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Resto Druid Spells

Welcome to the Resto Druid Spells page, where we go over all the important spells you’ll need as a healer. We may not cover all spells as some may not be applicable to healing.

We provide you with a visual icon for each spell helping you to associate spells with their icons, the name of the spell, a description for what we believe is best use, the level the spell is gained and the recommended key binding for that spell. Please note that all parts of this page are a guide only and you’re free to use a spell how you wish and key bind your spells any way you want. We don’t guarantee success through this spell use/key binding but hopefully it will help you get started.

Resto Druid Spells are listed in Level Gained order. Please hover over spell names in the second column to read the in-game tooltip of that particular spell.

Druid Buff Spells

The buff spells listed below are beneficial spells that you can place on yourself and other party/raid members, usually before entering combat. These buffs provide temporary benefits to those who have the buff by increasing certain stats. Character buffs also share some stats with buffs provided by other classes. Buffs can be overwritten by buffs applied by other classes, so try to communicate what other players in your party/raid should buff.

Druid Buff Spells

Level Gained

Recommended Keybind

Mark of the Wild

A spell to be used before combat while buffing up. Increases certain stats of all party/raid members. You should always cast this before your first fight or after dying. If there are paladins in your party/raid, they should be buffing with Blessing of Might. Blessing of Kings overwrites Mark of the Wild. A Monk’s Legacy of the Emperor buff also shares the same gain to stats. As long as your members have 1 version of this buff you’re all good.


Druid Healing Spells

These are the spells that provide your character the ability to keep yourself and party/raid members alive. Read through them and get well acquainted with the way they work with each other. Some of these spells will have cooldown times and some will not.

Druid Healing Spells

Level Gained

Recommended Keybind


This is a strong Heal-Over-Time (HoT) spell and is your go-to healing spell. Keep one on the tank/s at all times and use it on party/raid members in anticipation of incoming damage.



A moderate instant heal than can only be used on a target with Rejuvenation or Regrowth on them (can be from other Resto Druids). If you plan to use this spell, be sure to have Rejuvenation rolling on the target in preperation.



A fast but high-mana cost heal that heals a decent amount instantly(which can crit) and then places a Heal-over-Time (HoT) on the target. Use this when you have a low health party/raid member and need to heal them up quickly. It also refreshes your rolling Lifebloom. Don’t use it too much, it uses a lot of mana! Best to use with Clearcasting which gives you a free cast.


Healing Touch

Like Nourish, Healing Touch is a slow heal, but costs more mana and heals for a larger amount. It also refreshes your rolling Lifebloom stacks. Due to it’s long cast-time, Regrowth is somewhat superior to this so it’s best to use it with Nature’s Swiftness.



This is a moderate Heal-over-Time (HoT) spell that should be applied to the tank. When you cast cast-time spells Healing Touch and Regrowth it will refresh your rolling Lifebloom. When it expires, it will proc a large heal on that same target. Only let it expire if the target is in need of a large heal – then re-apply ASAP. This is the only spell that procs Omen of Clarity and provides you with Clearcasting, giving you a free Regrowth cast.



A channeled spell that’s good for heavy damage phases, one of those ‘oh crap!’ spells. Use it early in a heavy damage phase so you can use it more than once in a fight. Be sure not to move or the heal will stop!


Wild Growth

Your number one AoE heal which you’ll be using almost every time it comes off cooldown. Even when tank healing.


Wild Mushroom

This spell places a mushroom beneath your target allowing you to have a constant AoE healing around your Mushrooms heailng 3 injured targets within 10 yards.

Use Glyph of the Sprouting Mushroom to allow placement anywhere on the ground rather than underneath a target.


Druid Utilities/Cooldowns

These are spells that you are able to use once every once in a while, depending on the spell. They can help you to get out of a bind or enhance your healing. There are even defensive spells to help keep yourself alive.

Druid Utilities/Cooldowns

Level Gained

Recommended Keybind

Entangling Roots

Use this to root enemies in place. Used for CC, but keep note if anyone goes near the target they could still be hit by melee. Enemy Spell-casters and still cast.

Shift + Mouse Wheel Up


This is of course to bring party and raid members back to life. Must be used out of combat.


Nature's Cure

Removes all magic, poison and curse debuffs from the target.


Nature's Swiftness

When activated, your next Entangling Roots, Healing Touch, Hibernate, Rebirth, or Regrowth becomes instant, free, and castable in all forms.  The healing and duration of the spell this is used with is increased by 50%.


Omen of Clarity

A passive ability gained by having Lifebloom active on a target so you don’t need to worry about it so much, but it’s worth mentioning. It gives you a Clearcasting buff, which makes your next Regrowth cost no mana. Try and use it whenever it procs.



A self-defense spell to use if you’re being hit by melee or spell damage. Use it as often as possible.



This is your brez (battle resurrection). Use this when a party/raid member dies during a fight. Best to wait for a lull in damage so they don’t die immediately again. Use on a Tank first!

`(Key left of 1)


A defensive cooldown, similar to Barkskin, but can be cast on other targets as well as yourself.

Shift + D


A crowd control spell you can use to trap an enemy so they can’t hit anyone. You can also use it on an enemy to interrupt their spell cast.

Mouse Wheel Up

Stampeding Roar

A spell that can help you and your party/raid members to move quickly, should you need to. Be aware this will put you into Bear or Cat form, requiring you to come out of that form to continue healing.



Tooltip is complicated but it basically takes what your ticks would have healed if left on target and turns them into an faster heal over time instead. Good for burst. Fairly mana intensive.

Shift + 2

Warlords of Draenor Perks

With Warlords of Draenor came specialization perks. Due to the pruning of many abilities and instead of adding additional spells while leveling from level 90 to 100, the devs have given us perks to spell that we already have. You gain each perk automatically at levels 92, 94, 96 and 98. Which perk you gain at which level is random, but once you’re level 98 you will have all 4 additional perks.

These perks don’t require keybinds as they simply add to spells you should already have keybinded.

Warlords of Draenor Perks

Level Gained

Recommended Keybind

Enhanced Ironbark

Updating soon.


Empowered Rejuvenation

Updating soon.


Enhanced Lifebloom

Updating soon.


Enhanced Rebirth

Updating soon.


Now you’ve seen all the spells that are available to you, why not head onto the next page, Resto Druid Talents & Specs and find out what talents we recommend you take.

Originally published on December 4th, 2012 by on HealingWoW.com, Last modified: .

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  • Matt Davies

    Not sure about encouraging the glyph for Wild Mushroom, as I normally either cast it on myself or on a main tank. It may be easier not to worry where the tank is to cast it. It’s also useful for marking where the tank is as well. So if you have to place it because of the glyph, it may be harder to place it on the tank if that’s what you want to do.

    • Thanks for your comment! While it may be easier to just place it on a tank or another target, this removes the ability to anticipate where healing is going to be required. If you can place a mushroom where the group is *going* to be, rather than waiting for them to arrive at the location, then you’re free to continue with other spells.