Welcome to our Destruction 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.
Destruction Warlock Leveling Guide
Destruction is not a great choice for leveling, especially during the
early levels. We highly recommend leveling as Affliction
or Demonology
instead, or at least waiting until Level 40 before switching to Destruction.
The build feels much better once you have
Shadow and Flame and
Incinerate for your main damage rotation.
Destruction focuses on dealing Fire damage with
Immolate,
Conflagrate, and later
Incinerate. Your talents improve your
cast times and crits, while
Shadow and Flame rewards you for using both
Conflagrate and
Shadowburn to increase your damage further.
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 burst damage kills ordinary quest enemies quickly
Strong AoE damage works well in dungeon groups
Instant attacks help finish low Health enemies quickly
Immediate damage suits dungeon groups that kill enemies before DoTs finish
Moving interrupts most of your damage
Enemy attacks can delay your casts with pushback
High mana costs require regular Mana breaks
Less self healing than Affliction means even more time recovering
Leveling Talent Build
This build starts in Destruction and focuses on improving your casts, adding
Conflagrate and
Shadowburn before
Incinerate at
Level 40. You then move into Affliction for
Suppression, then Demonology
for
Demonic Sacrifice. The finished build has 34 points in Destruction,
11 in Demonology, and 6 in Affliction.
Your first five points go into
Bane from Levels 10 to 14, reducing
the cast time of
Shadow Bolt,
Immolate, and
Incinerate by 0.5 seconds, and
Soul Fire by two seconds. You
spend much more time casting as Destruction, making this one of your most useful
talents.
Take
Aftermath from Levels 15 to 19, increasing the initial damage
of
Immolate by 50%. It also makes
Conflagrate Daze
its target once you learn it, slowing the enemy by 50% for five seconds.
The extra opening damage is useful now, while the slow helps keep enemies away
from you later.
Learn
Shadowburn at Level 20. This is an instant Shadow damage spell
that costs a
Soul Shard. If a nontrivial enemy dies within eight seconds
of being hit, you gain a Shard back, making it useful for finishing enemies.
Take
Destructive Reach at Levels 21 and 22, increasing the range of
your damaging spells by 20%. The extra range gives you more room to cast
before an enemy reaches you.
Put two points into
Ruin at Levels 23 and 24, increasing the Critical
Strike damage bonus of your Destruction spells by 40%. This is fairly weak
early on when you have very little Critical Strike Chance, but opens the next
tier and becomes more valuable as your gear improves. We return to it at Levels
59 and 60.
Learn
Conflagrate at Level 25. It instantly deals Fire damage to a
target with your
Immolate active, but consumes the DoT. Use it near the
end of
Immolate when possible so you don't lose most of its damage.
Aftermath also makes it slow the target, giving you room to move.
Take
Agonizing Flames from Levels 26 to 28, increasing the damage of
all your Destruction spells by 10% and the Critical Strike Chance of
Searing Pain by 10%. The damage increase is the big thing here,
improving your main casts as well as
Conflagrate and
Shadowburn.
Take
Intensity from Levels 29 to 31, giving your Destruction spells
a 70% chance to avoid losing casting time when you take damage. This makes
it much easier to finish casts when an enemy reaches you, but doesn't reduce the
damage you are taking.
Put two points into
Fire and Brimstone at Levels 32 and 33, giving
Conflagrate 17% additional Critical Strike Chance. This works
well with
Ruin, making one of your main attacks crit more often. We
finish this talent at Level 58.
Learn
Bane of Havoc at Level 34. It causes one enemy to take 15%
of the damage you deal to other targets. Put it on a durable enemy while
attacking other mobs, letting you keep dealing damage to it throughout the pull.
You can only have one
Bane of Havoc active at a time.
Take
Shadow and Flame from Levels 35 to 39. At five points, hitting
with
Conflagrate increases your Shadow damage by 10% for 20
seconds, while hitting with
Shadowburn increases your Fire damage by
10% for 20 seconds. This is a huge part of your gameplay, making
Shadowburn useful throughout a fight instead of only as a finishing
attack.
At five points,
Shadow and Flame gives
Conflagrate a
100% chance to leave
Immolate active and
Shadowburn a
100% chance to immediately refund its
Soul Shard. This allows
you to use these spells on cooldown.
Learn
Incinerate at Level 40. This becomes your main regular cast,
dealing 25% more damage when your
Immolate is on the target.
Keep the DoT active and use
Conflagrate and
Shadowburn
around your casts.
Move into Affliction and put four points into
Suppression from
Levels 41 to 44. This gives you 4% Hit chance and which Hit caps you
against equal level enemies.
Move into Demonology and take
Demonic Embrace from Levels 45 to 49,
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.
Take
Demonic Aegis at Levels 50 and 51, improving
Demon Skin
and
Demon Armor by 30%. The extra Armor, Shadow Resistance, adn
Health regeneration remain useful when you start fighting without an active
pet. Take
Fel Vitality from Levels 52 to 54, increasing your own max
Mana by 15%.
Learn
Demonic Sacrifice at Level 55. For dungeons, we recommend
sacrificing a Succubus or Incubus for 15% increased Fire damage. For solo
questing, sacrificing a Felhunter restores 3% of your max Health every
four seconds, giving you constant healing to balance your
Life Tap.
Return to Affliction and take
Improved Life Tap at Levels 56 and 57,
increasing the Mana gained from
Life Tap by 20%. More Mana from
each Tap means you need fewer uses to refill your bar, making your Health go
further and giving you more time to deal damage.
Return to Destruction and finish
Fire and Brimstone at Level 58,
bringing its
Conflagrate Critical Strike Chance bonus to 25%.
Your last two points go into
Ruin at Levels 59 and 60. You finish with
four of its five points, increasing the Critical Strike damage bonus of your
Destruction spells by 80%.
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.
Destruction Warlock Leveling Rotation
Destruction focuses on keeping
Immolate active and using
Conflagrate,
Shadowburn, and later
Incinerate to
deal damage. Your pet helps during the early levels, while
Life Tap
helps with the high Mana costs of Destruction spells. Keep your main damage
buffs active from
Shadow and Flame once you have it, and use your wand
when another cast would waste Mana.
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.
Improved Life Tap increases the Mana from each Tap by 20%.
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.
Once you learn
Demonic Sacrifice at Level 55, sacrificing a Felhunter
restores 3% of your maximum Health every four seconds. This gives you
steady healing to spend on
Life Tap. Summoning any Demon afterward
removes the buff, so keep an active pet instead when its tanking or utility is
more useful.
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 Demon. From Level 55, keep enough for replacing your
Demonic Sacrifice buff when needed.
Shadowburn costs a
Soul Shard, but gives one back if a
nontrivial enemy dies within eight seconds of being hit. From Level 39,
Shadow and Flame guarantees an immediate refund, but ou still need a
Shard available to cast it.
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, but summoning it removes an active
Demonic Sacrifice buff.
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. While using an active pet, send your Demon in as you begin attacking,
giving it time to build threat when it is tanking for you. A Voidwalker can hold
enemies while you cast, while a Succubus or Incubus gives you more melee damage
and an Imp attacks from range.
From Level 55, prepare your
Demonic Sacrifice buff before pulling
when you plan to fight without a pet. Sacrifice a Succubus or Incubus for more
Fire damage in dungeons, or a Felhunter for steady healing while questing. Keep
an active Demon instead when you need its tanking or utility, as summoning one
removes the buff.
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.
- While using a pet, start every fight by first sending your Demon in. You want it to reach the enemy first so it can generate some threat and tank for you. Find some keybinds that you are comfortable with to control your pet.
- Use
Curse of the Elements 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.
Shadow Bolt is used early on before you get
Incinerate
at Level 40. Cast Shadow Bolt at max range from your target, and immediately
follow it up with
Immolate. Because Shadow Bolt is a projectile with
a travel time, you can essentially get a free cast by doing this.- Apply
Immolate early. Keep it active on durable enemies, as it
enables
Conflagrate from Level 25 and increases
Incinerate
damage from Level 40. - 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. - Use
Conflagrate after Level 25 when your
Immolate is on
the target. Before Level 39, you should use Conflagrate at the end of Immolates
duration, or to finish an enemy, since it will consume
Immolate. Once
Shadow and Flame is finished at Level 39, use it on cooldown without
fear of removing the DoT. - Use
Shadowburn from Level 20 to finish enemies that will die within
eight seconds, giving you a
Soul Shard back. After Level 39, the refund
is guaranteed, so use it during longer fights to keep the Fire damage bonus from
Shadow and Flame active. It still costs Mana and needs a Shard available
to use it. - Use
Incinerate as your main regular cast after Level 40. Keep
Immolate on the target for its 25% damage bonus and use
Conflagrate and
Shadowburn around it. Before Level 40, use
Shadow Bolt for direct damage when you have Mana to spend. It also
remains useful against Fire resistant enemies. - 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 and pet finish the enemy rather than paying for another spell that it won't survive.
- Use
Drain Life from Level 14 when you need healing. Your DoTs and
active Demon continue dealing damage during the channel, letting you recover
Health while still attacking. Use
Health Funnel instead if your
pet needs healing. - Use
Life Tap when you have Health available to turn it into Mana.
Fit Taps between casts or while moving, and don't spend so much Health that you
can't safely take a hit. - 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.
AoE Rotation
When questing, keep your Demon attacking one enemy while you apply DoTs to
the others. From Level 34,
Bane of Havoc lets you deal damage to one
durable enemy while attacking the rest of the pull. Keep
Immolate
active on enemies you plan to hit with
Conflagrate or
Incinerate.
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. While using an active pet, keep your Demon attacking, and move it out of dangerous effects quickly rather than leaving it to die.
- From Level 34, put
Bane of Havoc on one durable enemy and deal damage
to the others. It copies 15% of the damage you deal to other targets onto
that enemy. Don't overwrite it with
Bane of Agony, as you can only have
one Bane on each target. - Use
Shadowburn to keep the
Shadow and Flame Fire damage
bonus active as the bonus also increases
Rain of Fire and
Hellfire damage. - Apply
Immolate to enemies that will survive enough of its
duration.
Conflagrate any low health mobs, especially ones running
into other groups of enemies. - 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. - 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 from a safer range without spending several casts applying DoTs to
each enemy. - Put
Bane of Agony on enemies that will live for most of the duration.
You don't need to fully DoT every weak mob in a dungeon pack that your group is
already killing quickly. Keep
Bane of Agony off the enemy with your
Bane of Havoc. - Use
Incinerate from Level 40 when focusing one enemy, with
Immolate active for the damage bonus. Channel
Drain Life when
you need healing instead.
Important Abilities
Your main damage comes from
Immolate,
Conflagrate,
Shadowburn, and later
Incinerate. Your talents improve these
throughout leveling, while your Drain spells still help recover Health and
collect
Soul Shards.
Immolate: Available from Level 1. An initial Fire hit followed by
a Fire DoT. You can precast it on the pull while your Demon moves in, then apply
your other spells while it keeps ticking. It enables
Conflagrate and
improves
Incinerate damage once learned.
Conflagrate: Taken at Level 25. Instantly damages
a target with your
Immolate active. It can consume the DoT until
Shadow and Flame guarantees otherwise at Level 39, so use it near the
end of the DoT before then.
Aftermath also makes it slow the
enemy.
Shadowburn: Taken at Level 20 with this build. Instant Shadow
damage that costs a
Soul Shard and gives one back if a nontrivial enemy
dies within eight seconds of being hit.
Shadow and Flame guarantees an
immediate refund at Level 39 and makes it increase your Fire damage.
Incinerate: The final talent in the Destruction tree. Your main
Fire cast, dealing 25% more damage when your
Immolate is on the
target. Keep the DoT active before using it.
Bane of Havoc: Taken at Level 34 with this build. Makes one enemy
take 15% of the damage you deal to other targets. It replaces
Bane of Agony on that enemy, and you can only have one
Bane of Havoc active.
Corruption: Learned at Level 4. A Shadow DoT that keeps its cast
time with this build. Use it when the enemy will survive enough of its
duration.
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. It
can stay active alongside a utility Curse.
Searing Pain: Learned at Level 18. A short Fire damage cast that
generates high threat.
Agonizing Flames increases its Critical Strike
Chance, making it useful when you need a quick cast to finish an enemy, but watch
your threat in dungeons.
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.
Drain Life: Learned at Level 14. Channels damage into an enemy while
restoring your Health. Your DoTs and active Demon continue attacking during the
channel, making it useful after
Life Tap or when a mob is hitting you.
Drain Soul: Learned at Level 10. Channels Shadow damage and
generates
Soul Shards.
Shadow Bolt: Your main direct cast before
Incinerate at
Level 40, and an option against Fire resistant enemies afterward.
Bane
reduces its cast time and
Ruin improves its critical hits.
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
Keep an active Demon while leveling toward
Demonic Sacrifice
at Level 55. A Voidwalker can tank quest mobs, while a Succubus or Incubus
is useful when you want more damage. After Level 55, choose between an
active Demon and your sacrifice buff. Summoning any pet removes the
buff, so use the pet when its tanking or utility is more useful.
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 throughout leveling.
After Level 55, focus on the Grimoires you still need if you are
normally using
Demonic Sacrifice instead of an active pet.
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 51.
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.
Health Funnel: Learned at Level 12. Channels your Health
into your Demon to heal it. You can't deal your normal damage
while channeling, so use it
when the extra healing is needed.
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 of Terror, 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 55 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, a Voidwalker restores 2% maximum Mana every
four seconds, and a Succubus or Incubus gives 15% Fire damage.
We recommend the Fire damage for dungeons or Felhunter healing
for solo questing. Summoning any Demon removes the buff.
Firestones and Spellstones
Use
Create Firestone from Level 28, with
Create Spellstone adding another option at Level 36.
Both create weapon imbues that can be applied alongside
Wizard Oil.
Firestone is the recommended choice for this build,
since it adds Fire damage and spell Critical Strike Chance,
improving
Immolate,
Conflagrate, and later
Incinerate.
Spellstone adds Shadow damage
and spell Haste, but the Shadow damage doesn't improve your main
Fire spells. Reapply your enhancement when changing weapons or
when the timer expires.
Stats
Look for Spell Power to improve your damage alongside your Demon.
You use both Fire and Shadow spells, so general Spell Power is more
flexible than damage limited to one school. Spirit, Intellect, and
Stamina support your Health and Mana. Hit makes your casts miss less,
and later in this build we will grab
Suppression to take care of it while leveling.
- Spell Power
- Directly increases your spells' damage. General Spell Power improves both your Fire and Shadow spells, while damage limited to Fire or Shadow only improves that school. Look for general Spell Power or Fire damage gear for this build, as most of your main attacks deal Fire damage.
- Hit
- Makes spells more reliable. This build doesn't begin taking
Suppression until Level 41, reaching 4% Hit
at Level 44. Hit is useful when you can find it, especially against higher
level enemies, but is uncommon on early gear.
- Makes spells more reliable. This build doesn't begin taking
- Critical Strike
- Increases how often your spells critically strike, adding damage
to your casts and DoTs.
Ruin increases the critical
damage bonus of your Destruction spells, while
Fire and Brimstone gives
Conflagrate
additional Critical Strike Chance. This makes crit more valuable,
but don't give up a large amount of Spell Power for a small amount of crit.
- Increases how often your spells critically strike, adding damage
to your casts and DoTs.
- Intellect & Stamina
- Intellect increases maximum Mana and spell Critical Strike
Chance, while Stamina increases maximum Health.
Demonic Embrace
improves your Stamina, while
Fel Vitality improves your
maximum Mana.
- Intellect increases maximum Mana and spell Critical Strike
Chance, while Stamina increases maximum Health.
- Spirit
- Increases the amount of Mana restored by
Life Tap,
along with its Health cost.
Improved Life Tap
improves the amount you gain later on. Spirit also helps your Mana
regeneration, but prioritize offensive stats first.
- Increases the amount of Mana restored by
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 new spell ranks, 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 pet abilities up
to date for whichever pet you are using the most. After Level 55, focus
on the utility abilities you still need if you normally use
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 | |
| 12 | |
| 14 | |
| 16 | |
| 18 | |
| 20 | |
| 25 | |
| 26 | |
| 28 | |
| 30 | |
| 34 | |
| 36 | |
| 39 | |
| 40 | |
| 42 | |
| 44 | 4 points in |
| 55 | |
| 57 | |
| 58 |
Ability Ranks
The following are your main abilities that you will want to keep trained.
New ranks of
Immolate,
Conflagrate,
Shadow Bolt,and
later
Incinerate are some of your most important upgrades for damage
spells. 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.
| 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 | — | — | |
| 25 | 32 | 40 | 48 | 54 | 60 | — | — | — | |
| 20 | 24 | 32 | 40 | 48 | 56 | — | — | — | |
| 40 | 50 | 60 | — | — | — | — | — | — | |
| 8 | 18 | 28 | 38 | 48 | 58 | — | — | — | |
| 18 | 26 | 34 | 42 | 50 | 58 | — | — | — | |
| 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.