Earthbind Totem

Earthbind Totem is an Area of Effect (AoE) debuff snare. It slows the enemies in radius of 10 yards for max 45 seconds.This debuff snare is very useful against multiple mobs/players that are about to attack the caster by slowing down their running speed for 8 seconds.

It is learned at level 18 for.

Tips and tactics

 * It's often helpful to drop an Earthbind totem just before you run away from a fight, to gain some distance between you and your pursuer, as well as just before your enemy is about to run away. It takes a second to have its first effect, so you should drop it a couple seconds before you need it for best effect.


 * When attempting to push past mobs in tight quarters (such as in a tunnel), not damaging the mob at all before you plant Earthbind means that the totem's debuff will place it higher on the monster's aggro table than you. This will buy you a second or two extra as the mob turns and knocks down your totem before pursuing you.


 * This totem mostly used as an escape tool among Shaman players; it is used to either escape an upcoming danger or escape from battle gone bad. Unlike Frost Shock, Earthbind totem is more suitable for escaping danger due to its low mana cost, insta-cast and convenience (since it doesn't need to target or be in front of the target).


 * It can also be use to snare runners from escaping you or your teammates, but the caster always runs the risk of attracting aggro from other other mobs or/and wandering mobs.


 * Outside of this scope, Earthbind totem has been used for kiting players, but only in conjunction with Frost Shock; Earthbind totem alone cannot keep a good amount of distance between the caster and the pursuer mainly due to its long cooldown and small radius of effect (10 yards). The totem can be used, however, as a back-up or alternative snare to Frost Shock. The slowing effect is identical for each: 50%.


 * It is often used in PVP as well and is a common tactic in Warsong Gulch. It can be used offensively to slow down the flag carrier or defensivly to keep the other team away from the flag carrier. It can also be used to seal off choke points temporarily. Enemies must dismount to destroy the totem, and can't remount in combat, or face charging at 50% of normal speed.