Mage · Arcane
Arcane is a cooldown-and-resource caster built around Arcane Surge, Touch of the Magi, Arcane Barrage, Arcane Salvo stacks, Clearcasting, and Arcane Charges. Spellslinger is the default Midnight profile, using Arcane Orb and Arcane Splinters to build 20-stack Barrages.
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Guide contents
How Arcane Mage wins
Arcane is a cooldown-and-resource caster built around Arcane Surge, Touch of the Magi, Arcane Barrage, Arcane Salvo stacks, Clearcasting, and Arcane Charges. Spellslinger is the default Midnight profile, using Arcane Orb and Arcane Splinters to build 20-stack Barrages.
- Role
- Ranged DPS
- Stat lead
- Intellect then Mastery
- Single target
- Spellslinger
- Cleave / AoE
- Spellslinger
Strong when
- Very high burst through Arcane Surge and Touch of the Magi
- Strong priority damage when Arcane Barrage is prepared correctly
- Excellent defensive kit: Prismatic Barrier, Alter Time, Ice Cold/Ice Block, Mirror Image, Greater Invisibility
- Strong Mage utility through Arcane Intellect, Time Warp, Spellsteal, Remove Curse, slows, roots, and Polymorph
Plan around
- Punishing if Arcane Salvo, Arcane Charges, mana, or cooldown timing are mismanaged
- Movement during Arcane Surge / Touch windows costs real damage
- Spellslinger and Sunfury have different Barrage rules, so build confusion is expensive
What changed for this spec
Blizzard says Orb Mastery had overtaken Clearcasting and pushed Arcane Missiles out of the rotation, so Orb Mastery is redesigned to fire 2 additional orbs at 50% effectiveness, and a new Apex Talent, Prismatic Bolt, is added: Arcane Barrage has a 1% chance per Arcane Salvo stack consumed to trigger it, it generates 4 Arcane Charges, and its later ranks grant Clearcasting and increase Arcane Missiles damage. Arcane Pulse is redesigned as an area damage and charge-regain button: 2 second cast, 8 yard radius, 15 second cooldown, 1 Arcane Charge for each enemy struck, and 10% of base mana, with its cast time, radius, mana cost, and cast speed no longer affected by Arcane Charges, and Impetus and Prodigious Savant no longer affecting it. Touch of the Archmage is removed. Refractive Images is a new defensive talent. Amplification moved below Presence of Mind / Slipstream in the talent tree, and Improved Clearcasting moved above Arcane Pulse, where Amplification was previously located.
3 things on this page name abilities the patch changed
These are flagged, not corrected. Rewriting a priority list needs a source this page does not have, so what is shown is where the guide and the patch notes disagree.
- Arcane Pulse (rotation) The notes say "Arcane Pulse has been redesigned": cast time 2 seconds (was 2.25), radius 8 yards (was 2), a new 15-second cooldown, generates 1 Arcane Charge per enemy struck, costs 10% of base mana, and its cast time, radius, mana cost and cast speed are no longer affected by Arcane Charges. The notes also say "Impetus no longer affects Arcane Pulse" and "Prodigious Savant no longer affects Arcane Pulse".
- Arcane Pulse (talents) Same redesign: "Arcane Pulse has been redesigned - Cast time reduced to 2 seconds (was 2.25 seconds). Radius increased to 8 yards (was 2 yards). Now has a 15-second cooldown, generates 1 Arcane Charge for each enemy struck, and costs 10% of base mana." Its tree position also changed: "Improved Clearcasting moved above Arcane Pulse in the talent tree".
- Orb Mastery (talents) The notes say "Orb Mastery has been redesigned - Casting Arcane Orb fires 2 additional orbs at 50% effectiveness", and the developers' note explains the change was made because "Orb Mastery overtaking Clearcasting usage and pushing Arcane Missiles out of the rotation has shown to have a negative impact on overall talent selection and excitement".
Source: Blizzard, Curse of Ula'tek content update notes (https://worldofwarcraft.blizzard.com/en-us/news/24293281). Transcript: docs/apps/wow-god/research/patch-12.1/12.1.0-CLASSES-section.txt
Not re-verified for Season 2. This ordering was checked for patch 12.0.7. Patch 12.1 raised max-level player health and creature damage by 25% and deliberately moved power out of cooldowns into steady-state damage, either of which can move secondary weights. Open question: no Season 2 sim source has been checked, so the order below is last season's and is shown unchanged rather than guessed at.
Stat priority and consumables
Item level and effect strength still matter. Use this ordering to break close choices, then re-check it after major gear swaps.
- 1.Intellect
- 2.Mastery
- 3.Haste
- 4.Critical Strike
- 5.Versatility
Intellect is your primary stat. Mastery is the best secondary because it increases maximum mana, mana regeneration, and Arcane spell damage. Haste smooths casts and GCDs. Critical Strike and Versatility usually trail, but exact weights can move with trinkets, crafted gear, and the hero tree.
Flasks, food, potions, weapon oils, and runes for this build.
Priority order is from patch 12.0.7 and has not been re-derived for 12.1. Individual lines naming an ability that 12.1 removed or redesigned are annotated above; lines that 12.1 only retuned are unchanged, because a damage number moving does not by itself reorder a priority list.
Opener and priority
Use these as decision priorities, not a rigid cast sequence. Re-evaluate whenever targets, resources, procs, or mechanics change.
Core principles
- Mana management: running out of mana is fine, especially after your miniburn - just Arcane Barrage to clear your Arcane Charges, throttle your mana spend, and move on. Your cooldowns give you all the mana your burst windows need.
- Arcane Charges are built by Arcane Blast, Arcane Explosion, Arcane Pulse, Arcane Orb, Touch of the Magi, and (with High Voltage) Arcane Missiles; only Arcane Barrage or Charged Missiles clear them. Spending charges makes Barrage hit harder and cleave, but charges also raise Blast and Pulse mana costs - in AoE you usually build 4 charges and then Barrage.
- Arcane Salvo: usually Barrage at max stacks, or alongside a way to quickly refund Salvo or Arcane Charges - learn your hero tree's Salvo interactions.
- Don't sit on cooldowns: Arcane Surge refunds a huge amount of mana, and holding it causes a cascade of failures downstream. The cooldowns are short - squeeze in as many uses as possible.
Spellslinger (Orb Build)The recommended build for everything. Runs Orb Mastery, so Arcane Orb generates Salvo and you stop spending Clearcasting on Arcane Missiles.
Single-target priority
- 1.Arcane Orb - whenever you have just cast Arcane Barrage and have Clearcasting
- 2.Arcane Barrage - with 4 Arcane Charges if you have 20 stacks of Arcane Salvo
- 3.Presence of Mind - to squeeze out a faster Arcane Blast when you have no Arcane Charges or better generators
- 4.Arcane Blast
- 5.Arcane Barrage - if you do not have enough mana for Arcane Blast
AoE priority
- 1.Arcane Orb - whenever you have just cast Arcane Barrage and have Clearcasting
- 2.Arcane Barrage - with 4 Arcane Charges at 20 Arcane Salvo - spent charges make Barrage hit harder and cleave
- 3.Arcane Pulse - with 3 or more targets
- 4.Arcane Blast
- 5.Arcane Barrage - if you do not have enough mana for Arcane Blast
Opener
- 1.Cast Arcane Blast 2 seconds before the pull.
- 2.Cast Arcane Orb and Time Warp (coordinate Time Warp with your group).
- 3.Cast Arcane Blast until you have 20 stacks of Arcane Salvo.
- 4.Use any potions, items, or trinkets that buff you for more than 15 seconds.
- 5.Cast Arcane Surge.
- 6.Use any potions, items, or trinkets with buffs of 15 seconds or less.
- 7.Cast Arcane Barrage, then Touch of the Magi while the Barrage is mid-air.
- 8.45 seconds later, when Touch of the Magi's cooldown finishes, repeat the Barrage-into-Touch step (your miniburn).
Spellslinger (Missile Build)Runs High Voltage so Arcane Missiles generates Arcane Charges. Currently behind the Orb build; uses the same Spellslinger opener.
Single-target priority
- 1.Arcane Barrage - with 4 Arcane Charges if you have 20 stacks of Arcane Salvo
- 2.Arcane Barrage - with 4 Arcane Charges if you have 5+ Arcane Salvo, Clearcasting, and Overpowered Missiles
- 3.Arcane Missiles - whenever you have fewer than 10 stacks of Arcane Salvo or fewer than 3 Arcane Charges
- 4.Arcane Orb - whenever you have fewer than 4 Arcane Charges
- 5.Arcane Pulse - if you have 2 or more targets
- 6.Arcane Blast
- 7.Arcane Barrage - if you do not have enough mana for Arcane Blast
AoE priority
- 1.Arcane Barrage - with 4 Arcane Charges at 20 Arcane Salvo
- 2.Arcane Barrage - with 4 Arcane Charges if you have 5+ Arcane Salvo, Clearcasting, and Overpowered Missiles
- 3.Arcane Missiles - under 10 Salvo stacks or under 3 Arcane Charges
- 4.Arcane Orb - under 4 Arcane Charges
- 5.Arcane Pulse - with 2 or more targets
- 6.Arcane Blast
- 7.Arcane Barrage - if out of mana
SunfuryCurrently behind Spellslinger. Leans into Arcane Missiles with High Voltage and Overpowered Missiles, and delays Touch of the Magi to late in Arcane Surge so it covers the Arcane Soul window.
Single-target priority
- 1.Arcane Barrage - if Arcane Soul is active
- 2.Arcane Missiles - if you have Clearcasting and Arcane Surge is about to end
- 3.Arcane Barrage - with 4 Arcane Charges if you just cast Touch of the Magi or it is about to end
- 4.Arcane Barrage - with 4 Arcane Charges if you have 25 stacks of Arcane Salvo
- 5.Arcane Barrage - with 4 Arcane Charges, under 19 Salvo, and a Clearcasting proc - or with 3+ enemies and an available Arcane Orb charge
- 6.Arcane Missiles - whenever you have Clearcasting
- 7.Arcane Orb - whenever you have fewer than 2 Arcane Charges
- 8.Arcane Pulse - if you have 2 or more targets
- 9.Arcane Blast
- 10.Arcane Barrage - if you do not have enough mana for Arcane Blast
AoE priority
- 1.Arcane Barrage - if Arcane Soul is active
- 2.Arcane Barrage - with 4 Arcane Charges if you just cast Touch of the Magi, it is about to end, or you have 25 Salvo stacks
- 3.Arcane Barrage - with 4 Arcane Charges, 3+ enemies, and an available Arcane Orb charge
- 4.Arcane Missiles - whenever you have Clearcasting
- 5.Arcane Orb - under 2 Arcane Charges
- 6.Arcane Pulse - with 2 or more targets
- 7.Arcane Blast
- 8.Arcane Barrage - if out of mana
Opener
- 1.Time stat potions, racials, and trinkets so they last through Touch of the Magi (a 15-second effect goes about 3 seconds before Touch).
- 2.Cast Arcane Surge - this can be your prepull cast.
- 3.Cast Time Warp and follow the rotation, but hold 25 Arcane Salvo stacks for Touch.
- 4.Cast Touch of the Magi when Arcane Surge has 4-6 seconds remaining - no Arcane Barrage precast (because of Sunfury Execution, Barrage comes after instead).
- 5.45 seconds later, when Touch of the Magi's cooldown finishes, use it again.
Pre-combat checks
- Cast Arcane Intellect on your group.
- Double-check Arcane Familiar - it despawns on load screens even though Arcane Intellect does not.
- Pre-apply Prismatic Barrier before combat.
- If aggro is a concern, talent Mirror Image and use it before the pull - zero threat while the images are active.
Major cooldowns
Arcane Surge
- Spends all your mana for a burst that hits 5 targets, then buffs you for 15 seconds with 35% additional spell damage and 425% mana regeneration.
- Spellslinger: Splinterstorm makes the Surge hit generate 8 Arcane Splinters and doubles Splinter generation during the buff - Splinters are the fuel that makes Spellslinger work.
- Sunfury: casting Surge consumes your Spellfire Spheres into the buff, spawns an Arcane Phoenix, and when Surge ends you gain Arcane Soul and Ashes of Inspiration - which is why Sunfury casts Touch of the Magi late in the Surge window.
Touch of the Magi
- Short 45-second cooldown that anchors your miniburns - use it essentially on cooldown and squeeze in as many casts as possible.
- Spellslinger: cast Arcane Barrage first and press Touch of the Magi while the Barrage is mid-air.
- Sunfury: skip the Barrage precast (Sunfury Execution) and Barrage after instead; delay Touch until Arcane Surge has 4-6 seconds left so it covers Arcane Soul.
- Pick Touch targets that will survive the explosion and follow-up damage.
Advanced tips
Optimizing Damage as Arcane
- Plan around Arcane Salvo: think a few seconds ahead - will adds spawn that need to die fast, or die before your spender lands? More adds generally means more damage, even to your main target, thanks to Resonance.
- React quickly to mechanics: plan your Shimmer path and destination and combine it with stutter stepping to minimize downtime.
- Prismatic Barrier is a must-cast defensive - it only takes 0.5 seconds now, and you cannot deal damage while dead.
- Alter Time is a strong defensive, and double-tapping it also works as mobility to keep up with more mobile classes.
- Your cooldown window only needs about 18 seconds for Spellslinger (up to 26 for Sunfury) and 18 seconds for miniburns - do not hold Touch of the Magi or Arcane Surge for long.
Always Be Casting
- Stutter step: move in the gaps between casts rather than standing idle or interrupting casts - most damage problems are downtime problems.
- Leave the spellqueue window at its default 0.4 seconds and always have the next spell queued before your current cast ends - seamless casting is worth far more than a shorter queue window.
Import strings were built for patch 12.0.7 and have NOT been re-verified for 12.1. Nobody authoritative publishes import strings, so none was rewritten here rather than invented. Patch 12.1 moved or removed talents in several trees, so a string may import a build that no longer exists. Check the listed key talents against the 12.1 changes above before importing.
Talents and hero trees
Use Spellslinger for the single-target profile below and Spellslinger when cleave or adds make its toolkit more valuable.
Recommended starting profiles
Single-target: Spellslinger
Spellslinger is the recommended default, built around Arcane Splinters, Arcane Orb, Polished Focus, and 20-stack Arcane Barrages.
- Spellslinger hero tree
- Stat priority: Intellect > Mastery
- Interrupt: Counterspell
Multi-target: Spellslinger
Spellslinger is also recommended for Mythic+ and cleave. Sunfury is playable, but its Arcane Soul and 25-stack Barrage rhythm is easier to desync.
- Spellslinger hero tree
- Prioritize AoE and add-swap talents
- Interrupt: Counterspell
Talent builds and import strings
Start with the profile matching your content. Boss and dungeon tabs in the gear section show the exact loadout used for each ranked result. A build with no import string has not had one exported for this patch; the key talents below are the build.
Pure Single-Target - Spellslinger
Recommended single-target build. Arcane Orb and Arcane Splinters build Arcane Salvo so Arcane Barrage can be fired at the correct 20-stack threshold.
C4DAAAAAAAAAAAAAAAAAAAAAAYGGLzMzswMDamxAAAwAAgAmZmZZZmJWAAYbMzMjZbxyMzMmZMGzMjxCzMzMzAAMAAAmZBAMDAGGMythic+ / Raid Cleave - Spellslinger
Recommended cleave and dungeon build. Adds Arcane Pulse for 3+ targets while keeping the Spellslinger Salvo/Barrage engine intact.
C4DAAAAAAAAAAAAAAAAAAAAAAMzwMLzMzsgZGamxAAAwAAgAmZmZZZmJWAAYbGzMjZzsMzMjZGjhZmZswMzMPwMAADAAgZWAAzAghBOptional - Sunfury
Playable if you prefer Arcane Phoenix and Arcane Soul, but it requires a different 25-stack Salvo rhythm and a delayed Touch setup near the end of Arcane Surge.
Complete talent referenceshow
Every class, specialization, and hero-tree talent from Blizzard game data. Active and choice talents stay open; passive nodes remain searchable and expand on demand.
Complete talent referenceshow
Every class, specialization, and hero-tree talent from Blizzard game data. Active and choice talents stay open; passive nodes remain searchable and expand on demand.
Mage class tree
Shared class talents, including throughput, control, defensives, and movement.
Active and choice talents
Passive talents
Arcane specialization tree
Every Arcane talent currently exposed by Blizzard game data.
Active and choice talents
Passive talents
Sunfury
Sunfury hero talents, including every active, choice, and passive node exposed by Blizzard.
Active and choice talents
Passive talents
Spellslinger
Spellslinger hero talents, including every active, choice, and passive node exposed by Blizzard.
Active and choice talents
Passive talents
Frostfire
Frostfire hero talents, including every active, choice, and passive node exposed by Blizzard.
Active and choice talents
Passive talents
Boss and dungeon loadouts
Switch between raid and Mythic+ to inspect the top player for every available encounter: exact talents, source link, item level, enchant and socket counts, and the player's gear.
Season 2 class set
datamined. Read out of the game's spell data and republished by Wowhead. Blizzard does not publish set bonus text, so there is no first-party version to compare it against.- 2-piece
- Arcane Missiles fires 1 additional Missile and deals 5% increased damage.
- 4-piece
- Each wave of Arcane Missiles increases the damage of your next Arcane Blast, Arcane Pulse, or Prismatic Bolt by 3%, up to 24%.
Source: Wowhead spell pages, retrieved 2026-09-05. spell 1296581, spell 1296582. Third party, not Blizzard. If one of these is wrong, check the overview page and tell us.
Pulling the top Warcraft Logs result, exact talents, and equipment for each boss.
Editorial acquisition targets
Use these slot targets when planning drops and crafted pieces. The encounter explorer above remains the source for the exact gear worn by each ranked player.
Season 1 acquisition targets, not re-verified for Season 2. The rows below name Season 1 items at their Season 1 item levels and are accurate as that; they are not Season 2 recommendations. Season 2's raid is The Venomous Abyss (8 bosses, Nek'zali the Soulcoiler through Ula'tek). Confirmed Season 2 raid item levels run 279 (Raid Finder, first boss) to 344 (Mythic, last two bosses and Very Rare drops), with Normal 292-302, Heroic 305-315 and the Great Vault paying 292/305/318/334 by difficulty. Open question: per-slot best-in-slot for Season 2 needs a sim source, and none was reachable.
Raid acquisition targets
Season 1 acquisition targets, not re-verified for Season 2. The dungeons named below are the Season 1 pool and are not in Season 2 rotation. Season 2 runs Altar of Fangs (new in 12.1), Murder Row, Den of Nalorakk, The Blinding Vale, Voidscar Arena, Temple of Sethraliss, Kings' Rest and Ruby Life Pools. Confirmed Season 2 keystone item levels: +2 through +3 pay 295 end-of-run and 305 in the vault, rising to 311 end-of-run and 318 in the vault at +10 and above. Open question: per-slot best-in-slot for Season 2 needs a sim source, and none was reachable.
Mythic+ acquisition targets
Enchants
Choose enhancements after your equipment is settled. Secondary-stat enchant choices move with your current stat mix and the content you are preparing for.
Gems
Socket into the current stat priority, then re-check after major equipment swaps rather than treating a gem choice as permanent.
Embellishments
Crafted effects are capped at two equipped embellishments. Lock these in only after deciding which crafted slots survive your next raid or Mythic+ upgrades.
Utility, defensives, and movement
Your Mage toolkit is part of the rotation whenever it prevents lost uptime, lethal damage, or an enemy cast.
Time Warp is a solo Bloodlust; Ice Block is a full immunity that also clears a lethal cast.
Interrupt: Counterspell - grab a focus-interrupt macro on the Arcane macros page.
Interface and macros
Use interface changes only when they expose a decision sooner: resources, procs, defensives, dispels, interrupts, and encounter assignments.
Focus interrupt
#showtooltip Counterspell
/cast [@focus,harm,nodead][] CounterspellWritten for patch 12.0.7. Patch 12.1 increased max-level player health and creature damage by 25% and made crowd-control diminishing returns reset after 20 seconds instead of 16, so defensive timing and crowd-control advice on this page is the most likely to have moved. Source: Curse of Ula'tek content update notes, https://worldofwarcraft.blizzard.com/en-us/news/24293281.
What improves results
- Do not use the old Radiant Spark flow. Arcane's modern damage revolves around Arcane Surge, Touch, Salvo, Barrage, and hero-tree rules.
- Spellslinger Arcane Orb should be paired with Clearcasting; otherwise you lose a major part of the triple-Orb value.
- Track Arcane Salvo stacks. Barraging at 18 as Spellslinger or 23 as Sunfury is usually not 'close enough'.
- Touch of the Magi target selection matters. If the target dies before the follow-up pulse finishes, you lose value.
- Use Shimmer and Alter Time proactively so movement does not eat your Surge/Touch globals.
- Polymorph breaks on any damage - keep your DoTs, pet, and AoE off a sheeped target or it pops instantly, and re-cast just before it fades to hold a target
Common mistakes
- Running out of mana mid-burn
- Barraging at the wrong Arcane Salvo stack count
- Using Touch of the Magi before Arcane Surge as Spellslinger or too early as Sunfury
- Using Arcane Orb without Clearcasting in Spellslinger builds
- Standing still through mechanics instead of planning Shimmer / Alter Time
Talents by enemy class
Pick an opponent to see the pressure your PvP build must answer. The baseline comes from this spec's current arena build when one is published.
Grip setups, anti-caster pressure, and sustained melee uptime.
Mobility, anti-slow, and physical or magic mitigation.
Keep an answer for grip-based isolation and do not spend movement before the Death Knight commits their control chain.
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