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Slam
Inv misc questionmark
  • Slam (8 ranks)
  • Warrior ability
  • Melee range
  • 15 Rage
  • 1.5 sec cast
  • Slams the opponent, causing weapon damage plus X.
Properties
Class Warrior
School Physical
Cooldown None/Global Cooldown
Other information
Requirements Requires Melee weapon
Improvements Ability warrior decisivestrike [Improved Slam], Ability warrior bloodsurge [Bloodsurge]

[[Category:warrior abilities]][[Category:warrior abilities]]

Warriors aren't real big on subtlety.[1]

Slam is a weapon-dependent ability, that causes damage plus X, consumes 15 rage and generates no extra threat. As of Patch 3.0.2, Slam no longer resets weapon swing, but rather suspends it. The default cast time is 1.5 seconds, and it is not interrupted by damage, unlike most spells.

Slam also gets more benefit from slower weapons than Ability warrior savageblow [Mortal Strike]/Ability whirlwind [Whirlwind]/Ability meleedamage [Overpower], due to it not being normalized. So while Mortal Strike does better damage with slower weapons due to higher damage range, Slam gets a higher bonus from weapon speed (that is not normalized for non-instant attacks). One other example of non-normalized attack is Heroic Strike (which is a next melee attack).

1Ability warrior shatteringthrow [Shattering Throw], added in 3.1.0, is now the second warrior ability with a cast time.

Rank table

Rank Damage Level Cost
1 + 32 30 1g 20s
2 + 43 38 2g
3 + 68 46 3g 60s
4 + 87 54 5g 60s
5 + 105 61 6g 50s
6 + 140 69 7g 10s
7 + 220 74 26g
8 + 250 79 26g

Notes

Often misunderstood, this ability seems worse than Ability rogue ambush [Heroic Strike], but the key is the weapon used. Slam bypasses the usual melee swing timer, instead using a Channeling type bar more usually found on spells. This, in effect, gives all weapons a flat speed of 1.5 seconds (Less with talent). This is not helpful when using daggers and dual wielding, but with very large two-handed weapons, it can reduce swing times from the default, thereby dramatically increasing DPS.

Heroic Strike, on the other hand, is 'Next Attack', which varies wildly depending on weapon.

This ability forms the basis for what is known as the Slam Rotation, a popular method for dealing boss damage with a two-handed weapon.

Talents

When to use Slam

As stated above, use this instead of Heroic Strike if using two-handed weapons. As a general rule of thumb: if your weapon speed is greater than 2, Slam is preferred over Heroic Strike. Here comes the math:

Ignoring Heroic Strike (Rank 10)'s damage buff against targets and considering the un-talent-buffed Slam (Rank 6), then the DPS by Slam is greater than the DPS from Heroic Strike when:

[(Avg. Weap. Dam.)+140]*1/1.5 > [(Avg. Weap. Dam.)+176]*1/(Weap. Speed)

Where (Avg. Weap. Dam.) is weapon dps multiplied by its speed. Rewriting this inequality as a function of average weapon damage vs. weapon speed gives:

(Avg. Weap. Dam.) > [264/(Weap. Speed) -140]/[1-1.5/(Weap. Speed)]

or, for any rank of Heroic Strike and Slam:

(Avg. Weap. Dam.) > [HS*1.5/(Weap. Speed) -S]/[1-1.5/(Weap. Speed)]

where "HS" is Heroic Strike's damage bonus, and "S" is Slam's damage bonus.

Bingo! now we have a criterion for deciding if our weapon warrants the use of Slam. All you have to do is plot the function above and see whether your current weapon has an (Avg. Weap. Dam.,Weap. Speed) combination that places it above the line formed in your graph. If it does...use Slam. If it lies below the line...use Ability rogue ambush [Heroic Strike]. More simply, any weapon with a speed greater (i.e. slower) than 2 will warrant the use of Slam.

Other considerations

Note that Slam generates much less threat than Heroic Strike, which can be useful in Secondary Tanking.

Slam is affected by the Global Cooldown, which means that even if it is talented to a 0.5 second cast, you will still have 1 second left on the Global Cooldown before you can do anything else. This does not, however, make Improved Slam useless, as your auto-swing will begin 1 second sooner than if you did not have talent points spent in Improved Slam.

As an alternative to the slam/auto-swing rotation this skill can be used to deal a series of blows with just 1,5s cast time. This is only useful to quickly finish off weak enemies when you have lots of rage to spend, bringing their life down under 20% to execute, and can make a sense if you want to take full advantage of short-time buffs.

Patch changes

  • Template:Patched
  • Template:Patched
  1. ^ TCGDP, #124
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