45 | Scarlet Monastery Cathedral | Classic. |
| 40–55 | Krol’dok Stronghold (New) | New in Forever. |
Learn the opener with small packs in Hall of Thanes and Ruins of Lordaeron. The group shines in the City of Dalaran and The Drowned City, where mixed caster packs punish pure AoE.
Where the group struggles for a Restoration Druid
- Burst damage is harder for heals over time. Pre-place Rejuvenation instead of reacting after the spike.
- Before level 40 there is no Wild Growth, so splash on the casters costs single Regrowths.
- Without the Shaman the root window disappears; ask for one pack at a time.
- Casters at range hit you or the Hunter. Nature’s Focus keeps your casts going, so heal through it while the Warrior breaks line of sight.