Demonology Warlock Beginner's Guide
This is intended to be a simple guide to the basic rotation and dynamics of the spec that gets you up and running without requiring more advanced optimization.
Information on hero talents will be coming soon, but in general know that overall they add a minor layer on top of how each spec plays, and most of what’s here should be applicable regardless.
Talent Build #
This is a simplified talent build designed to avoid complex interactions and skip unnecessary abilities. While not optimal in all cases, it should be a great way to get started learning the spec and should work reasonably well in world content, delves, dungeons, and raids. Abilities and talents not chosen in this build are not described here, and the rotation information assumes you’ll be using the build.
Copy the text below to import the recommended build:CoQAA81jxQD71lYhS/t8p6HgAgxMDzMzEz2YwsNzMD2AAAAAAAAAAYGAAAAAAzMmx2MzYZMmZGzgZmZmxgZmBAAA
Resources #
Soul Shards – You’ll generate up to 5 soul shards mostly by casting direct damage abilities like Shadow Bolt and Demonbolt, and then spend them on summoning abilities like Hand of Gul'dan and Call Dreadstalkers. While out of combat you’ll regenerate up to 3 soul shards, letting you jump-start your rotation when beginning a fight. Building up and then spending shards will be the primary focus of your rotation.
Mana – Warlocks have a mana bar, but in practice never need to actively think about it.
Demons #
Warlocks can and should have a directly-controlled demon active at all times.
Summon Felguard – Demonology Warlocks uniquely have the ability to use a felguard, which ties into many of their abilities and should be used in nearly all situations. Provides Axe Toss as a stun/interrupt.
Core Abilities #
Shadow Bolt – Short cast to deal damage to the target and generate a soul shard. Should be actively used when low on soul shards to make sure you have enough for your spending abilities.
Demonbolt – Long cast to deal damage to the target and generate 2 soul shards. Your Imps and Dreadstalkers expiring will give you a chance to generate a Demonic Core, which makes demonbolt instant and can stack up to 4 charges. Should never be cast without a Demonic Core available. Your goal will be to replace Shadow Bolt casts with Demonbolt for soul shard generation whenever possible, especially if you’re full of charges.
- With
Doom will start a 20s countdown on the target before dealing substantial damage to them and surrounding enemies. This countdown can be accelerated with additional demonbolt casts.
Hand of Gul'dan – Spends up to 3 soul shards to deal minor damage AoE damage around the target and summon one to three Wild Imps depending on the number of shards used. These Imps will attack nearby enemies for a short while before expiring. Should be used frequently whenever you have 3-5 soul shards to keep as many Imps active as possible and to avoid capping out on shards.
Call Dreadstalkers – Moderate length cast to spend 2 soul shards to summon a pair of Dreadstalkers that will attack nearby enemies for a short while. 20s cooldown. Does a decent amount of damage so should be used on cooldown. With Demonic Calling Shadow Bolt and Demonbolt have a chance to make Call Dreadstalkers free and instant.
Implosion – Sacrifice all your Imps to deal AoE damage around the target, increasing damage with each Imp sacrificed. Not useful in single-target but important in AoE. While it can be used any time you have at least one Imp, try to save up 5 or more to maximize damage. If you’re seeing your Imp count fall before you have a chance to use this you’re likely trying to save up too many.
Cooldowns #
Power Siphon – 30s cooldown. Sacrifices up to 2 Imps to gain 2 charges of Demonic Core. Helpful at the beginning of a fight to start Doom’s countdown quickly, and to speed up your Soul Shard generation via Demonbolt casts when needed.
Demonic Strength – 1min cooldown. Your felguard will deal significant AoE damage. Helpful extra damage that should be used on cooldown in both single target and AoE whenever the targets are expected to live for a while.
Grimoire: Felguard – 2min cooldown. Summons a second Felguard that will attack nearby enemies for 17s. Stuns/interrupts the target when cast. Helpful extra damage that should be used on cooldown in both single target and AoE whenever the targets are expected to live for a while.
Effects #
These are some of the more notable effects, interactions, and passive talents that you should be aware of. It’s not covering effects (even if they’re very strong) that provide flat bonuses or that don’t require much thought to use, and it only includes those used in our recommended build.
Mastery: Master Demonologist – Increasing damage for all summoned demons as you gain more mastery points. This won’t affect your rotation.
Inner Demons - Automatically summon an Imp every 12s, even when out of combat. They still expire as normal so it usually works out to having 2 Imps available when starting combat.
Soul Leech - With associated talents will passively provides an absorb shield that replenishes as you and your demons do damage. Also provides healing as damage is absorbed. An important defensive effect but not one that requires much active thought.
Rotation Overview #
This is an overview of the core rotation. It’s not a strict priority order but rather an outline of how the different abilities interact and are used. It assumes you’re using the recommended talent build above.
Single Target:
- Begin with
Power Siphon and aDemonbolt if available to startDoom’s countdown Call Dreadstalkers on cooldownShadow Bolt to generate soul shards if you have less than 3, orDemonbolt instead if you haveDemonic CoreHand of Gul'dan to spend soul shards and generate Imps if you have 3 or more shards- If the target is expected to live for a while
Power Siphon to replenishDemonic Core chargesDemonic Strength on cooldownGrimoire: Felguard on cooldown
AoE:
- Begin with
Power Siphon and aDemonbolt if available to startDoom’s countdown Call Dreadstalkers on cooldownImplosion when you have 5 or more Imps activeShadow Bolt to generate soul shards if you have less than 3, orDemonbolt instead if you haveDemonic CoreHand of Gul'dan to spend soul shards and generate Imps if you have 3 or more shards- If the targets are expected to live for a while
Power Siphon to replenishDemonic Core chargesDemonic Strength on cooldownGrimoire: Felguard on cooldown
Defensives #
Unending Resolve – 8s of 25% damage reduction on a 2.3m cooldown. Also makes you immune to interrupt, silence, and pushback effects. Should be used whenever significant damage is expected or when you’re in danger of dying.
Dark Pact – Sacrifice 20% of your health to gain a significant 20s absorb shield. 45s cooldown. Should be used liberally as damage is occurring.
Curse of Weakness – Makes the target’s auto-attacks slower for 2m. Can be on multiple targets simultaneously. Try to use this on enemies that are doing melee damage whenever you can.
Sustain #
Drain Life – 4s channel that does minor damage to the target and restores your health while doing so. Helpful in a pinch if you need to top off your health.
Health Funnel – 4s channel that sacrifices some of your health to heal your current Demon. Mainly useful in solo content while your Demon is tanking for you.
Create Healthstone – Short cast that adds a Healthstone to your inventory with 3 charges that can be used to restore your health. Creating the stone has no cooldown but using it has a 1m cooldown. Have both Create Healthstone and the healthstone itself available on keybinds so it can be used easily. An important self-healing tool that should be used whenever you’re lower on health or at risk.
Create Soulwell – 2m cooldown that places a soulwell on the ground that lets party and raid members acquire their own healthstones. Always put these down at the start of dungeons or before raid bosses to help your group out.
Mortal Coil – Instant cast to disorient the target for 3s and restore some of your health. 45s cooldown. Helpful both as a stop/interrupt and an emergency heal if your Healthstone isn’t available.
Crowd Control #
Axe Toss – Your Felguard stuns and interrupts the target for 4s on a 30s cooldown. Has a long enough cooldown that you’ll want to make sure you’re using it on dangerous casts or enemies that otherwise pose a meaningful threat.
Fear – Short cast to force the target to flee for 20s, but damage will break the effect. Be aware that the enemy running around can pull other nearby enemies.
Curse of Tongues – Curse the target to increase cast times by 30% for 1m. Can be used on multiple enemies. Look out for enemies, including bosses, that have cast times and use this to reduce their damage.
Curse of Exhaustion – Curse the target to reduce movement speed by 50% for 12s. Can be used on multiple enemies. Helpful when kiting.
Mobility #
Burning Rush – Significant movement speed boost you can toggle on or off, but drains your health while used. With relevant talents the health drain is very manageable so great for getting around out of combat. Also useful in-combat when movement is required but don’t use it more than needed and be sure to toggle it off when done.
Demonic Circle and Demonic Circle: Teleport – Places a marker on the ground that you can then teleport to on a 30s cooldown. Has a range of uses, but generally speaking during major fights try to place the circle in a safe location so you can get out of trouble quickly.
Utility #
Soulstone – Short cast with two related uses. If used on a living ally, including yourself, gives a 15m buff that allows resurrecting upon death. If used on a dead ally brings them back to life at 60% health, even while combat is ongoing. 10m cooldown regardless of how it’s used. Keep this active on yourself when doing solo content, but probably best to save for the in-combat resurrect while in groups.
Quality of Life #
Ritual of Summoning – 2m cooldown that lets your group, while out of combat, teleport members to your location from anywhere in the world. The details are fussy but you’ll be expected to know how this works in group content so bear with me…
- When cast you channel while creating an intractable glowing circle on the ground.
- While you’re channelling two other group members should then also interact with it, which will create a doorway-like portal at that location and end the channel.
- Then any group member can target a missing ally and interact with the portal, creating a new intractable glowing effect.
- Finally, when one additional group member also interacts with that glowing effect the missing ally will be summoned.
This can significantly simplify and speed up the process of assembling a group at the beginning of a dungeon so use it rather than making people travel.
Eye of Kilrogg – Niche ability that summons a stealthed, flying eye you can control to scout around. Very occasionally helpful to see areas you can’t safely reach.
Unending Breath – Buffs yourself or an ally to be able to breathe underwater and have increased swim speed for 10m. Usable on multiple allies.
Command Demon - This is a placeholder ability of sorts that will be replaced with your current Demon pet’s active ability. If you put it on a keybind you won’t need to separately bind each demon’s ability.
Not Used #
Corruption – Short cast to apply a damage over time effect on the target. Technically you can use this as a Demonology Warlock but it will do very little damage and generally isn’t worth thinking about.
Subjugate Demon – Niche ability that lets you control the target demon for up to 10m. When used your pet Demon will be dismissed and you can control the subjugated one via your pet bar. Fun to play around with but not required or hugely impactful in most content.
Ritual of Doom – Extremely niche ability that starts a ritual allowing you and 4 other party members to summon a Doomguard on a massive 1 hour cooldown. You’ll practically never use this.