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- Immune to effects.
- While in this form, you can only cast Balance spells, , and
- When in Moonkin Form you are flagged as a humanoid and are immune to beast-type magic, like a Druid's , or Hunter abilities designed to affect beasts, but you are also immune to polymorph. (It used to be possible to knock a Moonkin out into normal form with Hallowed Wands, but this has been fixed.)
- Moonkin is one of only two shapeshift forms in which a druid can deal weapon damage. (The other is Tree of Life Form.) In feral forms, damage dealt is feral, not weapon damage.
- You cannot ride certain mounts while in Moonkin Form. You will also need to remove Moonkin Form in order to use a flight path; unlike the other forms, talking to a Flight Master NPC will not force the Druid out of Moonkin Form.
- There are a few places where change of appearance can allow you to ride mounts in Moonkin Form, such as places were you get the fel orc costume, or vehicles in Ulduar. Shifting into Moonkin Form will not change your appearance, just give you the bonuses to Armor and Crit,and it is possible to mount. Leaving such an area will not dismount you but you will gain your moonkin appearance, making you a mounted moonkin. This same trick can be done in Wetlands with the Cursed Sailors.
- When in Moonkin Form the druid dances exactly like when using the and the .
- Players have given the moonkin form many nicknames. These are normally short and end with -kin; some of them are: Boomkin, a moonkin druid with a high damage output; Oomkin, a moonkin with poor mana regen; Doomkin, a good PVP moonkin (rarely used); Noob/newbkin, a bad/inexperienced moonkin druid; and Panzerkin, a tanking moonkin. Sometimes these nicknames are used to describe a particular druid, but most of the time players use them as a general term. Many moonkin druids find some of these nicknames insulting.
- changes the visual look of the Moonkin Form, replacing it with a translucent version of the caster form surrounded by falling stars. The effect is purely cosmetic and does not affect any game mechanics.
Tips and tactics
This section contains information that is out-of-date.
Moonkin have three primary abilities that are key to surviving in PvE - Cyclone, Entangling Roots, and Barkskin. Cyclone is obtained at level 70 and allows the druid to temporarily encase a target in a cyclone which makes the target incapacitated and immune to all forms of attack (lasts 6 seconds). Entangling Roots snares a target in place for up to 27 seconds and does damage every 3 seconds, however external damage to the snared target can remove the effect. Both of these abilities give the Moonkin CC abilities which are essential for those "whoops, I pulled one too many" moments.
Barkskin reduces all damage taken by 20% and prevents pushback on your spells for 12 seconds. Obviously Barkskin is useful for mitigating damage but it also allows the druid to shift back to caster form and cast some HoTs. Lifebloom and Rejuvenation, along with the bonus healing from Lunar Guidance, increases a Moonkin's survivability considerably. Now one might ask, "both those HoTs are instant so why should I wait until I cast Barkskin to shift out and use them?" The answer to that is simple, when you shift out, you lose the 370% bonus to your armor, so you take significantly more damage, Barkskin helps to reduce that loss of armor.
Cyclone has diminishing returns in PvE and is therefore not an effective way of CC'ing a particular mob for an extended period of time. After three casts of Cyclone on a particular mob, the mob is immune to the spell.
A second new ability called shoots a wave of nature power in a forward-facing cone, knocking back any enemies it hits and damaging them which has usefulness in both PVE and PVP. This has lead to the dismay of some players, as now that players have knockbacks, it is possible to take falling damage in PVP combat and take dura hits, as well as being able to push them into areas that may be difficult to find their way out of.
Moonkins do have some issues in PvP. The most noticeable disadvantage is their survivability. While they can push out heavy damage if left alone, once they are focused on they quickly become less of a threat. They also lack some important parts of utility. They don't have any way of silencing an enemy caster and if they are silenced them selves while casting a nature based spell, such as Wrath, Nourish, regrowth etc, all their healing is completely cut out for the duration of the effect making them very vulnerable. This have led many to practice "Fake casting", in an attempt to make the enemy waste their silencing ability. This is simply done by casting and quickly cancelling the cast. An attempt to work around the lacking survivability is stacking stamina. Having a 30k+ health pool can help a great deal to stay alive longer. This of course differs depending on what kind of PvP one plays. Some combos in the Arenas make stacking stamina very effective, while others work better if one stacks spell power. It simply comes down to how one plays.
can be a very useful tool in PvP, because the moonkin doesnt have to channel the spell and it will auto hit any enemy player who threads to close to the moonkin. can also be a very useful spell if a melee class such as a rogue gets up close to the moonkin they can knock the enemy player and away and change to cat form to get out of range and continue the attack.
Insect Swarm does decent damage per point of mana and its marginal reduction in hit chance isn't too shabby. Entangling Roots, unfortunately, is becoming less useful as time passes because more and more classes are being given ways to escape snare effects. If anything, it still delays a player from reaching you, which usually will give you the time to cast a Starfire/Moonfire combo. Use Starfire from range and Wrath in melee.
Most players will suggest beginning fights in Cat Form. If you are a Night Elf (and patient), simply shadowmeld and wait for your target to come in range then surprise them. Starting from Cat Form has its advantages though. If you are a competent "stance dancer" (you should be if you wish to be a Moonkin) you can Pounce and then Rip your target, then switch to Bear Form before they recover from the stun. From Bear Form, melee your target once (possibly twice if you are unlucky) to get enough rage to Bash your target. This gives you enough time to switch to Caster Form and place a Rejuvenation on yourself and switch back into Moonkin. Once back into Moonkin Form, Moonfire your target. At this point the stun should be wearing off. The rest is up to you.
Patches and hotfixes
- Patch 6.1.0 (2015-02-24): No longer removed upon interacting with the flight master.
- Patch 6.0.2 (2014-10-14): Now grants increased Mastery instead of 5% to Spell Haste.
- Hotfix (2014-01-08): "Moonkin Form now increases the Druid's armor by 100% (up from 60%)."
- Patch 5.4.0 (2013-09-10): Now increases the Druid's armor by 60%, but no longer reduces all damage taken by 15%.
- Patch 5.0.4 (2012-08-28): Redesigned.
- Patch 4.0.6 (2011-02-08): Now reduces all damage taken by 15%, instead of increasing armor.
- Patch 3.2.2 (2009-09-22): This form now also reduces the damage the druid takes while stunned by 15%.
- Patch 3.1.0 (2009-04-14): Mana cost reduced.
- Patch 3.0.8 (2009-01-20): can now be used in Moonkin form.
- Patch 3.0.2 (2008-10-14): No longer increases your attack power or causes you to regenerate mana off melee attacks, but now has a chance to cause you to instantly regenerate 2% of your total mana every time you critically hit with a spell.
- Patch 2.0.10 (2007-03-06): The armor bonus from "Moonkin Form" has been increased from 360% to 400% (to match ).
- Patch 1.8.0 (2005-10-10): Added.