Playing a Lock takes more than applying DoTs and waiting. Survive the opening burst, keep your demon alive and find a window for Fear or a pet interrupt. Affliction applies sustained pressure, Demo leans on its demon and defenses, and Destro looks for room to land hard-hitting casts. Below are level-60 builds, pet control, curses and matchups based on beta 1.60.1.
PvP shorthand: a quick glossary
- Aff / Demo / Destro
- Affliction / Demonology / Destruction. Lock is shorthand for Warlock.
- Cast / kick
- Casting a spell / interrupting it. Players may say “kick” even when the interrupt is not the Rogue ability Kick.
- Silence / school lockout
- Silence prevents spellcasting; a school lockout blocks the interrupted school. They are different effects.
- CC / DR
- Crowd control / diminishing returns. Repeated control in the same DR category has a shorter duration.
- Burst / cooldowns
- A short damage window / abilities with a cooldown. “Use defensives” means spend defensive cooldowns.
- DoT / HoT
- Damage over time / healing over time.
- Dispel / purge
- Remove an effect. An offensive dispel, often called a purge, removes a buff from an enemy.
- Kite / peel / fake cast
- Keep an enemy at range / help a teammate shake off attackers / cancel your cast to bait an interrupt.
- Opener / reset
- Your opening sequence / disengaging to set up another attempt.
How to play Warlock in WoW Forever PvP
A Warlock wins not with one hit, but by preventing the enemy from reaching them or recovering. Apply Corruption, a bane and a curse;
Fear removes the target from the fight for 20 seconds, while
Death Coil instantly horrifies for 3 seconds and heals you for all damage dealt. While enemies flee, DoTs tick and drains restore your health.
Your demon is the other half of the class. A Felhunter removes enemy shields and blessings, dispels sheep and traps from you, and interrupts with
Spell Lock. A Voidwalker supplies a shield; a Succubus controls with Seduction. Sacrifice a demon for a 2-hour bonus, or use
Soul Link so it takes 30% of your incoming damage.
Your weaknesses are mobility and armor. You have no Charge or
Blink, wear cloth, and Fear has only a base 20-yard range while Mages and Hunters attack from 30-41. Everything you apply except curses is magic, removable by Priests, Paladins or an enemy Felhunter. You use mana, restored by converting health through Life Tap, and Soul Shards needed to summon demons and create stones.
Warlocks have three approaches. Demonology with
Soul Link and SL/SL (
Soul Link plus
Siphon Life) offers the most durable builds for duels, world PvP and battlegrounds. Affliction brings DoTs, Nightfall and Exhaustion, pressuring multiple targets. Destruction delivers Fire and Shadow burst from Seduction. Below, each role has advice for battlegrounds, world PvP and duels.
Since October 15,
Grim Reach replaces Malediction and increases Affliction range by 10/20%.
Shadow Mastery grants 2/4/6/8/10% damage, while
Destructive Reach grants 10/20% Destruction range. Since October 8, your current demon is stunned while you summon another: do not count on its control or interrupt during the summon. Firing a wand requires standing still for 0.5 seconds.
Specs: Classic versus Forever
Classic Warlocks had three PvP paths. SM/Ruin 30/0/21 combined DoTs, Nightfall and Exhaustion with Ruin for battlegrounds and world PvP.
Soul Link required 31 points, so Demonology 20/31/0 focused on survival and base defense. Destruction 19/0/32 and Drakedog 7/7/37 relied on burst after Seduction. Duel guides recommended deep Destruction, while Icy Veins called SL/Nightfall one of the strongest dueling builds. Famous SL/SL, combining
Soul Link and
Siphon Life, belonged to TBC: in Classic it required 52 points.
Forever rebuilt the trees.
Soul Link moved to the 21st point while retaining 30% damage sharing;
Demonic Sacrifice to the 11th; Ruin to the 15th;
Conflagrate to the 16th; and
Curse of Exhaustion to the 16th with an immediate 30% slow.
Fel Domination now requires 16 points but cools down in 5 minutes instead of 15. New capstones are Wrack for Affliction,
Demonic Pact for Demonology and Incinerate for Destruction. Destruction gains
Molten Skin, reducing all damage taken by 10%, while
Master Demonologist offers 10% demon-specific bonuses.
The key hybrid change: almost any two major 11-21-point talents now fit together. SL/SL costs 42 points,
Soul Link with Ruin 36, and
Soul Link with
Conflagrate 37.
Demonic Pact lets you retain a sacrifice bonus alongside a living Soul Linked demon for the first time. Wrack with
Soul Link, Pact with
Siphon Life and Incinerate with
Soul Link remain impossible: each pair needs 52 points.
Ratings from before October 15: at the beta's level 30 cap, Mobalytics puts Warlock in S alongside Hunter and calls
Soul Link Demonology exceptional. Supatease rates Demonology A and Destruction B; RankedBoost rates Affliction and Destruction A, Demonology B. Beta forums disagree: some call Warlocks PvP monsters, others weak and rare. At 30, they have little spell power and lack
Death Coil,
Howl of Terror and
Spell Lock. These ratings predate the latest patch and are not a current class comparison.
| Tree | Classic | Forever |
|---|---|---|
| Demonology | Link at the 21st, Sacrifice at the 11th, | |
| Affliction | SM/Ruin 30/0/21; Exhaustion at 10% plus a talent | DoT critical strikes, 30% Exhaustion alongside a bane, Wrack at the 31st point |
| Destruction | ||
| Hybrids | SL/SL did not fit: 52 points | SL/SL costs 42 points; Link combines with Ruin or |
Choosing a race
Five races can be Warlocks in Forever: Human and Gnome for Alliance, Orc, Undead and Troll for Horde. Troll is new; Skyborne cannot be Warlocks. Crowd-control removal matters most in PvP, as does an Orc's ability to clear your curses with one button. This section includes October 15 racial changes.
| Race | What it offers a PvP Warlock | Who it suits |
|---|---|---|
| Orc | Hardiness shortens stuns by 20%. Savage gives +1% critical strike chance regardless of weapon. | Burst and mirrors against Alliance Warlocks |
| Undead | Fear escape against Warlocks and Priests | |
| Troll | Berserking gives +10% casting speed for 10 seconds off the global cooldown. | New in Forever; burst |
| Human | Against Rogues and Warriors | |
| Gnome | Escape Artist instantly removes roots and slows and grants 3 seconds of immunity. Eureka! lasts 8 seconds without charges and also works with | Against kiting and roots |
Demons and Demonic Sacrifice
Forever demons scale with your stats. Since October 8, your current demon is stunned while you summon a replacement, so it cannot act during the summon.
Fel Domination has a 5-minute cooldown and speeds up your next summon by 6 seconds; with
Master Summoner it becomes almost instant, giving a second demon in each serious fight.
Demonic Sacrifice is reversed in Forever: Imp gives +15% Shadow damage, Succubus +15% Fire damage, Voidwalker restores 2% mana every 4 seconds, and Felhunter restores 3% health every 4 seconds. The bonus lasts 2 hours and cannot be dispelled, but disappears if you summon any demon. Demonology's capstone
Demonic Pact preserves it if you summon a different demon from the one sacrificed.
Master Demonologist provides 10% while your demon lives: Imp +10% Fire damage, Voidwalker -10% physical damage taken, Succubus +10% Shadow damage, Felhunter -10% magic damage taken.
Soul Link redirects 30% of incoming damage to your demon and increases both your damage by 3%. Link is magic and apparently is dispelled from the demon rather than you, though this is not yet tested in game.
| Demon | Main PvP value | Against whom |
|---|---|---|
| Felhunter | Casters, healers, battlegrounds | |
| Voidwalker | Rogues and Warriors | |
| Succubus | Destruction burst, single targets | |
| Imp | Free to summon; | DS/Ruin and |
Curses, banes and shards: the rules
- Forever gives each Warlock two debuff slots per target: a bane and a curse. Bane of Agony can coexist with Exhaustion, Tongues, Weakness or Elements. One Warlock cannot maintain two curses on the same target.
Curse of Exhaustion is the 16th Affliction point: an immediate 30% movement slow for 12 seconds, without a separate improvement talent. Off-global
Amplify Curse makes your next Exhaustion stronger.
Curse of Tongues increases enemy cast times by 60% for 30 seconds. It is your main curse against casters and healers: Priests, Paladins and Shamans cannot remove curses at all.- In Forever,
Curse of Recklessness no longer increases attack power; it only reduces armor, but also makes the target immune to fear. Do not use it on someone you plan to fear. - Mages, Druids, Orcs using
Shatter Curse and Restorative Potion remove curses and banes. Bane of Doom does not work on players. - Soul Shards pay for demons except the Imp, stones, Shadowburn and
Soul Fire.
Shadowburn refunds a shard if the target dies within 8 seconds, including honorable kills. After a battleground death, demon summons cost shards again, so carry reserves. - Spellstone and Firestone are weapon enchants in Forever: +2% haste or critical strike chance and some spell power. Spellstone no longer provides Classic's 900-damage shield and magic dispel.
Abilities: what to press, when and why
Below are level 60 Warlock abilities grouped by purpose. The level indicates when a trainer teaches the ability or the earliest talent point at which it is available. A quick-reference table follows.
Crowd control
Fear has a 1.5-second cast, a base 20-yard range and a 20-second fear duration. It is magic, and damage can break it early. The October 15
Grim Reach talent replaces Malediction and increases Affliction range by 10/20%, bringing Fear to 24 yards at 2/2. Without that talent, its range remains shorter than most enemy casters'.
From level 40,
Howl of Terror casts in 2 seconds and fears up to five enemies within 10 yards for 15 seconds, on a 40-second cooldown. From level 42,
Death Coil instantly hits from 30 yards, horrifies for 3 seconds and heals you for all damage dealt, on a 2-minute cooldown. Coil has no diminishing returns and is not blocked by
Fear Ward,
Berserker Rage,
Tremor Totem or
Will of the Forsaken.
Grounding Totem can absorb it.
Fear,
Howl of Terror and Seduction share one diminishing-return category in Forever. Classic guides described separate Seduction and Fear categories, but client 1.60.1 data groups them together: Seduction after Fear lasts half as long.
Banish works only on demons and elementals: banish an enemy Imp, Succubus or Voidwalker.
Damage
Forever's level 60 base Warlock damage is roughly half of Classic Era's:
Shadow Bolt hits for 263-292 instead of 482-538. Spell-power coefficients are the same or higher, gear provides more spell power, and DoTs can crit. Nobody has measured actual level 60 damage with real gear yet.
Corruption becomes instant with talents;
Bane of Agony is a bane dealing 552 damage over 24 seconds.
Siphon Life, the 21st Affliction point, transfers 41 health from the target to you every 3 seconds for 30 seconds.
Drain Life heals through a channel but has only a base 20-yard range.
Wrack, Affliction's capstone, is a 6-second channel that increases your Shadow DoT damage by 10%.
Shadowburn deals instant Shadow damage from 30 yards rather than Classic's 20, has a 15-second cooldown and costs a shard.
Conflagrate, available for 16 Destruction points, instantly detonates Immolate on a 10-second cooldown;
Shadow and Flame lets Immolate remain.
Soul Fire casts in 6 seconds, or 4 talented, and hits hardest, but requires crowd control to cast safely.
Defense
Shadow Ward absorbs 920 Shadow damage for 30 seconds, with the same 30-second cooldown: use it whenever ready against Warlocks and Shadow Priests.
Demon Armor grants +570 armor, increased by another 30% with
Demonic Aegis. Both are magic and are often dispelled first.
The Voidwalker's
Sacrifice grants a 1943-damage shield for 30 seconds, preventing damage pushback while it holds. The classic sequence is Sacrifice,
Fel Domination, an almost instant new Voidwalker and a second Sacrifice. Destruction's
Molten Skin permanently reduces all incoming damage by 10%.
Life Tap converts health into mana. With Link and a shield, health is easier to spend, but tapping almost to death with a possible Rogue nearby is a classic Warlock mistake.
Quick reference
| Ability | Level | Cooldown | PvP use |
|---|---|---|---|
| 8; 20 sec duration from 56 | - | Disable an enemy for 20 sec | |
| talent, 20 | - | A 2-hour bonus | |
| talent, 20 | 15 sec | Finish a target from 30 yards | |
| talent, 25 | 5 min | A second demon in one fight | |
| talent, 25 | - | 30% movement slow | |
| talent, 25 | 10 sec | Fire burst | |
| 26 | - | 60% longer enemy casts | |
| talent, 30 | - | Redirect 30% of damage to your demon | |
| talent, 30 | - | A DoT that heals | |
| 36; 8 sec lockout from 52 | 30 sec, or 24 talented | Interrupt a healer | |
| 30 | 8 sec | Remove a buff or crowd control | |
| 40 | 40 sec | Fear nearby enemies | |
| 42 | 2 min | Horror without diminishing returns and healing | |
| Voidwalker | - | Shield and protection from cast pushback | |
| 32 | 30 sec | Against Shadow | |
| 48 | 1 min | Your hardest hit |
Combos: building a fight
- Affliction. Off-global Amplify and Bane of Agony → instant Corruption →
Siphon Life → Exhaustion or Tongues → Fear → Shadow Bolt only with Nightfall's Shadow Trance proc. - Kiting melee. Exhaustion, DoTs and Fear. If they reach you,
Death Coil followed by full-duration Fear: Coil has no diminishing returns. With two enemies close, use
Howl of Terror. - Against casters. Felhunter,
Spell Lock on healing, sheep or Fear, and Tongues throughout the fight. - SL/SL under burst. Sacrifice → Domination → new Voidwalker → Link and a second Sacrifice.
- Destruction. Seduction → Curse of the Elements →
Soul Fire → Immolate →
Conflagrate → Shadowburn. Damage ends Seduction, so begin
Soul Fire while it is active. - Control chain. Coil for 3 seconds → full Fear → half-duration Seduction →
Spell Lock, which has no diminishing returns. - Finishing. Coil and Shadowburn are both instant and often remove the final third of a health bar together.
Diminishing returns
Repeated control of the same type on one target lasts less time: in Classic, 100%, then 50%, 25% and immunity, resetting after roughly 15-20 seconds. Forever's categories come from client 1.60.1 data. The key point: Fear,
Howl of Terror and Seduction share a category, while
Death Coil and
Spell Lock's silence have no diminishing returns.
| Effect | Diminishing returns | Shared with |
|---|---|---|
| Fear, | Fear | |
| Banish | Incapacitate | |
| Pyroclasm's Fire Shift | Random stuns | Impact, Blackout, |
| None | - |
Builds: which talents to take and why
Below are six level 60 builds:
Demonic Pact, SL/SL, Affliction with Wrack, two Destruction variants and a Demonology tank. Each includes an in-game-style talent tree, explanations for every talent and a leveling order. The number in an icon's upper-left corner is the level at which you take its first point.
There is currently one published level 60 Forever Warlock PvP build: RankedBoost's Destruction 0/13/38. The others are our conclusions from talent trees, Classic equivalents and beta testing. Talents unlock at 10 and reset at your class trainer; dual specialization arrives at 40. We will update builds if talents change before the November 4 release.
Three numbers such as 20/0/31 show talent points in the three trees, from left to right: Affliction, Demonology, Destruction. They are not character levels.
Demonic Pact: sacrificed Imp and Felhunter (20/31/0)
The main dueling and world PvP build, and Forever's biggest addition. Prepare a free Imp, use
Demonic Sacrifice for +15% Shadow damage for 2 hours, then summon a Felhunter and
Soul Link it. You keep the sacrifice bonus, redirect 30% of damage to the Felhunter, reduce magic damage taken by 10% through
Master Demonologist,
Spell Lock every 24 seconds and
Devour Magic every 8. Affliction provides instant Corruption, Nightfall and Exhaustion alongside a bane. Downsides: preparation after death requires two summons and shards, Link can be dispelled, and you lack
Siphon Life and
Molten Skin. Forever Open rules prohibit sacrificing a demon before a duel.
Variants. Against melee, sacrifice a Felhunter for 3% health every 4 seconds and summon a shielding Voidwalker: open in the calculator →. For damage, sacrifice an Imp and use a Succubus with 19.5-second Seduction: open in the calculator →. Replace Affliction with Ruin, Shadowburn,
Molten Skin and
Conflagrate: open in the calculator →.
Demonic Embrace 5/5+15% Stamina.
Fel Vitality 3/3Your demon gains +15% health and mana; you gain +15% mana too.
Demonic Aegis 2/2Demon Armor grants 30% more armor.
Demonic Sacrifice 1/1Sacrifice your demon: an Imp grants +15% Shadow damage for 2 hours.
Master Summoner 2/2Demons summon 4 seconds faster and cost 40% less.
Demonic Energies 2/2Your demon heals for 15% of your spell damage and gains mana from Life Tap.
Fel Domination 1/1Your next summon is 6 seconds faster, on a 5-minute cooldown: a second demon per fight.
Demonic Brand 3/3After Searing Pain, your demon's next six attacks against that target hit harder.
Unholy Power 1/5Demons deal 2% more damage. Mainly a point to unlock the next row.
Soul Link 1/130% of your incoming damage goes to your demon, and both of you deal 3% more damage.
Improved Felhunter 3/3
Spell Lock cools down in 24 seconds instead of 30;
Devour Magic heals the Felhunter for more.
Demonic Knowledge 1/3You and your demon gain spell power equal to one third of your level.
Master Demonologist 5/5While the Felhunter lives, you take 10% less magic damage.
Demonic Pact 1/1Your sacrifice bonus remains when you summon a different demon.
Improved Corruption 5/5Corruption is instant and deals 10% more damage.
Suppression 3/5+3% hit chance.
Improved Life Tap 2/2Life Tap restores 20% more mana.
Improved Drains 3/3Drain Life heals for 20% more.
Amplify Curse 1/1Off-global enhancement for your next Exhaustion, Weakness or Bane of Agony. Unlocks Exhaustion.
Fel Concentration 3/3A 70% chance that damage will not interrupt your drains.
Nightfall 2/2Corruption and drains have a 4% chance to make your next Shadow Bolt instant.
Curse of Exhaustion 1/1Slows the target's movement by 30% for 12 seconds.
Level-by-level order
- 10–14
Demonic Embrace 5/5 - 15–17
Fel Vitality 3/3 - 18–19
Demonic Aegis 2/2 - 20
Demonic Sacrifice 1/1 - 21–22
Master Summoner 2/2 - 23–24
Demonic Energies 2/2 - 25
Fel Domination 1/1 - 26–28
Demonic Brand 3/3 - 29
Unholy Power 1/5 - 30
Soul Link 1/1 - 31–33
Improved Felhunter 3/3 - 34
Demonic Knowledge 1/3 - 35–39
Master Demonologist 5/5 - 40
Demonic Pact 1/1 - 41–45
Improved Corruption 5/5 - 46–48
Suppression 3/5 - 49–50
Improved Life Tap 2/2 - 51–53
Improved Drains 3/3 - 54
Amplify Curse 1/1 - 55–57
Fel Concentration 3/3 - 58–59
Nightfall 2/2 - 60
Curse of Exhaustion 1/1
SL/SL: Soul Link and Siphon Life (21/21/9)
The main battleground build and a TBC legend that could not fit into Classic's 51 points. It combines
Siphon Life, Corruption and a bane for DoT pressure and healing, Exhaustion, Nightfall,
Soul Link with a Voidwalker whose shield is 30% stronger or a Felhunter,
Fel Domination, and Destruction's
Molten Skin 4/5 (-8% damage taken) with 36-yard damaging spells. Strengths: outstanding survival and multi-target pressure. Weaknesses: no
Master Demonologist, Pact or Ruin. Beta forums call SL/SL a top PvP choice.
Variants. For damage, take
Shadow Mastery and Pandemic instead of Destruction: open in the calculator →. For survival, take
Master Demonologist instead of
Molten Skin: open in the calculator →.
Demonic Embrace 5/5+15% Stamina.
Fel Vitality 3/3Your demon gains +15% health and mana; you gain +15% mana.
Demonic Aegis 2/2Demon Armor is 30% stronger.
Demonic Sacrifice 1/1A 2-hour demon sacrifice bonus until you gain Link.
Master Summoner 2/2Demons summon faster and cost less.
Improved Voidwalker 3/3Sacrifice's shield and other Voidwalker abilities are 30% stronger.
Demonic Energies 2/2Your demon heals from your damage.
Fel Domination 1/1A second demon in one fight, on a 5-minute cooldown.
Unholy Power 1/5Demons deal 2% more damage. A point to unlock the next row.
Soul Link 1/130% of your incoming damage goes to your demon.
Improved Corruption 5/5Instant Corruption with +10% damage.
Suppression 3/5+3% hit chance.
Improved Life Tap 2/2Life Tap restores 20% more mana.
Improved Drains 3/3Drain Life heals for 20% more.
Amplify Curse 1/1Enhances your next curse, off the global cooldown.
Fel Concentration 3/3Damage disrupts your drains less often.
Nightfall 2/2A chance for instant Shadow Bolt.
Curse of Exhaustion 1/1Slows the target's movement by 30% for 12 seconds.
Siphon Life 1/1Transfers health from the target to you every 3 seconds for 30 seconds.
Destructive Reach 2/2Destruction spells such as Shadow Bolt and Immolate reach 20% farther, up to 36 yards.
Improved Shadow Bolt 3/5A Shadow Bolt critical strike increases your Shadow damage to that target by 12% for 12 seconds.
Molten Skin 4/5All incoming damage is reduced by 8%.
Level-by-level order
- 10–14
Demonic Embrace 5/5 - 15–17
Fel Vitality 3/3 - 18–19
Demonic Aegis 2/2 - 20
Demonic Sacrifice 1/1 - 21–22
Master Summoner 2/2 - 23–25
Improved Voidwalker 3/3 - 26–27
Demonic Energies 2/2 - 28
Fel Domination 1/1 - 29
Unholy Power 1/5 - 30
Soul Link 1/1 - 31–35
Improved Corruption 5/5 - 36–38
Suppression 3/5 - 39–40
Improved Life Tap 2/2 - 41–43
Improved Drains 3/3 - 44
Amplify Curse 1/1 - 45–47
Fel Concentration 3/3 - 48–49
Nightfall 2/2 - 50
Curse of Exhaustion 1/1 - 51
Siphon Life 1/1 - 52–53
Destructive Reach 2/2 - 54–56
Improved Shadow Bolt 3/5 - 57–60
Molten Skin 4/5
Wrack and Ruin: DoTs and burst (31/0/20)
The successor to Classic's SM/Ruin. Affliction reaches its capstone: Wrack,
Soul Siphon (+36% drain damage with three of your effects), Pandemic with doubled DoT critical damage bonuses,
Siphon Life, Nightfall and Exhaustion. Destruction adds
Molten Skin -10%, Ruin for Shadow Bolt and Shadowburn, Intensity,
Conflagrate and 36-yard damage range. Strengths: the best DoT damage and battleground pressure. Weaknesses: dependence on DoTs that Priests and Paladins dispel, no Link or sacrifice bonus, and unmeasured level 60 Wrack damage.
A variant without a living demon sacrifices a Felhunter or Imp and takes
Molten Skin 4/5: open in the calculator →.
Improved Corruption 5/5Instant Corruption with +10% damage.
Suppression 3/5+3% hit chance.
Improved Life Tap 2/2Life Tap restores 20% more mana.
Improved Drains 3/3Drains and Wrack are 20% stronger.
Amplify Curse 1/1Enhances your next curse or bane.
Fel Concentration 3/3Damage disrupts drains and Wrack less often.
Nightfall 2/2A chance for instant Shadow Bolt.
Curse of Exhaustion 1/1Slows the target's movement by 30% for 12 seconds.
Siphon Life 1/1A DoT that heals you.
Pandemic 3/3DoT and drain critical damage bonuses are doubled.
Soul Siphon 3/3Drains and Wrack gain 12% per Affliction effect you have on the target, up to 36%.
Shadow Mastery 3/5+6% Shadow damage.
Wrack 1/1A 6-second channel that increases your Shadow DoT damage by 10%.
Destructive Reach 2/2Damage from 36 yards.
Improved Shadow Bolt 3/5Shadow Bolt critical strikes increase your Shadow damage against the target.
Molten Skin 5/5All incoming damage is reduced by 10%.
Shadowburn 1/1Instant Shadow damage from 30 yards.
Ruin 5/5Destruction critical damage bonuses are doubled.
Intensity 3/3A 70% chance that damage will not disrupt Destruction casts.
Conflagrate 1/1Instantly detonates Immolate.
Level-by-level order
- 10–14
Improved Corruption 5/5 - 15–17
Suppression 3/5 - 18–19
Improved Life Tap 2/2 - 20–22
Improved Drains 3/3 - 23
Amplify Curse 1/1 - 24–26
Fel Concentration 3/3 - 27–28
Nightfall 2/2 - 29
Curse of Exhaustion 1/1 - 30
Siphon Life 1/1 - 31–33
Pandemic 3/3 - 34–36
Soul Siphon 3/3 - 37–39
Shadow Mastery 3/5 - 40
Wrack 1/1 - 41–42
Destructive Reach 2/2 - 43–45
Improved Shadow Bolt 3/5 - 46–50
Molten Skin 5/5 - 51
Shadowburn 1/1 - 52–56
Ruin 5/5 - 57–59
Intensity 3/3 - 60
Conflagrate 1/1
Destruction: RankedBoost build (0/13/38)
The only published Forever Warlock PvP build.
Molten Skin reduces damage taken by 10%; Aftermath makes each
Conflagrate slow by 50%; Pyroclasm gives
Soul Fire a 26% chance to stun for 3 seconds.
Fire and Brimstone and
Shadow and Flame let
Conflagrate retain Immolate, while Shadowburn immediately refunds its shard. Demonology adds a Succubus with 19.5-second Seduction. The combo: Seduction, Curse of the Elements,
Soul Fire, Immolate,
Conflagrate, Shadowburn. Weaknesses: no Link or sacrifice bonus, high mana and shard use, and interruptible long casts.
Variants. With Incinerate,
Bane of Havoc and Decimation: open in the calculator →. Fire plus instant Corruption, Nightfall and Exhaustion, like Classic's 19/0/32: open in the calculator →.
Bane 5/5Shadow Bolt, Immolate and Incinerate cast half a second faster;
Soul Fire casts 2 seconds faster.
Molten Skin 5/5All incoming damage is reduced by 10%.
Shadowburn 1/1Instant Shadow damage from 30 yards, on a 15-second cooldown.
Aftermath 5/5Every
Conflagrate slows the target by 50% for 5 seconds.
Conflagrate 1/1Instantly detonates Immolate.
Ruin 5/5Destruction critical damage bonuses are doubled.
Intensity 3/3Damage disrupts Destruction casts less often.
Agonizing Flames 3/3+10% Destruction damage; Searing Pain crits more often.
Pyroclasm 2/2
Soul Fire has a 26% chance to stun for 3 seconds.
Fire and Brimstone 3/3+25%
Conflagrate critical strike chance.
Shadow and Flame 5/5
Conflagrate preserves Immolate and grants +10% Shadow damage; Shadowburn grants +10% Fire damage and immediately refunds its shard.
Demonic Embrace 5/5+15% Stamina.
Fel Vitality 3/3Your demon's health and your mana increase by 15%.
Demonic Aegis 2/2Demon Armor is 30% stronger.
Improved Sayaad 3/3Seduction lasts 30% longer, around 19.5 seconds.
Level-by-level order
- 10–14
Bane 5/5 - 15–19
Molten Skin 5/5 - 20
Shadowburn 1/1 - 21–24
Aftermath 4/5 - 25
Conflagrate 1/1 - 26
Aftermath 5/5 - 27–31
Ruin 5/5 - 32–34
Intensity 3/3 - 35–37
Agonizing Flames 3/3 - 38–39
Pyroclasm 2/2 - 40–42
Fire and Brimstone 3/3 - 43–47
Shadow and Flame 5/5 - 48–52
Demonic Embrace 5/5 - 53–55
Fel Vitality 3/3 - 56–57
Demonic Aegis 2/2 - 58–60
Improved Sayaad 3/3
DS/Ruin: sacrificed Imp and Shadow Bolt (0/11/40)
Classic DS/Ruin, but Forever sacrifices the Imp for +15% Shadow damage.
Improved Shadow Bolt, Ruin,
Shadow and Flame, Pyroclasm,
Bane of Havoc and
Molten Skin form the core. Strengths: maximum ranged damage, acting as a turret behind a healer. Weaknesses: without a demon you lack
Spell Lock, Seduction and Link, making solo melee matchups difficult.
A more Classic-like variant adds instant Corruption from Affliction: open in the calculator →.
Demonic Embrace 5/5+15% Stamina.
Fel Vitality 3/3+15% mana.
Demonic Aegis 2/2Demon Armor is 30% stronger.
Demonic Sacrifice 1/1Imp sacrifice: +15% Shadow damage for 2 hours.
Bane 5/5Casts are half a second faster;
Soul Fire is 2 seconds faster.
Molten Skin 5/5All incoming damage is reduced by 10%.
Shadowburn 1/1Instant Shadow damage from 30 yards.
Ruin 5/5Destruction critical damage bonuses are doubled.
Improved Shadow Bolt 5/5A Shadow Bolt critical strike increases your Shadow damage against the target by 20% for 12 seconds.
Destructive Reach 2/2Damage from 36 yards.
Cataclysm 3/3Destruction spells cost 10% less.
Intensity 3/3Damage disrupts Destruction casts less often.
Conflagrate 1/1Instantly detonates Immolate.
Agonizing Flames 3/3+10% Destruction damage.
Pyroclasm 2/2
Soul Fire has a 26% chance to stun for 3 seconds.
Bane of Havoc 1/115% of damage dealt to other targets is also dealt to the cursed target: mark the healer.
Shadow and Flame 4/5
Conflagrate has an 80% chance to preserve Immolate and boost Shadow damage; Shadowburn boosts Fire damage.
Level-by-level order
- 10–14
Demonic Embrace 5/5 - 15–17
Fel Vitality 3/3 - 18–19
Demonic Aegis 2/2 - 20
Demonic Sacrifice 1/1 - 21–25
Bane 5/5 - 26–30
Molten Skin 5/5 - 31
Shadowburn 1/1 - 32–36
Ruin 5/5 - 37–41
Improved Shadow Bolt 5/5 - 42–43
Destructive Reach 2/2 - 44–46
Cataclysm 3/3 - 47–49
Intensity 3/3 - 50
Conflagrate 1/1 - 51–53
Agonizing Flames 3/3 - 54–55
Pyroclasm 2/2 - 56
Bane of Havoc 1/1 - 57–60
Shadow and Flame 4/5
Demonology tank: Pact and Voidwalker (0/41/10)
A niche choice for defending bases or carrying when nobody else can. Sacrifice a Felhunter for 3% health every 4 seconds, then use a Voidwalker with an improved shield,
Soul Link,
Demonic Pact,
Master Demonologist's -10% physical damage,
Molten Skin's -10% overall damage, and
Improved Health Funnel to keep the demon alive. Damage is minimal, but killing this Warlock takes a very long time.
Demonic Embrace 5/5+15% Stamina.
Fel Vitality 3/3Your demon's health and your mana increase by 15%.
Demonic Aegis 2/2Demon Armor is 30% stronger.
Demonic Sacrifice 1/1Felhunter sacrifice: 3% health every 4 seconds.
Master Summoner 2/2Demons summon faster and cost less.
Improved Voidwalker 3/3The Voidwalker shield is 30% stronger.
Demonic Energies 2/2Your demon heals from your damage.
Fel Domination 1/1A second demon in one fight.
Demonic Brand 3/3Stronger demon attacks after Searing Pain. Points to unlock the next row.
Soul Link 1/130% of your incoming damage goes to your demon.
Improved Felhunter 3/3A stronger Felhunter and a shorter
Spell Lock cooldown.
Master Demonologist 5/5While the Voidwalker lives, you take 10% less physical damage.
Demonic Pact 1/1The sacrifice bonus remains with a new demon.
Unholy Power 4/5Demons deal 8% more damage.
Demonic Knowledge 3/3You and your demon gain spell power equal to your level.
Improved Health Funnel 2/2Health Funnel heals the demon for 40% more and works at any pet health level.
Destructive Reach 2/2Damage from 36 yards.
Improved Shadow Bolt 3/5Shadow Bolt critical strikes increase your Shadow damage against the target.
Molten Skin 5/5All incoming damage is reduced by 10%.
Level-by-level order
- 10–14
Demonic Embrace 5/5 - 15–17
Fel Vitality 3/3 - 18–19
Demonic Aegis 2/2 - 20
Demonic Sacrifice 1/1 - 21–22
Master Summoner 2/2 - 23–25
Improved Voidwalker 3/3 - 26–27
Demonic Energies 2/2 - 28
Fel Domination 1/1 - 29
Demonic Brand 1/3 - 30
Soul Link 1/1 - 31–32
Demonic Brand 3/3 - 33–34
Improved Felhunter 2/3 - 35–39
Master Demonologist 5/5 - 40
Demonic Pact 1/1 - 41
Improved Felhunter 3/3 - 42–45
Unholy Power 4/5 - 46–48
Demonic Knowledge 3/3 - 49–50
Improved Health Funnel 2/2 - 51–52
Destructive Reach 2/2 - 53–55
Improved Shadow Bolt 3/5 - 56–60
Molten Skin 5/5
Demonology and SL/SL: duels and world PvP
Before a duel, prepare Demon Armor,
Soul Link with the appropriate demon, a Voidwalker against melee or Felhunter against casters, a Healthstone and an available
Fel Domination. Against Shadow damage, maintain
Shadow Ward and use it on cooldown.
Start with the appropriate curse, Tongues on casters or Exhaustion on melee, then bane, instant Corruption and
Siphon Life if talented. Fear after the enemy's anti-fear is removed or spent. Follow with Drain Life and Shadow Bolt on Shadow Trance. At half health, Sacrifice; use Healthstone after the shield ends. When your demon dies, Domination, resummon and Link. Save
Death Coil as a finisher or emergency heal.
Most Warlock cooldowns return quickly between duels: Coil in 2 minutes, Domination in 5, Howl in 40 seconds. Shards run out instead; Forever Open even allowed Warlocks to leave the dueling area once to replenish them.
Affliction and Destruction: battleground damage
In battlegrounds, Warlocks usually pressure and control rather than carry flags. Put Tongues and
Spell Lock on enemy healers; spread a bane and Corruption to nearby targets. DoTs prevent Rogue stealth and force healers to spend mana. Howl when enemies are close, and Fear anyone running toward your healer.
Destruction works through control: Seduction or an ally's control,
Soul Fire during it, then Immolate,
Conflagrate and Shadowburn. If an interrupt locks Shadow, use Fire; if Fire is locked, use Shadow. Give Healthstones to your team: Forever's Major stone heals for 1440. Soulstone the healer rather than yourself.
Darkspear Islands: flags and bases
The beta has one battleground, Darkspear Islands: 15 versus 15 from level 30, with four bases and a central flag delivered to any controlled base. A tester called fear the map's strongest spell because enemies flee into shark-filled water. Position with land behind you and enemies toward the water before Fear or Howl; avoid standing at the shore yourself, since you can be feared too.
Warlocks make poor flag carriers: Classic players joked that a Warlock carries only when nobody else can. You are good at protecting a carrier or catching the enemy's: Fear pursuers, Howl around your carrier, Exhaustion and Coil the enemy carrier, and use Felhunter to remove shields and Freedom.
At bases, Howl fears up to five attackers;
Rain of Fire and Hellfire can stun with Pyroclasm. Felhunter Paranoia and rank 1
Rain of Fire help reveal Rogues and Cats. When attacking, Seduce or Fear a lone defender, then capture.
Against every class
Below is a level 60 plan against every class. Ratings are conclusions from Classic guides, Forever data and beta tier lists, not level 60 play experience. The main perspective is Demonology and SL/SL in duels and world PvP, with separate notes for battlegrounds and Destruction.
| Class | Demonology and SL/SL | Battlegrounds | Destruction | Key point |
|---|---|---|---|---|
| Warlock | even | even | even | Bait |
| Warrior | easy | easy or even | even | Fear after |
| Paladin | easy or even | even | even | |
| Hunter | even | even or difficult | even | Stay in the dead zone; Felhunter removes traps |
| Rogue | even or difficult | even | difficult | Survive the opener; keep at least one DoT active |
| Mage | easy or even | even | even | Felhunter eats Fingers and Barrier; bait |
| Shaman | even or difficult | even | even or difficult | Destroy Tremor before Fear; Enhancement is dangerous |
| Priest | even or difficult | even | even or difficult | Felhunter removes |
| Druid | even | even | even | Shifting removes Exhaustion; Berserk breaks Fear |
Warlock
Both Warlocks have Fear, Coil, DoTs and demons, so cooldowns decide the mirror.
Spell Lock on Fear denies Shadow for 8 seconds, but Fire remains. An Orc facing an Alliance Warlock removes all curses and banes with one button and takes 5% less magic damage for 8 seconds, without curse immunity. The enemy Felhunter removes your Sacrifice shield and armor.
Bait
Spell Lock with Searing Pain before long casts. Use
Shadow Ward on cooldown: it absorbs almost an entire Corruption. Maintain Tongues and Banish a Succubus or Voidwalker. Use your Felhunter's Devour to remove Corruption and
Siphon Life while their pet's Devour is cooling down. Felhunters do not remove banes.
Warrior
Warrior threats include Intercept, rooting
Hamstring,
Mortal Strike reducing drains and Healthstone healing,
Berserker Rage for 10 seconds of fear immunity, Recklessness,
Pummel on Shadow, and
Sweeping Strikes damaging your demon alongside you. Charge only works out of combat in Forever.
Your main window comes just after
Berserker Rage ends, when Fear lasts fully. Rage does not stop Coil, so use it anytime, such as on Intercept. Keep the Voidwalker away from you, stay above 20% health to avoid Execute, and Sacrifice around half health. Exhaustion and Aftermath do not stack; only the stronger slow applies.
Mortal Strike does not reduce
Soul Link because it redirects damage rather than healing.
Paladin
Paladin threats include 6-second
Hammer of Justice, Repentance because you are a humanoid,
Divine Shield, Cleanse removing Fear and DoTs from allies,
Voice of Truth against
Spell Lock,
Unyielding Faith, and
Exorcism and
Holy Wrath against your demon.
Aside from Hammer, Paladins have no interrupt, making Fear easier to cast.
Spell Lock
Holy Light or another Holy cast, not during
Voice of Truth. Paladins cannot remove Tongues. Felhunter strips seals during burst and removes blessings. Coil to force bubble or immediately after it ends, and keep your demon more than 20 yards from the Paladin. Horde Paladins are Undead and can break the first Fear with
Will of the Forsaken.
Hunter
Hunter threats include
Viper Sting every 15 seconds, which your Felhunter cannot remove because it is poison; combat Freezing Traps under the Hunter;
Scatter Shot; pet Intimidation; and
Bestial Wrath. Their range is 35-41 yards, while Fear's base range is 20.
Stay inside the 8-yard ranged dead zone: the Hunter cannot shoot there, while Fear reaches. Felhunter removes traps and Entrapment roots because they are magic. When
Bestial Wrath makes the pet big and red, immediately Coil the Hunter. Do not drop your target on
Feign Death; keep targeting them, and your DoTs prevent an easy combat reset. Against pets that scale with Hunter gear, a Soul Linked Voidwalker absorbs pressure better than a Felhunter.
Rogue
Rogue threats are the stealth opener,
Cheap Shot and up to 6-second
Kidney Shot, Kick, Blind,
Vanish and Preparation. Sap no longer breaks stealth in Forever, letting them Sap you or your demon and restart.
Survive the opener first. A nearby Voidwalker shield, Link and
Molten Skin handle initial burst better than in Classic. Greater Insignia now removes stuns, so save it for
Kidney Shot. Keep at least one DoT on the Rogue: Classic Rogues have no Cloak of Shadows and the next DoT tick can break their stealth after
Vanish. After stuns, Fear or Howl; Seduction buys preparation or bandaging time, but damage will break it. Bait Kick with another school. Destruction struggles more because its long casts are interrupted.
The PvP trinket is an equipped accessory you activate to break control on yourself. In the beta tooltip, the Greater Insignia of the Horde and Alliance versions remove stuns, fear, slows and other loss-of-control effects; they do not grant immunity to the next CC. Rank 2 means your PvP rank, not character level; the exact launch reward still needs confirmation.
Mage
Mage threats include a 10-second
Counterspell school lockout,
Polymorph,
Ice Lance with
Fingers of Frost,
Ice Block, and Remove Lesser Curse clearing your curses and banes one at a time. Cone can easily kill your demon.
Felhunter eats
Ice Barrier,
Mana Shield and Fingers from the Mage, and sheep from you. Keep it out of Cone. Bait
Counterspell with a canceled Shadow Bolt, then Fear after it is spent. Apply both a bane and curse: the Mage clears only one per global cooldown.
Spell Lock on
Frostbolt denies Frost for 8 seconds, including Block and Nova. Our Mage guide rates Warlock as the Mage's hardest opponent.
Shaman
Shaman threats include
Tremor Totem removing Fear, Howl and Seduction every 4 seconds,
Grounding Totem absorbing Fear and Coil, Purge,
Earth Shock and Enhancement burst. Shamans cannot remove curses.
Kill totems immediately: they have 5 health, so a wand, Shadowburn or demon attack is enough. Fear only after Tremor dies; Coil after Grounding is spent. Keep Tongues active throughout. Bait
Earth Shock before bursting. Mobalytics calls Enhancement a Warlock counter: use Voidwalker and its shield against it. Reapply Link if Purge removes it from your demon.
Priest
Priest threats include universal
Fear Ward,
Psychic Scream, Silence, Dispel removing the demon shield, armor and apparently Link from your demon,
Devouring Plague and
Mana Burn. Priests cannot remove curses.
Felhunter is essential: remove
Power Word: Shield,
Inner Fire and
Fear Ward before fearing. Coil bypasses
Fear Ward. Against Shadow, use
Shadow Ward on cooldown. Priests cannot remove Tongues. Against healers, this is a mana war: punish a mistake and begin your control chain below 60% health.
Spell Lock on
Mind Flay denies a Shadow Priest Scream, Silence and
Mana Burn for 8 seconds, since all belong to Shadow.
Druid
Druid threats include shifting out of Exhaustion and slows, form immunity to Seduction, Berserk breaking fear and preventing it for 15 seconds,
Feral Charge, HoTs and
Remove Curse.
Against caster Druids, use Felhunter to eat HoTs and
Spell Lock
Healing Touch in caster form. Against Cats, use Voidwalker, rank 1
Rain of Fire to check stealth and Sacrifice at half health. Exhaustion is ineffective against frequent shifting. Remember Berserk: save Howl for its end; Coil can still be used because it is horror rather than fear. Druids cannot remove magic DoTs, but can clear banes and curses.
World PvP tricks and culture
- Soulstone yourself. Before entering a gank-heavy zone, apply a Major Soulstone: resurrect with 2200 health and 2800 mana.
- Against stealth. Felhunter Paranoia, rank 1
Rain of Fire where a Rogue is approaching, and Voidwalker Torment. - Escaping. Fear a pursuer and mount up; Coil a second enemy; Howl a group; use Exhaustion and Aftermath. You have no Charge or
Blink, and cloth makes you easy to catch. - Where Warlocks shine. Chokepoints such as Blackrock Mountain and Tarren Mill suit Howl and
Rain of Fire into groups. Hunters and Mages kite you on open plains, so avoid initiating there alone. - SL/SL returns. TBC's nearly unkillable Warlock meme did not exist in Classic. Beta forums predict SL/SL 2.0 will be very strong.
- Summons and cookies. Forever meeting stones do not summon players, so Warlocks are again asked to summon the group. Players still call Healthstones cookies.
- Reversed sacrifice. Forums debate the lore behind the new
Demonic Sacrifice: why does an Imp grant Shadow while a Succubus grants Fire?
Eye of Kilrogg scouting. Before a raid on Tarren Mill or Southshore, send the eye to count heads, and in Warsong Gulch use it to peek into the enemy flag room. The eye is fast but fragile, and there is a catch: creatures it pulls come straight for you once it dies.- Inferno into a crowd. From level 50, Inferno drops a meteor that stuns every enemy in the area for 2 seconds, and the Infernal then fights for you for 5 minutes. When time runs out, you must bind it again with
Subjugate Demon, or it breaks free and attacks everyone nearby, you included. It needs an Infernal Stone and has a 1-hour cooldown, so the joke cuts both ways. - Fear them into mobs, not overboard. A feared enemy runs wherever and often lands in a camp of creatures, so fights near mob camps favour you. Fearing someone off a boat the way a Priest uses
Mind Control is unreliable: Classic veterans say Fear kept players on deck, and on the beta a feared player simply got stuck on the Booty Bay boat.
Consumables
Potions share a 2-minute cooldown; Healthstones and runes share a separate one. You make Healthstones yourself, and Forever's Major stone heals 1440. Limited Invulnerability Potion protects against physical attacks for 6 seconds, earning its Classic reputation as a Warlock favorite against Rogues and Warriors.
Before combat:
Flask of Supreme Power for +150 spell damage for 2 hours,
Greater Arcane Elixir or
Elixir of Shadow Power, and
Brilliant Wizard Oil on your weapon if not using a Spellstone. In mirrors, beware
Ultra-Flash Shadow Reflector, which Engineers use to reflect Shadow spells.
| Item | Effect | Note |
|---|---|---|
| 1440 health | Make it yourself and distribute to the party | |
| Resurrection with 2200 health and 2800 mana | On yourself in world PvP, on the healer in battlegrounds | |
| 1350-2250 mana | A staple for long fights | |
| 1440-1760 health and mana | Flag carrying and prolonged fights | |
| 6 seconds of immunity to physical attacks | Against Rogues and Warriors | |
| 30 seconds of immunity to stuns and movement impairing effects | Use before contact against melee | |
| Removes stuns and movement impairing effects and grants 5 seconds of immunity | Escape | |
| For 30 seconds, removes magic, curse, poison or disease effects | Sheep, Priest fear, enemy Tongues | |
| Absorbs 1950-3250 Shadow damage | Against Warlocks and Shadow Priests | |
| Absorbs 1950-3250 Fire damage | Against Fire Mages and Destruction | |
| 900-1500 mana at a cost of 600-1000 health | Shares its cooldown with Healthstones | |
| 2000 health over 8 seconds | While the enemy is feared without your DoTs active | |
| Removes movement impairing and loss-of-control effects; a 5-minute cooldown | Now also removes Rogue stuns |
Macros
Warlock macros let you fear and interrupt focus targets without switching, control your demon with one button and use a Healthstone of any rank. Below are common Warlock PvP macros from Classic and Forever guides.
Commands and bracketed conditions use English; spell and item names must match your client's language exactly. These examples use the English client. Shift-click a spell from your spellbook into the macro window to insert its exact name. Alt defaults to self-cast, so these macros use only Shift and Ctrl.
Focus is a separately saved target: select an enemy and type /focus before using a focus macro. An @focus macro acts on that saved enemy without changing your current target.
Mouseover means the unit under your cursor, including its unit frame. Hover over the intended target before pressing an @mouseover macro.
#showtooltip Fear
/petfollow [mod:ctrl]
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] FearFears your focus, mouseover or current target without switching. Ctrl recalls your demon so it does not break the fear.
#showtooltip [mod:ctrl] Howl of Terror; Death Coil
/stopcasting
/cast [mod:ctrl] Howl of Terror; [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] Death CoilIf a Rogue appears during Shadow Bolt, the cast stops and Coil fires immediately. Howl has a 2-second cast, so press Ctrl only once or you will interrupt yourself.
#showtooltip Spell Lock
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][harm,nodead] Spell LockKeep the enemy healer focused and interrupt with Shift while attacking another target.
#showtooltip Devour Magic
/cast [mod:shift,@player][@mouseover,exists,nodead][exists,nodead][@player] Devour MagicRemoves a buff from a mouseover enemy or control from a mouseover ally. Shift removes sheep, a trap or Silence from yourself.
#showtooltip Seduction
/petpassive
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][harm,nodead] SeductionPassive mode prevents your Succubus from hitting the seduced target and breaking its own control. Send it back into combat with the Demon Attack macro.
#showtooltip [mod:ctrl] Curse of Weakness; Curse of Tongues
/cast [mod:ctrl,@mouseover,harm,nodead][mod:ctrl] Curse of Weakness; [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] Curse of TonguesTongues for casters and healers, Weakness for melee. Remember that you can maintain only one curse per target.
#showtooltip Curse of Exhaustion
/stopcasting
/cast [mod:ctrl] Amplify Curse
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] Curse of ExhaustionAmplify is off the global cooldown, so Ctrl uses both abilities with one press. Requires
Curse of Exhaustion.
#showtooltip
/petfollow [mod:ctrl]
/stopmacro [mod:ctrl]
/petattack [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][harm,nodead]A separate button is safer than attaching pet attack to Shadow Bolt: your demon will not rush a target you just feared.
#showtooltip [mod:ctrl] Conflagrate; Shadowburn
/stopcasting
/cast [mod:ctrl,@mouseover,harm,nodead][mod:ctrl] Conflagrate; [@mouseover,harm,nodead][] ShadowburnBoth are instant, so /stopcasting cancels your cast and immediately finishes the target.
#showtooltip
/use [mod:ctrl] Major Healing Potion
/stopmacro [mod:ctrl]
/use Major Healthstone
/use Greater Healthstone
/use Healthstone
/use Lesser Healthstone
/use Minor HealthstoneOne button for whichever stone is in your bags. Stones and potions have separate cooldowns, so you can use them back to back.
#showtooltip Major Soulstone
/use [@mouseover,help,nodead][help,nodead][@player] Major SoulstoneOn yourself before a dangerous world PvP zone; on your healer in battlegrounds.
#showtooltip
/use [mod:ctrl] Demonic Rune
/use [mod:ctrl] Dark Rune
/stopmacro [mod:ctrl]
/cast Life TapConvert health into mana with one button; Ctrl uses a rune if available. Runes share their cooldown with Healthstones.
#showtooltip [mod:ctrl] Shadow Ward; Sacrifice
/cast [mod:ctrl] Shadow Ward; SacrificeVoidwalker shield against melee; Ctrl for Shadow protection against Warlocks and Priests.
#showtooltip [mod:ctrl] Summon Felhunter; Summon Voidwalker
/cast [combat] Fel Domination
/cast [mod:ctrl] Summon Felhunter; Summon VoidwalkerIn combat, off-global Domination activates with the summon. No Ctrl summons a Voidwalker; Ctrl summons a Felhunter.
What is new in Forever
- A bane and curse can coexist on one target; Curse of Shadow is absent.
Soul Link is the 21st point, allowing SL/SL within 51 points. Demonology's capstone
Demonic Pact preserves a sacrifice bonus alongside a living demon.
Demonic Sacrifice is reversed: Imp grants Shadow, Succubus Fire; the bonus lasts 2 hours.
Master Demonologist gives 10% bonuses: Felhunter reduces incoming magic damage, Voidwalker physical damage.
Fel Domination has a 5-minute cooldown; your old demon is stunned while you summon a new one.- DoTs can crit, Pandemic doubles their critical damage bonus, and Wrack is Affliction's new capstone.
Molten Skin reduces all damage taken by 10%;
Conflagrate is the 16th point; Aftermath always slows; Pyroclasm can also stun from
Soul Fire.- Shadowburn reaches 30 yards; base spell damage is roughly half of Classic Era's.
- Spellstone is now a weapon enchant without a shield; Major Healthstone heals 1440.
- Fear has a base 20-yard range, or 24 with 2/2
Grim Reach after October 15; Seduction shares its diminishing returns. - Trolls can be Warlocks. PvP critical strikes are no longer reduced (October 8), and Greater Insignia removes all loss-of-control effects.
Common mistakes
- Using Curse of Recklessness on a target you plan to fear: it grants fear immunity.
- Applying DoTs to a seduced target or sending your demon after a feared one: damage breaks control.
- Seduction immediately after your Fear or another Priest's
Psychic Scream: the shared category halves its duration. - Banishing a Druid in form or using Bane of Doom on a player: neither works.
- Draining beyond your spell's range: channels break. Base Drain Life range is 20 yards;
Grim Reach extends it if talented. - Treating Spellstone as a shield: in Forever it is a weapon enchant.
- Expecting
Destructive Reach to extend Fear and curses: it affects Destruction, while
Grim Reach extends Affliction. - Saving
Fel Domination as cautiously as in Classic: it has a 5-minute cooldown now. - Tapping almost to zero health when a Rogue could be nearby.
- Treating
Howl of Terror as instant: it casts in 2 seconds.
Frequently asked questions
Which Warlock spec is best for PvP in WoW Forever?
Ratings before October 15 favored
Demonic Pact 20/31/0 with a sacrificed Imp and Felhunter for duels and world PvP, and SL/SL 21/21/9 for battlegrounds. For burst, RankedBoost offers Destruction 0/13/38. At the beta's level 30 cap, Mobalytics placed Warlock in S because of
Soul Link Demonology. These ratings predate the latest patch and are not an up-to-date class comparison.
Does SL/SL work in WoW Forever?
Yes.
Soul Link is the 21st point in Forever, so Link and
Siphon Life fit together for 42 points. Classic required 52, making SL/SL a TBC build instead.
What does
Demonic Sacrifice grant in Forever?
The reverse of Classic: Imp grants +15% Shadow damage, Succubus +15% Fire, Voidwalker restores 2% mana every 4 seconds, and Felhunter restores 3% health every 4 seconds. The bonus lasts 2 hours and disappears on summoning a demon; with
Demonic Pact, it disappears only when summoning the same type.
Why does Fear have only a 20-yard range?
That is its base range. Since October 15,
Grim Reach replaces Malediction and increases Affliction range by 10/20%, extending Fear to 24 yards at 2/2.
Destructive Reach affects Destruction spells and does not extend Fear or curses.
Can you alternate Seduction and Fear like in Classic?
Less effectively. Forever client data puts Fear,
Howl of Terror and Seduction in one diminishing-return category, so the second control lasts half as long.
Death Coil and
Spell Lock have no diminishing returns.
Who can remove Warlock curses?
Mages, Druids, Orcs with
Shatter Curse and Restorative Potion. Priests, Paladins, Shamans, Rogues, Warriors and Hunters cannot normally remove curses, so Tongues remains a major threat to their healers.
Which demon should you use in PvP?
Felhunter against casters, healers and in battlegrounds, for
Spell Lock and
Devour Magic. Voidwalker against Rogues and Warriors for Sacrifice. Succubus for Destruction and Seduction. Imp for a +15% Shadow sacrifice.
Which opponents are hardest for a Warlock?
Rogues if you cannot survive their opener, Enhancement Shamans, which Mobalytics calls a Warlock counter, and Shadow Priests. Warriors and Mages are easier, provided you keep a Felhunter on the Mage.
Changelog
- 20 October 2026: New just-for-fun tricks in the world PvP section; a second check against the October 15 patch using the Wowhead datamine.
- 17 October 2026: Updated for the October 15 beta patch: racials, abilities and talents per the official notes. Builds checked against the new talent trees. English version published.
- 15 October 2026: Guide published for level 60: talent tree builds, abilities, how to fight every class and macros.