Midnight 12.1 arena
Feral Druid PvP guide
How Feral Druids actually play arena: the PvP talents they take, what they press when they go, how they survive, what to kick on them, and the comps they play. Counted from real rated games, not written from memory.
Most taken PvP talent
Savage Momentum
88%
Main cooldown
Feral Frenzy
95%
First defensive
Barkskin
57%
On the enemy healer
Maim
30%
Feral Druid PvP talents
How often each PvP talent is taken. Click one for what it does.
Interrupting a spell with Skull Bash reduces the remaining cooldown of Tiger's Fury, Survival Instincts, and Dash by 10 sec.
Infected Wounds can now stack up to 2 times, and reduces 8% of all healing received by the target per stack. Infected Wounds can now also be applied from Rip.
You become further adept in Caster Form and Bear Form. Caster Form When using Regrowth on an ally the initial heal will have a 30% increased critical chance and the cast time of Regrowth will be reduced by 50% for 6 sec. Bear Form Maximum health while in Bear Form increased by 15% and you gain 5 Rage when attacked in Bear Form. You also learn: Strength of the Wild Maul the target for 8% of the target's maximum health in Physical damage.
Attacking with a 5 combo point Ferocious Bite reduces the target's maximum health by up to 3% for 30 sec, stacking up to 2 times. Ferocious Wound can only be active on one target at once.
Increases the range of Cyclone, Typhoon, and Entangling Roots by 5 yds.
For 3 sec after leaving Cat Form or Travel Form, you retain up to 25% movement speed.
Class and spec tree talents, with the build most players run and every cooldown adjusted for it: Feral Druid talents and kit.
What Feral Druids press when they go
The offensive cooldowns in their goes, and how often each one is in it.
Crowd control on the enemy healer during a go
-
Maim
30%
-
Cyclone
29%
-
Incapacitating Roar
10%
-
Incapacitating Roar
›
Cyclone
7%
-
Maim
›
Cyclone
7%
How Feral Druids survive a go
Dies in
27%
of rounds. Every spec: 25%
Dies first in
19%
of rounds. Every spec: 17%
When a go lands on a Feral Druid, the defensives pressed and how often:
Their own
-
Barkskin
57%
-
Frenzied Regeneration
40%
-
Gladiator's Medallion
22%
-
Survival Instincts
18%
From their team
-
Pain Suppression
31%
-
Evangelism
12%
-
Roar of Sacrifice
6%
-
Leap of Faith
5%
What to kick on a Feral Druid
The casts worth an interrupt, ranked the way top players rank them, and how often each one is stopped this season.
-
High
Cyclone
stopped 14% of the time
-
Low
Regrowth
stopped 1% of the time
Priorities from Skill Capped's Feral Druid guide for 12.1 (Midnight Season 2).
Feral Druids as kickers
Feral Druids stop 16% of the high-priority enemy casts they meet with their interrupt ready. Across every spec with an interrupt it is 12%.
A chance is a cast from a kick list, begun while the player was alive, free to act, had their kick off cooldown and stood within its range. The combat log has no line of sight, so a pillar may have been in the way.
Feral Druid 3v3 arena comps
The teams Feral Druids play in most.
Play Feral Druid? See this for your own games
The free MindCollector app reads your combat log as you play and reviews every arena game: who died and why, which defensives you had left, which casts went through while your kick was ready, and how your Feral Druid compares with the numbers on this page.
Get the app for Windows
Counted from rated arena games uploaded to MindCollector: every player in every game, not only the one who recorded it. Updated 19 Oct 2026.