Welcome to our Affliction Warlock Leveling Guide for WoW Forever. This guide covers the basics you'll want to keep in mind while leveling, helping you spend less time figuring things out and more time exploring the world.
Affliction Warlock Leveling Guide
Affliction focuses on Shadow Damage-over-Time (DoT) and Drain spells, using
Corruption and
Bane of Agony to keep dealing damage
while you cast or move.
Siphon Life at Level 30 adds another DoT
and more healing, while
Nightfall gives you instant
Shadow Bolt casts from your periodic damage.
This build takes
Demonic Sacrifice at Level 41, letting you
trade your active Demon for a powerful damage or resource buff. You then return to
the Affliction tree for more Shadow damage and
Wrack at Level 51.
Life Tap and your healing spells keep your resources full, allowing you
to spend more time fighting and less time recovering between mobs.
Use the level sliders below to follow the talent build and find zones and dungeons for your current level. If you find an area you enjoy or a group you want to keep playing with, spend some extra time there! There are plenty of ways to reach Level 60, and you don't need to follow the same route every time.
Strong self healing keeps downtime low
DoTs let you damage several enemies at once
Much of your damage continues while you move
Strong sustained damage against durable enemies
DoTs tag enemies instantly
Short fights give your DoTs less time to deal damage
Applying several DoTs takes time before your damage builds up
The upkeep of DoTs on multiple enemies takes practice
Leveling Talent Build
This build starts by improving your DoTs, adding instant
Corruption,
Nightfall procs, and
Siphon Life. After Level 30, you spend eleven points in
Demonology to reach
Demonic Sacrifice at Level 41, then return
to Affliction for
Wrack and then improve all of your Drain talents.
The finished build has 40 points in Affliction and 11 in Demonology.
Your first four points go into
Suppression from Levels 10
to 13, giving you 4% Hit chance. Landing your spells is the highest
damage increase you can get, and getting 4% Hit chance means you will
never miss a spell against an equal or lower level enemy. This is worth grabbing
early on and delaying your next talent by a few levels.
Take
Improved Corruption from Levels 14 to 18. At five
points,
Corruption becomes instant and deals 10% more
damage. Corruption is Afflictions primary DoT, and this talent is one of your
biggest early game improvements, letting you cast the spell while moving.
Put one point into
Grim Reach at Level 19 for more range on
your Affliction spells. Take both points in
Improved Bane of Agony
at Levels 20 and 21, increasing
Bane of Agony damage by
10%, then finish
Grim Reach at Level 22 for a total
20% range increase. The extra range gives you more room to apply
DoTs before a mob reaches you, and Bane of Agony is another main DoT that
Affliction uses.
Take
Improved Life Tap at Levels 23 and 24, increasing the
Mana gained from
Life Tap by 20%. More Mana from each
Tap means you need fewer uses to refill your bar, making the Health
you recover through drains and
Siphon Life go further. This talent will
gain in value as you continue leveling up, so while it may not be needed very
early, you will be thankful you have it later on.
Take
Nightfall at Levels 25 and 26. At two points, damage
from
Corruption,
Drain Soul,
Drain Life,
and later
Wrack has a 4% chance to make your next
Shadow Bolt instant cast. This adds a hard hitting cast to your
arsenal without making you stand still for its normally long cast time. When
fighting multiple enemies, use these procs on the ones with the most health rather
than wasting it on a mob that will already die to DoTs.
Take
Pandemic from Levels 27 to 29. It increases the
Critical Strike damage bonus of your main Shadow DoTs and Drains by
100%. This makes their critical hits much stronger and gives
you a good reason to look for Critical Strike on your gear. This is not great
early on as you will have very little crit chance, but scales up throughout the
levels and fits our early level playstyle much better than the other choices.
Learn
Siphon Life at Level 30. This is another instant Shadow
DoT that heals you as it deals damage over 30 seconds. The extra healing
supports
Life Tap while your other DoTs and drains keep dealing
damage, making it a major improvement to your sustain. This is fairly weak when
you first grab it, and you should only use it on enemies who will survive all of
your DoTs for most of
Siphon Lifes duration.
Move into Demonology and take
Demonic Embrace from Levels
31 to 35, increasing your total Stamina by 15%. The extra Health
gives you more to work with while fighting and more to spend through
Life Tap. These points begin your path toward
Demonic Sacrifice, a huge quality of life to solo play.
Take
Demonic Aegis at Levels 36 and 37, improving
Demon Skin and
Demon Armor by 30%. The extra
Armor, Shadow Resistance, and Health regeneration from
Demon Armor remain useful once you start fighting without an
active pet.
Take
Fel Vitality from Levels 38 to 40. It increases your
Demon's maximum Health and Mana by 15% and your own maximum Mana
by 15%. Your Mana bonus still applies when you aren't using an
active Demon, so these points continue helping even after the next talent.
Learn
Demonic Sacrifice at Level 41. With this spell you can sacrifice
one of your demons for a unique buff, depending on which on you choose. For solo
gameplay we recommend sacrificing a Felhunter to gain a buff that restores
3% of your maximum Health every four seconds. This buff is absolutely
incredible when farming and questing, and essentially removes the need for you
to ever recover health via eating or bandages.
The
Demonic Sacrifice buff lasts two hours and is removed
when you summon any Demon. You can still summon a pet for its utility,
but you will need to sacrifice a Demon again to regain the buff afterward.
Return to Affliction and put four points into
Malevolence
from Levels 42 to 45. This gives your Shadow spells 4% additional
Critical Strike Chance, working well with the increased critical damage
from
Pandemic. We'll finish this off later.
Take
Shadow Mastery from Levels 46 to 50, increasing the
damage dealt or Health drained by your Shadow spells by 10%.
Nearly all of your main damage spells benefit, including your DoTs,
drains, and
Shadow Bolt procs.
Learn
Wrack at Level 51. It channels Shadow damage every
second for six seconds and increases damage from your other Shadow DoTs
by 10% while active. It gets more value when
Corruption,
Bane of Agony, and
Siphon Life are already ticking.
Wrack deals damage but doesn't heal you, so you will still use
Drain Life if you need healing.
Finish
Malevolence at Level 52, bringing its Shadow
Critical Strike Chance bonus to 5%.
Take
Soul Siphon from Levels 53 to 55. At three points,
Drain Life,
Drain Soul, and
Wrack gain
12% more damage or healing for each of your other Affliction
effects on the target, up to 36%.
Corruption,
Bane of Agony, and
Siphon Life provide the three
effects needed for the full bonus.
Take
Improved Drains from Levels 56 to 58, increasing the
damage or Health drained by
Drain Life,
Drain Soul,
and
Wrack by another 20%. These are the spells you
spend much of your time channeling, making this a strong final damage
increase. We grab these drain talents late as enemies get much higher health
the closer you get to level 60, especially if you find yourself doing
elite quests.
Your last two points go into
Fel Concentration at Levels
59 and 60. This gives
Drain Life,
Drain Mana,
Drain Soul, and
Wrack a 47% chance to avoid
losing channel time when you take damage. You finish with two of its
three points, helping you get more of each channel when mobs are hitting
you.
Warlock Class Quests
Your Demon quests are worth doing as soon as you can. Each one adds another pet and its abilities, giving you more options for both questing and dungeons. The main quests become available at the levels below.
Starting area:
Summon Imp. Complete the Warlock quest
offered in your starting area as soon as you can. Humans receive
The Stolen Tome from Drusilla La Salle in Northshire, Gnomes receive
Beginnings from Alamar Grimm in Anvilmar, and Undead receive
Piercing the Veil from Venya Marthand in Deathknell. Orcs and Trolls
should follow Ruzan's Vile Familiars in the Valley of Trials.
Your Level 10 class quest unlocks
Summon Voidwalker. Alliance
players should check with Gakin the Darkbinder at the Slaughtered Lamb in
Stormwind, and Horde players can follow the route offered by Gan'rul Bloodeye
in Orgrimmar or Carendin Halgar in Undercity depending on race. Complete the
chain and its final The Binding (Stormwind),
The Binding (Orgrimmar), or The Binding
(Undercity) encounter to learn the summon. This is
your first tanking pet and is a massive help when questing alone early on.
At Level 20 you can begin the quests for
Summon Succubus or
Summon Incubus. Check with Gakin the Darkbinder in Stormwind,
Gan'rul Bloodeye in Orgrimmar, or Carendin Halgar in Undercity for your
available chain depending on your race. The two Demons have the same abilities,
including
Seduction once trained at Level 26, so simply choose which
one you want based on the look. These quests involve travel, so grab the quest
before leaving town and keep this quest in mind while you are out.
Your Level 30 class quest unlocks
Summon Felhunter. Follow
your trainer's intructions to find Strahad Farsan near Ratchet in The Barrens, then
complete the Tome of the Cabal (Alliance) or
Tome of the Cabal (Horde) chain, followed by
The Binding.
The book research sends Alliance players to Krom Stoutarm in Ironforge
and Horde players to Jorah Annison in Undercity. Your new Demon gives you
Devour Magic, while the Grimoire for
Spell Lock becomes
available at Level 36, adding an interrupt to its abilities.
Affliction Warlock Leveling Rotation
Affliction focuses on applying several DoTs, then using the time it takes for them to kill their targets to restore Health or recover Mana. Only apply DoTs to targets that will live for most of its duration and let your existing DoTs finish low Health enemies, or use your wand to finish them instead of spending Mana on unnecessary spells.
Warlock Resources
Most Warlock spells cost Mana, but
Life Tap lets you use your
Health to pay for more casts. You will also collect
Soul Shards,
which are needed for several Warlock spell such as demonic summonings and
utility spells.
FAQHow do Warlocks manage Health and Mana?
Life Tap is learned at Level 6 and converts some of your
Health into Mana. This gives you a ton of control over your resources,
since healing can also pay for more spells.
Drain Life restores
Health during combat, while food and bandages give you more ways to recover
between fights.
Siphon Life adds passive healing from Level 30,
and
Improved Life Tap increases the Mana from each Tap by
20% once finished at Level 24.
Spirit increases the amount of Health converted and Mana restored by
Life Tap. Use it when you have Health available to spend, ideally
before running completely out of Mana. When both bars are low, eating and
drinking together can get you ready for the next fight without needing
several more Taps.
From Level 41, sacrificing a Felhunter with
Demonic Sacrifice restores
3% of your maximum Health every four seconds. This gives you steady
healing to spend on
Life Tap. This may seem like a small amount of
healing overall, but will surprise you by how little time you spend eating or
drinking after getting it.
FAQHow do Soul Shards work?
Drain Soul generates
Soul Shards from Level 10.
Against nontrivial enemies, its damage ticks can give you a Shard before
the mob dies, with the chance increasing after unsuccessful ticks. You also receive one when a nontrivial
enemy dies while you are channeling it. Collect these as you quest so you
have enough for your stones,
Ritual of Summoning, and replacing
your
Demonic Sacrifice buff when needed.
Shards don't stack, but a Soul Shard bag fits in the dedicated reagent
bag slot. Use that slot to keep your supply separate from your normal
inventory. If you need an active pet while out of Shards,
Summon Imp only costs Mana and doesn't need one. Summoning it
will remove an active
Demonic Sacrifice buff, so keep the buff
when you can rebuild your supply with
Drain Soul without a pet.
Single Target Rotation
The following priorities cover both solo questing and dealing damage in dungeons. For short fights, focus on spells that will deal their damage before the enemy dies rather than applying DoTs that will not fully tick. Against elites and bosses, you have more time to benefit from your full set of DoTs and damage increasing debuffs.
Keep
Demon Skin active, replacing it with
Demon Armor
after Level 20. Before Level 41, send your Demon in as you begin attacking.
A Voidwalker can hold enemies while you cast, while a Succubus or Incubus
provides additional damage in melee range, and an imp attacks from ranged.
FAQWhat's the difference between a Bane and a Curse?
Banes focus on dealing damage, while Curses mainly weaken enemies or
increase the damage they take. For example,
Bane of Agony deals
damage over time, while
Curse of the Elements increases Magic damage
taken and
Curse of Weakness reduces Physical damage dealt.
Each Warlock can have one Bane and one Curse active on the same enemy, so you can use both together. Replacing your Curse doesn't remove your Bane, and replacing your Bane doesn't remove your Curse. This allows you to debuff enemies in a desirable way while also applying your damaging Banes at the same time, rather than needing to choose between the two.
At lower levels you want to find a balance of kill speed and Mana cost efficiency; using too few spells to kill an enemy results in you taking far too much damage and needing to heal up afterwards, too many spells and you overkill the mob, wasting DoTs and not utilizing your wand at all. Trial and error is the best way to approach this; try to find that sweet spot where things are dying right around the same time that your DoTs are falling off.
- During the early levels, use
Shadow Bolt as an opening
cast or for direct damage between DoT applications. Usually this is no longer
worth hard casting once you obtain a wand, as you can simply shoot that rather
than wasting Mana and Health.
Immolate can be useful on the pull, as you can precast
it from range before applying your instant DoTs. This gets its initial
damage in early and lets it keep ticking while you apply your other spells, but
may not be needed depending on how strong the mobs you are fighting are.- Use
Curse of the Elements from Level 20 against durable enemies
to increase their Magic damage taken. It is especially useful on dungeon
bosses where other casters also benefit. Use
Curse of Weakness
instead when reducing melee damage is more useful; you can keep either
Curse active alongside
Bane of Agony. - Apply
Bane of Agony when the enemy will survive enough of
its duration. Its damage increases toward the end, so let it finish
before reapplying it. Refreshing it early loses its strongest ticks
and starts the weaker part of the spell again. - Apply
Corruption early. It becomes instant at Level 18
with
Improved Corruption, letting you apply it while moving.
From Level 25, its damage can also trigger
Nightfall.
Reapply it after it expires if the enemy will survive long enough. - Add
Siphon Life from Level 30 when the enemy will live
long enough for its damage and healing to mostly pay for its high Mana cost. The
healing helps replace Health spent through
Life Tap, allowing you to keep
fighting without stopping as often. - Use
Nightfall procs for instant
Shadow Bolt
casts from Level 25 onward. Use the proc before it expires, fitting
the cast between DoT applications and channels when possible.
The cast is instant, but still costs Mana. - Use
Drain Life from Level 14 when you need healing.
Your DoTs continue dealing damage during the channel, letting you
recover Health while still attacking. This works well after
Life Tap, since the Health you restore can pay for more spells. - Use
Wrack from Level 51 when you want damage rather
than healing. Apply your Shadow DoTs first, since the channel increases
their damage on that enemy. Use
Drain Life instead if you need
Health, as
Wrack does not heal you and is purely for damage. - Use your wand to finish enemies without spending Mana, especially during the early levels when a strong wand will carry a large portion of your damage. Let your DoTs keep ticking while you shoot instead of adding another DoT to an enemy that is almost dead, saving you Mana and Health.
- Use
Life Tap when you have Health available to turn into
Mana. Fit it between DoT applications or while moving so your existing
DoTs continue dealing damage during the global cooldown. You don't
need to wait until your Mana bar is empty before using it. Don't over due it
though, only use it once or twice at a time before healing back up; you can use
it more between combat followed up by a quick bandage or similar healing. - Use
Drain Soul when you need
Soul Shards.
Its ticks can generate Shards from eligible enemies before they die,
and channeling as one dies also gives you a Shard. Keep your supply up
as you quest rather than waiting until you need to summon or create
a stone and have none left.
AoE Rotation
Spreading Shadow DoTs is your main way of fighting several quest enemies together. Apply them to one enemy, move to the next, then use a Drain spell while the DoTs keep ticking. As weaker enemies die, you can begin applying DoTs to another target without waiting for every enemy from the previous pull to be finished.
In dungeons, adjust to how quickly the group kills each pack. Durable enemies give your DoTs time to work, while large packs that die quickly can make your Fire AoE spells more useful.
- Put
Bane of Agony on enemies that will survive long
enough. You don't need to fully DoT every weak mob in a dungeon
pack that your group is already killing quickly.
Siphon Life is not
worth using here for example as most enemies will die too quickly and your heal
will provide most of the healing you need. - Apply
Corruption to each enemy you plan to damage.
From Level 18, its instant cast makes spreading it much easier.
Once you have
Nightfall, having several copies ticking
also gives you more chances to trigger an instant
Shadow Bolt. - Use
Hellfire from Level 30 against enemies grouped
around you when you have healing to support it. Its self damage
and melee range make it better suited to organized dungeon pulls
than your normal solo questing rotation. Neither it or
Rain of Fire
benefit from the Shadow damage and Drain bonuses that this build offers. - Use
Rain of Fire from Level 20 against enemies
grouped together, especially in dungeons where a tank is holding
the pack. It lets you damage the whole group without spending
several casts applying DoTs to each enemy. - Channel
Drain Life when you need healing, or
Wrack from Level 51 when damage is the priority.
Choose a durable target with your DoTs already active.
The damage bonus from
Wrack applies to the enemy
you are channeling on, rather than every enemy you have DoTs on. - Use
Nightfall procs for instant
Shadow Bolt casts while your DoTs continue ticking.
You can use these to finish one enemy or add damage to a
healthier target without stopping for a normal cast.
Important Abilities
Your main damage comes from Shadow DoTs and Drain spells. The talents
above improve these throughout leveling, while
Nightfall
keeps
Shadow Bolt useful after you move away from hard casting it.
Corruption: Learned at Level 4. A Shadow DoT that becomes
instant at Level 18 with
Improved Corruption. Its damage can
also trigger
Nightfall from Level 25 onward.
Bane of Agony: Learned at Level 8. Deals more Shadow damage
toward the end of its duration, so refreshing it early cuts off its
strongest ticks.
Improved Bane of Agony increases its damage,
and it can stay active alongside a utility Curse.
Life Tap: Learned at Level 6. Converts Health into Mana,
with Spirit increasing the amount converted.
Improved Life Tap
gives you 20% more Mana per use.
Siphon Life: Taken at Level 30 with this build. An instant
Shadow DoT that damages an enemy and heals you over 30 seconds. Its
healing helps pay for
Life Tap while you continue fighting.
Drain Life: Learned at Level 14. Channels damage into an
enemy while restoring your Health. Your later Drain talents improve
both its damage and healing, making it valuable when you need to
recover Health during combat.
Drain Soul: Learned at Level 10. Channels Shadow damage
and generates
Soul Shards. It also benefits from your Drain
talents and can trigger
Nightfall.
Wrack: Taken at Level 51 with this build. A six second
Shadow damage channel that increases damage from your other Shadow
DoTs by 10%. It benefits from
Soul Siphon and
Improved Drains later in the build, but doesn't heal you.
Shadow Bolt: Your main direct cast early on. From Level 25,
Nightfall procs let you cast it instantly, adding direct
Shadow damage alongside your DoTs and drains.
Immolate: Available from Level 1. An initial Fire hit
followed by a Fire DoT, giving you another damage spell during the early
levels. Your later Shadow damage talents don't improve it.
Rain of Fire: Learned at Level 20. Channels Fire damage
into a selected area, giving you an AoE option from range.
Hellfire: Learned at Level 30. Channels Fire damage
around you, damaging nearby enemies and yourself. Very high damage at the cost
of your own Health, and puts you in a dangerous position to pull aggro from the
mobs you are attacking.
Demons and Pet Control
Use an active Demon while leveling toward
Demonic Sacrifice
at Level 41. A Voidwalker can tank quest mobs, while a Succubus or Incubus
adds melee damage and crowd control. After Level 41 you will be Sacrificing your
pet, removing the ability to use a pet temporarily. Summoning a pet for its utility
removes that buff, so decide which benefit you need for the fight.
Train your Demon's abilities. Unlike a class trainer, Demon Trainers sell Grimoires that teach new abilities as well as newer ranks of previous spells. Summon the appropriate Demon before using its book to teach it that particular spell; keep the main abilities you use trained up while leveling with an active pet. After Level 41, only buy the Grimoires you need for pet utility as you won't be using a pet normally.
Summon Imp: A ranged Fire damage pet that provides extra
Stamina and group support. Its ranged attacks let you keep it away from
mobs that are being tanked by someone else.
Blood Pact: Available for your Imp from Level 4. Increases
the Stamina of nearby party members. Keep your Imp in range so the
group receives the buff.
Fire Shield: Available for your Imp from Level 14. Buffs
a friendly target to deal Fire damage to melee attackers that hit
it. Use it on someone who is taking regular melee hits.
Summon Voidwalker: Your tanking pet. It generates high
threat and holds mobs while you cast. Having it take melee hits reduces
your damage taken and prevents those attacks from delaying your casts
and channels.
Torment: Your Voidwalker's threat ability. Keep it on
autocast when the pet is tanking for you. It generates threat,
rather than forcing the mob to change targets like a taunt.
Sacrifice: Available for your Voidwalker from Level 16.
Sacrifices the Demon to give you an absorb shield. While the shield
holds, damage won't cause spell pushback. This gives you protection
and time to finish a cast, but removes your pet from the fight.
Consume Shadows: Available for your Voidwalker from Level 18.
Lets the pet channel a heal on itself out of combat. Use it between
pulls while you are leveling with a Voidwalker.
Summon Succubus and
Summon Incubus: Melee damage
pets with Humanoid crowd control. They have the same abilities, so choose
whichever appearance you prefer. Their attacks deal high damage, making
them strong pets early on.
Seduction: Available for your Succubus or Incubus from
Level 26. Controls a Humanoid while your Demon channels the spell.
Any damage breaks it, including DoT ticks, so use it on a mob you
haven't already dotted. Leave your pet channeling until you are
ready to fight that target.
Summon Felhunter: A pet with an interrupt and a Magic
dispel, making it useful against casters and enemies with strong Magic
buffs or debuffs.
Devour Magic: Available for your Felhunter at Level 30.
Removes a harmful Magic effect from an ally or a beneficial Magic
effect from an enemy, healing the Felhunter when successful. Use it
to clear a dangerous debuff or remove an enemy's Magic buff.
Spell Lock: Available for your Felhunter through a Grimoire
at Level 36. Silences an enemy and interrupts its cast, locking that
spell school if it interrupts successfully. Use it manually so it
is ready for the spell you want to stop.
Use the "Move To" command. This command lets you send your Demon to a location within 100 yards. Use it to place your pet near an enemy caster, move it out of AoE, or keep it clear of mobs you are passing. Keep Attack and Follow easy to reach as well, so you can send your pet in and bring it back without clicking through its bar.
Control important abilities yourself. Put spells such as
Spell Lock and
Seduction on manual keybinds so you
can choose when to use them. Using autocast on these spells will cause them to
go off randomly, usually accomplishing nothing. Turn off
Torment when
a dungeon tank is holding the mobs, and use Passive mode when you want full control
over which target your pet attacks by choosing when to send it in.
When changing Demons, your current pet is stunned for the summon cast duration; if you need to make a pet swap, try to do so before a fight. Dismiss your pet before jumping down a ledge if it would otherwise take a different route and pull mobs on the way, especially inside dungeons.
Utility and Crowd Control
Warlocks bring Curses, stones, summons, and several ways to control mobs. Your pet adds more utility on top of that, including dispels and interrupts. Keep these abilities available alongside your damage spells; they are a large part of what you bring to a dungeon or group quest.
Click for Utility and Crowd Control Explanation
Demon Skin: Your early Armor and Health regeneration buff.
Keep it active until you replace it with
Demon Armor.
Demon Armor: Learned at Level 20. Increases Armor,
Shadow Resistance, and Health regeneration. Keep it active and
remember to refresh it after dying.
Demonic Aegis improves
its effects by 30% once finished at Level 37.
Shadow Ward: Learned at Level 32. Absorbs Shadow damage.
Use it before a Shadow spell lands to absorb part of the hit. If you are fighting
enemies that you know deal Shadow damage, you can use this before entering
combat, essentially giving yourself an absorption shield against them.
Create Healthstone: Learned at Level 10. Uses a
Soul Shard to create a
Healthstone for an instant
heal. Make one for yourself and offer them to your group before a
dungeon; these are consumed when used.
Create Soulstone: Learned at Level 18. Uses a
Soul Shard to create a
Soulstone. Apply it to
yourself or an ally before death to let that player resurrect if they die while
the buff is active. Keep it on yourself when questing alone, and in a dungeon
using it on a healer can let them resurrect the party after a wipe.
Ritual of Summoning: Learned at Level 20. Summons a party
or raid member to your location. It costs a
Soul Shard and
needs two other group members to help. Have them click the portal
while out of combat and remain still until the summon finishes. This is
everyone's favorite Warlock spell.
Unending Breath: Learned at Level 16. Gives a friendly target 10
minutes of underwater breathing. Buff your group before an underwater quest so
everyone can stay submerged. Leveling areas often have underwater spots where
players struggle with the short breath timers in WoW Forever.
Detect Invisibility: First learned at Level 26. Lets you
or a friendly player detect invisible enemies. This doesn't reveal
enemies that are using Stealth. This has very niche uses, so don't worry about
always buffing yourself with it while questing.
Fear: Learned at Level 8. Makes one enemy flee while
your DoTs can continue dealing damage. Damage can break the effect,
and the mob can run into another pack. Use it where there is room
for the enemy to move without pulling more mobs; certain creatures are immune to
fear effects, such as Undead and Machines.
Howl of Terror: Learned at Level 40, fears up to five mobs
around you. It gives you room to move or recover if you get surrounded, but
the fleeing mobs can pull more enemies just as they can with
Fear
Unless you planned to use Howl, this is typically a panic button you use before
running away.
Death Coil: Learned at Level 42. Instantly damages an
enemy, heals you, and causes three seconds of Horror. Damage doesn't
break the Horror, so your DoTs keep dealing damage throughout it. Great to
interrupt a enemy casting or healing, or to simply get an enemy off you temporarily.
Banish: Learned at Level 28. Takes a Demon or Elemental
out of the fight, making it unable to act or take damage. Use it to
control an extra mob while you deal with the others, then be ready
to cast it again when the effect ends. Different ranks of this spell control
the enemy for different durations.
Subjugate Demon: Learned at Level 30. Uses a
Soul Shard to control a suitable enemy Demon for up to five
minutes. You can use that Demon's abilities while it replaces your
normal pet. The control can break early, so be ready to deal with the Demon
when it turns hostile.
Curse of Weakness: Learned at Level 4. Reduces the Physical
damage a mob deals, making it useful against elite melee enemies that hit
you or your pet hard.
Curse of Recklessness: Learned at Level 14. Reduces Armor
and stops the target from fleeing, making it useful for melee groups
and for keeping runners from reaching another pack. It also prevents
Fear and Horror; replace it with another Curse before trying to
fear that target. This is really useful when fighting enemies that flee when
they reach low health, such as Humanoids or Murlocs.
Curse of the Elements: Learned at Level 20. Reduces Magic
resistances and increases Magic damage taken. It helps both your
Fire and Shadow spells, along with any other casters in your group.
Curse of Tongues: Learned at Level 26. Slows enemy casting,
giving your group more time to interrupt a heal or dangerous spell. This is
really useful against elite caster mobs, or enemies that have healing spells.
Demonic Sacrifice: Taken at Level 41 with this build.
Sacrifices your Demon for a two hour buff. An Imp gives 15%
Shadow damage, a Felhunter restores 3% maximum Health every
four seconds, and a Voidwalker restores 2% maximum Mana every
four seconds. A Succubus or Incubus gives 15% Fire damage,
which doesn't help your main Affliction spells. Summoning any Demon
removes the buff.
Firestones and Spellstones
Use
Create Firestone from Level 28 until
Create Spellstone becomes available at Level 36. Both create
weapon imbues that can be applied alongside
Wizard Oil.
Spellstone is the better fit for Affliction once available,
since its Shadow damage bonus improves your main DoTs and drains. It
also provides spell Haste, an extremely rare stat that reduces your cast time.
Firestone adds Fire damage and spell
Critical Strike Chance, but its Fire damage doesn't improve your main
Shadow spells. Reapply your enhancements when changing weapons, or when the
timer expires.
Stats
Look for Spell Power and Shadow damage to improve your main spells,
with Critical Strike becoming more valuable as you gain
Pandemic. Spirit, Intellect, and Stamina support your Health
and Mana, letting you keep casting through
Life Tap and your
healing effects.
- Spell Power
- Direcctly increases your spells damage dealt. Shadow damage is especially
useful for this build since it applies to your main DoTs, drains, and
Shadow Bolt. Regular spell damage is preferable to boost all of your
spells including Fire and Shadow, but you should simply use the best choice
you can get.
- Direcctly increases your spells damage dealt. Shadow damage is especially
useful for this build since it applies to your main DoTs, drains, and
- Critical Strike
- Your DoTs and drains can critically strike;
Pandemic increases
their critical damage bonus, and later on you will get a 5% Shadow Critical
Strike Chance increase from
Malevolence. Together, these talents
make crit a useful damage stat for Affliction.
- Your DoTs and drains can critically strike;
- Spirit
- Increases the amount of Mana restored by
Life Tap,
along with its Health cost.
Improved Life Tap increases the
Mana gained further, giving Spirit value during combat as well
as between fights. Even a small bit of Spirit goes a long way, but priotize
offensive stats first.
- Increases the amount of Mana restored by
- Intellect & Stamina
- Intellect increases maximum Mana and spell Critical Strike
Chance, while Stamina increases maximum Health.
Demonic Embrace
improves your Stamina and
Fel Vitality increases your max
Mana. While these stats don't directly incerase your leveling speed, Warlocks
treat both Mana and Health as a secondary resource, so increasing them makes
gameplay feel smoother.
- Intellect increases maximum Mana and spell Critical Strike
Chance, while Stamina increases maximum Health.
- Hit
- Makes spells more reliable. This build gets 4% Hit from
Suppression by Level 13, so you already gain what you need for
leveling. If you happen to get additional Hit on gear later on, you can swap
these talent points out if you wish.
- Makes spells more reliable. This build gets 4% Hit from
Gear and Where to Level
Use the slider below to find questing zones and dungeons around your level. Finish nearby objectives together and collect dungeon quests before joining a run so you can complete several in one trip. Our Dungeon Hub lists the recommended levels and quests for each dungeon.
- Zones to Quest in:
Loch Modan/Darkshore
The Barrens
- Available Dungeons:
- Zones to Quest in:
Westfall/Darkshore
Silverpine Forest
- Available Dungeons:
- Zones to Quest in:
Westfall/Redridge Mountains
The Barrens/Stonetalon Mountains
- Available Dungeons:
- Zones to Quest in:
Redridge Mountains/Duskwood
Hillsbrad Foothills/Stonetalon Mountains
- Available Dungeons:
- Zones to Quest in:
Ashenvale/Duskwood
Ashenvale/Duskwood
- Available Dungeons:
- Zones to Quest in:
Wetlands/Ashenvale
Hillsbrad Foothills/Wetlands
- Available Dungeons:
- Zones to Quest in:
Wetlands/Ashenvale
Wetlands/Thousand Needles
- Available Dungeons:
Excavation Site: Wetlands and Gnomeregan, and City of Dalaran
Excavation Site: Wetlands and Razorfen Kraul, and City of Dalaran
Below are some items worth looking for as you level. There are options available for all different levels matching the slider above, with the item at the top of the list being the best choice for the current level, and a few options that are from quests included below. Gear options beyond level 35 are not entirely known at this time and will be filled out more thoroughly in the future once the game has fully released.
Gear coming soon!
With the WoW Forever Beta only reaching Level 30, we unfortunately are unable to provide more specific advice on which zones or gear to tackle beyond Level 30. Make sure to check back once WoW Forever has launched, as we will be updating this section of our Subtlety Rogue leveling guide soon after!
Leveling Tips
Get a wand early. A wand gives you damage without spending Mana, which is extremely helpful during the starting levels, and remains useful for the entire leveling journey. Crafted wands can be bought from other players even if you don't have Enchanting. You need to stand still briefly before shooting, and Spell Power doesn't increase your wand's damage.
Keep food, water, and bandages available. Your Health and Mana
work together, so recover whichever resource you need before moving on.
Bandages are useful after
Life Tap, while eating and drinking
together can refill both bars at once. Keep a
Healthstone available
for healing during a fight if you ever get low on health.
Keep up with your professions. Gather herbs, ore, or leather while questing instead of returning to low level zones later to catch up. Those materials help pay for spell ranks and Grimoires, and can be kept for a crafting profession if you plan to change professions later.
Plan your training visits. Check the rank table below and visit
town when you have important upgrades available; remember that your spells
and your Demon's abilities are trained separately. Keep Grimoires up
to date while using an active pet, then focus on the utility abilities
you still need after learning
Demonic Sacrifice.
Log out in rested areas. Finish a session at an inn or another
rested area when possible, ideally using your
Hearthstone to
return after your last quest. Rested experience adds up over the journey
to Level 60 and costs very little extra time when you plan around it.
Make friends. Warlocks bring a lot to a group beyond just damage. Offer health and soul stones, summon missing players, and use your pet's utility if it's needed. Add players you enjoy running with as having people to quest or run dungeons with saves a ton of time organizing groups and remains useful when you reach max level.
Leveling Milestones
New Demons, utility spells, and stronger damage ranks become available throughout leveling. The tables below show when to complete your class quests and which levels offer new ranks of the spells you use.
Important Unlocks
The table below highlights your class quests, important spells, and major talent unlocks. Talent levels follow this build's point order, so they may differ if you spend your points differently.
| Level | Important Unlock |
|---|---|
| Starting Area | |
| 6 | |
| 8 | |
| 10 | |
| 14 | |
| 16 | |
| 20 | |
| 24 | |
| 25 | First |
| 26 | |
| 28 | |
| 29 | |
| 30 | |
| 36 | |
| 40 | |
| 41 | |
| 42 | |
| 51 | |
| 55 | |
| 58 |
Ability Ranks
The following are your main abilities that you will want to keep trained.
New ranks of
Corruption and
Bane of Agony increase your DoT
damage and are important upgrades throughout leveling. Visit a Demon Trainer
for Grimoires as well, since your Demon's abilities are trained separately
from your own spells. Plan your trainer visits around levels where you can
pick up several spell ranks and pet upgrades at the same time. After learning
Demonic Sacrifice, prioritize Grimoires for pets you still use
for utility.
| Ability | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Rank 6 | Rank 7 | Rank 8 | Rank 9 |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 6 | 12 | 20 | 28 | 36 | 44 | 52 | 60 | |
| 1 | 10 | 20 | 30 | 40 | 50 | 60 | — | — | |
| 4 | 14 | 24 | 34 | 44 | 54 | — | — | — | |
| 8 | 18 | 28 | 38 | 48 | 58 | — | — | — | |
| 30 | 38 | 48 | 58 | — | — | — | — | — | |
| 14 | 22 | 30 | 38 | 46 | 54 | — | — | — | |
| 10 | 24 | 38 | 52 | — | — | — | — | — | |
| 6 | 16 | 26 | 36 | 46 | 56 | — | — | — | |
| 42 | 50 | 58 | — | — | — | — | — | — | |
| 20 | 34 | 46 | 58 | — | — | — | — | — | |
| 30 | 42 | 54 | — | — | — | — | — | — | |
| 10 | 22 | 34 | 46 | 58 | — | — | — | — | |
| 20 | 30 | 40 | 50 | 60 | — | — | — | — |
Professions
Tailoring gives Warlocks cloth armor and bags while leveling. It pairs well with Enchanting, since you can disenchant unwanted crafts for materials. Enchanting also provides early wands, although you can buy those from another player without taking the profession yourself.
Gathering professions are useful if you would rather earn gold as you quest. Skinning gives materials from mobs you are already killing, while Herbalism and Mining let you collect herbs and ore along your route. Herbalism also provides ingredients for Healing Potions made through First Aid.
Engineering pairs with Mining and gives you explosives and other gadgets. Choose it if you want extra damage and utility from these tools while leveling, running dungeons, or doing PvP.
Warlocks should pick up First Aid as well. Bandages
give you another way to restore the Health spent on
Life Tap,
and First Aid also makes Healing Potions in WoW Forever.
Cooking supplies food, while Fishing
provides ingredients for many recipes. Leveling these two together is highly
recommended, but can take up a large amount of time.These secondary professions
don't take either primary profession slot.
Changelog
- 16 Oct. 2026: Guide added.