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For the fist weapon, see  [Rage].
Warrior player frame with Rage bar

Rage is the primary resource used by warriors and [Bear Form] druids. Rage is required for the execution of most of their abilities, although auto-attacks don't depend on it at all. By controlling and focusing their rage, warriors can unleash an array of devastating attacks, harden themselves into unassailable defenders, or even draw strength and healing from their anger. While Arms and Fury warriors primarily use rage to deal damage, Protection warriors and Guardian druids can also use it to mitigate damage or even self-heal.

By default the rage bar is empty, and when out of combat, rage drains or depletes at a constant rate, unaffected by level or stats. Rage can be generated in a number of ways, depending on the warrior's stance; it can be generated by the warrior's auto-attacks, by taking damage, or simply by staying in combat. Certain abilities can also be used to generate rage regardless of the warrior's stance. By default all warriors have a maximum of 100 rage, but by choosing  [Glyph of Unending Rage] can raise this cap to 120.

A number of abilities, talents and glyphs affect the use of rage in some way. Most reduce the rage cost of certain abilities, while a few offer additional opportunities for generation.

Rage generation

Rage can be generated by several means, depending on the warrior's abilities, talents, glyphs and stance:

  • Rage can be generated using certain abilities. Each type of warrior has at least one primary attack that generates rage while dealing damage - [Mortal Strike], [Bloodthirst], [Shield Slam], [Revenge] and [Mangle]. In addition, other abilities such as [Charge], [Battle Shout] and [Enrage] can be used to generate additional rage. Numerous
  • The warrior's auto-attacks (regular melee attacks) generate rage while in [Battle Stance] or [Berserker Stance]. The amount generated depends upon damage dealt, with Battle Stance generating twice as much rage as Berserker Stance.
  • Rage can be generated by being attacked while in [Berserker Stance].
  • Rage can be generated by remaining in combat while in [Defensive Stance]. 1 rage is generated every 3 seconds, for as long as the warrior remains in combat.

Certain other effects can also generate rage:

The following items can also generate rage:

Rage decay

While not in combat, rage is lost at rate of 1.25 rage per second. However it is possible for a warrior to bank rage for extended periods of time. To maintain a constant rage value out of combat, 75 rage per minute (RPM) must be met, however it is usually only necessary to maintain rage for brief periods, such as while waiting for the group to recover mana or health, or while running from one opponent to the next.

The abilities [Battle Shout] and Commanding Shout can be very effective in counteracting rage decay, suspending decay for 6 seconds in addition to generating 20 rage. Although requiring a target, [Charge] has the same effect. Other abilities such as [Berserker Rage] can be used to counteract rage loss, but do not suspend its decay.

One of the best ways of banking rage (where possible) is to attack critters like snakes or rats. As well as the rage gained by the attack itself, by entering combat, the warrior's rage decay is briefly halted. Each critter essentially offers the warrior an opportunity for free, instant rage generation. This is a great way to preserve rage while waiting for a group, and can also serve as an excellent 'ramp' into combat, allowing the warrior to accumulate a healthy portion of rage before attacking. Low-level mobs can be used in a similar way, potentially allowing the warrior to build-up a full rage bar before attacking a more dangerous foe. When attacking targets for this reason, remember to use [Charge] as much as possible.

Rage management

The use of rage depends on role and situation. In PvE, DPS warriors will often use rage to fuel a standard rotation, while Protection warriors and Guardian druids will focus more on damage mitigation and survival. In PvP, the unpredictable nature of combat means that rage is often spent in response to opponents' actions, depending on the need for damage, control or survival. Rage pooling can be useful for those specializations that have abilities which increase their damage for a period of time.

Although warriors will usually want to spend rage in the most efficient or useful way possible, because of its cap at 100 (120 with  [Glyph of Unending Rage]) when it is likely that any further rage generated will exceed this cap, it becomes desirable to spend it in any way possible. The ability to expend rage is generally limited by the global cooldown, as well as by the cooldowns of some individual abilities. When the warrior is accumulating more rage than they are spending through their preferred use of abilities, they may turn to a rage dump to avoid wasting the excess rage entirely.

Rage dumps are abilities that are relatively inefficient or unrewarding in proportion to their rage cost. Nonetheless when compared to the alternative of simply wasting rage, they can become a valuable source of damage. In order to facilitate their use in addition to a warrior's other attacks (allowing them to be used for this purpose) rage dumps are not affected by the global cooldown. This allows warriors to use them in addition to their preferred abilities, without sacrificing time or damage in the process.

Warriors have two rage dumps - [Heroic Strike] and [Cleave] - while druids have one - [Maul]. Warriors can therefore choose between single-target and dual-target damage. Warriors' rage dumps are also on a 1.5 second cooldown as opposed to druids' 3 second cooldown, allowing for more frequent use.

The main mistake made with rage dumps is to use them as often as possible. Rage dumps are inherently far less efficient and effective ways of spending rage than any other attacks - they are generally the least desirable attack to spend your rage on. However, because they are not affected by the global cooldown, it is possible to use rage dumps for the express purpose of dealing a very large amount of damage in a short period of time. This may leave the warrior rage-starved, but can be useful in situations such as PvP. In addition, certain abilities and glyphs such as [Deadly Calm] and [Ultimatum] can make these attacks far more efficient, allowing them to be used more freely. However, outside of these situations, rage dumps should not be used unless there is no better way of spending the rage. The rule of thumb for rage dumps is to use them only when you are accumulating more rage than you can spend.

Stats, abilities, talents, glyphs and items that affect rage


Although not directly increasing rage generation, by interacting with abilities and other modifiers, certain stats can facilitate rage production.


Most warrior abilities and bear-form abilities consume rage. However some abilities affect rage in other ways, reducing the rage cost of other abilities or generating additional rage.


A few talents directly affect rage, providing additional sources or altering related abilities.




Rage Potions, crafted by alchemists, can be used to generate rage:

Patch changes

  • Mists of Pandaria Patch 5.0.4 (2012-08-28): The design of Rage has changed to function more like a valuable resource. Warriors no longer naturally gain Rage from taking damage, but instead generate Rage with their primary attacks, such as [Mortal Strike], [Bloodthirst], and [Shield Slam]. In addition, [Berserker Stance] now allows the warrior to gain some Rage from taking damage and normal attacks, while [Battle Stance] allows the warrior to gain high Rage from normal attacks and [Defensive Stance] generates 1 Rage every 3 seconds while in combat. Changing stance no longer causes the warrior to lose rage.
  • Cataclysm Patch 4.3.0 (2011-11-29): Several Rage generating abilities now briefly interrupt rage decay when they are cast.
  • Cataclysm Patch 4.0.1 (2010-10-12): Rage is being normalized so that its generation is no longer based on damage done by auto-attacks. Each auto-attack will provide a set amount of Rage, with off-hand weapons granting 50% of the Rage main-hand weapons do. Haste will allow Rage to generate more rapidly by increasing attack speed. In addition, while taking damage, the amount of Rage generated will now be based on the Warrior's health rather than the opponent's level. The essence of this change is to improve the scaling that occurs with Warrior gear. With Warriors balanced around the top tiers of items, we've found that the class tends to underperform more drastically than others in lower-quality items. These changes should correct that.
  • Wrath of the Lich King Patch 3.1.0 (2009-04-14): Attacks that are absorbed (such as by [Power Word: Shield]) will now generate rage.
  • WoW Icon update.png Patch 1.3.0 (2005-03-07): Fixed a bug where rage was not being generated when normal melee attacks were parried, dodged, and blocked.

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