Warlock PvP
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Changes vs Classic
Warlocks are DoT and shadow casters with demon pets and strong self-sustain via Life Tap. Forever splits Curses and Banes (Bane of Agony and Bane of Doom can stack with a Curse like Curse of the Elements), adds Wrack as a channelled Affliction DoT amplifier, and adds Incinerate and Bane of Havoc for Destruction alongside the level 40 Conflagrate talent.
Affliction Warlock PVP guide
Affliction is the Warlock that wins long fights. At 20 you put instant Corruption, Bane of Agony and a curse on everyone you can reach, Fear the melee player who gets to you, and Drain Life the health back with Soul Siphon's bonus. Your damage is slow to build, so the spec shines when fights drag on and when several enemies are in range at once.
Burst
- Corruption: Instant with Improved Corruption, so it goes out first, even while you move.
- Bane of Agony: Instant too. Its damage builds up over 24 sec, so apply it early; it does little if the fight ends quickly.
- Curse of the Elements: On a caster or healer you want dead: they take 4% more magic damage. On a melee player, use Curse of Weakness instead.
- Immolate: A direct hit plus a burn over 15 sec, but it has a cast time: cast it while the target is Feared or still out of reach.
- Shadow Bolt: Your biggest single hit, but a long cast that a Kick or Earth Shock can interrupt. Cast it from range or on a Feared target.
- Drain Life: With your DoTs and curse up, finish the fight standing in Drain Life: it deals damage and heals you every 1 second for 5 sec.
- Soul Siphon: Why the order matters: with Corruption, Bane of Agony and a curse on the target, Drain Life is 36% stronger.
Control
- Fear: Your only crowd control at 20. Up to 10 sec on one target, but it has a cast time, damage may break it early, and a Priest's Fear Ward or a Shaman's Tremor Totem stops it.
- Curse of Weakness: On Warriors, Rogues and melee Paladins. In Forever it lowers the physical damage of every hit they land, and Improved Curse of Weakness makes it stronger.
Staying alive
- Demon Armor: Keep it up: more armor against melee, a little Shadow resistance, and extra health regeneration every 5 sec.
- Summon Voidwalker: Your PvP demon at 20. Its Sacrifice gives you a damage shield, and while the shield holds, damage doesn't interrupt your casting. Use it as soon as a melee player reaches you.
- Fel Concentration: A 70% chance that damage doesn't interrupt Drain Life, so you can drain through a Rogue's or Warrior's attacks.
- Drain Life: Your main heal. Use it once the melee player is on you and your DoTs are up.
- Create Healthstone: Always carry one. The Minor Healthstone restores 120 health instantly; use it before you are nearly dead, not after.
- Fear: When you are low: Fear the attacker and use the time for your Healthstone or to get out of melee range.
- Life Tap: Only when nothing is attacking you. In a fight, the health it costs can be what kills you.
Battlegrounds
Affliction's job in a battleground is pressure on many players at once. Put instant Corruption and Bane of Agony on every enemy in range, healers first, and keep moving while they tick. At a control point or in a flag room, DoT every attacker and Fear the one who reaches you; Rain of Fire hits everyone standing on the point. You are a poor flag carrier with no speed boost, but a good chaser of one: DoTs keep hurting a carrier while they run, and Curse of Weakness softens a melee carrier for your team. Stay behind your own melee players and use Drain Life when an enemy gets through. Darkspear Islands, Forever's new 15 vs 15 battleground off the coast of Kalimdor, mixes control points with Arathi Basin-style flag captures and defense, which suits a Warlock who can hold a point, once Blizzard opens it for beta testing.
Open-world PvP
On the PvP ruleset, Affliction is good at picking fights and at surviving the ones it didn't pick. When you gank, open from the edge of your range with Corruption and Bane of Agony, curse the target, and Fear them if they charge; by the time they reach you, your DoTs have done much of the work. When you are ganked, use the Voidwalker's Sacrifice for a shield, Fear the attacker and use your Healthstone. If you win the exchange, Drain Life finishes it; if not, Fear again and head for guards or friendly players. You have no speed boost at this level, so don't try to outrun a Rogue or a Shaman: turn and fight with DoTs and Drain Life. Near quest objectives, Fear can send an enemy running into nearby mobs, and a player already fighting mobs is an easy target for your DoTs. Quest with Demon Armor up and a Healthstone in your bags, and Life Tap only when nobody is around. Blizzard's patch notes say Sap now flags the Rogue for PvP when used on a PvP-flagged player, so a Rogue who Saps you while you are flagged can be fought back.
Matchups
- vs Warrior: At 20 a Warrior has Charge, which stuns you briefly and only works from out of combat, and Hamstring to slow you; Intimidating Shout comes at 22 and Intercept at 30. Open with DoTs from range so they Charge into ticking damage, and Fear them as soon as the stun ends. Curse of Weakness cuts every hit they land. When they come back, Fear again or stand in Drain Life with your DoTs up. Their only interrupt at 20 is Shield Bash, which needs a shield.
- vs Rogue: Rogues open from Stealth with Sap, Garrote or Ambush; Cheap Shot doesn't come until 26. Kick interrupts your cast and locks that school for 5 sec, so after a kicked Shadow Bolt your Fear and Drain Life (Shadow) are locked too, but Immolate and Searing Pain (Fire) still work. Gouge breaks on damage, so your DoTs cut it short. Keep Corruption and Bane of Agony on them, Fear when Kick is on cooldown, and drain with Fel Concentration. Evasion raises dodge, which does nothing against spells.
- vs Mage: Mages have Polymorph, Frost Nova and, at 20, Blink; Counterspell comes at 24. Remove Lesser Curse strips one curse or Bane at a time, but not Corruption, so keep all three on them and make them spend casts cleaning up. Fear them after Frost Nova and Blink are used. In Forever their Mana Shield absorbs only physical damage, so it doesn't stop your spells. The Voidwalker's Sacrifice shield keeps their damage from interrupting your casts.
- vs Priest: Every Priest can learn Fear Ward at 20 in Forever, and it makes your next Fear fail, so expect one. Psychic Scream fears enemies within 8 yards, so stay farther away than that. Dispel Magic removes one harmful spell from them per cast, so spread Corruption, Bane of Agony and a curse and make them work. Power Word: Shield absorbs damage and stops their casts being interrupted while it holds. From 24 they can Mana Burn you; at 26 your Curse of Tongues slows their heals.
- vs Shaman: Shamans interrupt with Earth Shock, slow you with Frost Shock from 20, and drop Tremor Totem, which removes Fear from their party. Their shocks reach 20 yd and your DoTs 30 yd, so dot them from the edge of your range and back off as they close. Kill the Tremor Totem (it has 5 health) before you Fear. Purge can strip one of your buffs, so check Demon Armor after a fight. Shamans can't remove your curses or Bane.
- vs Hunter: A Hunter outranges you: their shots reach 35 yd and your spells 30 yd, but they can't shoot inside 8 yd. Use walls and corners so they must come into your range. Curse of Weakness lowers the physical damage of their shots and melee. Don't run to their feet if they stood still first: Freezing Trap (20) holds the first enemy that comes near. DoT them and Fear them, then Drain Life their pet if it is chewing on you.
- vs Paladin: At 20 a Paladin can stun you with Hammer of Justice from 10 yd, shield themselves with Divine Protection, and heal. Purify only removes poisons and diseases, so your curses and Bane stay on them. Stay out of Hammer of Justice range, keep Curse of Weakness and your DoTs up, and Fear them when they start a heal. Exorcism hits Demons, so it can kill your Voidwalker quickly; use its Sacrifice before that happens, and don't waste casts during Divine Protection.
- vs Druid: Druids change forms, and shifting frees them from Polymorph and movement slows. At 20 a bear can Feral Charge to immobilize and interrupt you, and from 24 Remove Curse clears a curse or Bane. Entangling Roots holds you in place, but you can still cast, so keep dotting. Put Corruption and Bane of Agony on early, since a Druid will try to heal through slow damage, and Fear them when they stop to cast a heal.
- vs Warlock: The mirror is a DoT race. Both of you have Fear, so whoever lands theirs first gets free casts: open with DoTs and keep Fear for when they start a long cast. Their Voidwalker's Sacrifice soaks damage, so don't waste your big casts into the shield. Drain Life decides close fights. From 28, Banish works on their demon, since it only affects Demons and Elementals.
Stats
Stamina, Spell Power, Shadow Damage, Hit, Intellect, Spirit, Critical Strike. Players hit much harder than mobs, so health comes first: Stamina keeps you alive through a Rogue's opener and gives Life Tap room. Spell Power and Shadow Damage make every DoT and Drain Life stronger. Hit keeps Fear and your curses from missing. Intellect and Spirit keep you casting, and Blizzard's notes say Life Tap converts more with Spirit. No Affliction talent builds on crits, so Critical Strike comes last.
Tips
- Never put Curse of Recklessness on a player you plan to Fear: cursed enemies ignore Fear and Horror effects.
- Fear and Drain Life reach only 20 yd in the client, less than the 30 yd of your DoTs and Shadow Bolt. Step in a little before you need them.
- Curses and Banes are separate. A Mage's Remove Lesser Curse or a Druid's Remove Curse clears one Curse or Bane per cast, so having both up makes them work twice as hard.
- Kick, Earth Shock and Shield Bash lock one school of magic. When your Shadow spells are locked, Immolate and Searing Pain are Fire and still work.
- Life Tap before a fight, not during it, and keep a Healthstone in your bags at all times.
Demonology Warlock PVP guide
Demonology is the hardest Warlock to kill. At 20 you have more Stamina, a stronger Healthstone and a Voidwalker whose Sacrifice shield is more effective, and one point keeps Corruption instant. You deal less damage than the other two specs, so you win by outlasting: DoTs, Fear, and a demon between you and the enemy.
Burst
- Corruption: Instant with the Improved Corruption point: first on every target, even while you move.
- Bane of Agony: Instant, and its damage builds up over 24 sec, which suits the long fights you want.
- Curse of the Elements: On casters: they take 4% more magic damage. On melee players, Curse of Weakness is better.
- Immolate: A direct hit and a burn over 15 sec. Cast it from range or while the Voidwalker's shield protects your casting.
- Shadow Bolt: Cast it while the Voidwalker's Sacrifice shield holds, so damage can't interrupt it, or on a Feared target.
- Drain Life: Damage and healing at once, every 1 second for 5 sec: your finisher in a close fight.
Control
- Fear: Your only crowd control at 20: one target, up to 10 sec. Damage may break it, and Fear Ward or Tremor Totem stops it.
- Curse of Weakness: On melee players: in Forever it lowers the physical damage of every hit they land.
Staying alive
- Summon Voidwalker: Keep it out whenever you might be attacked. Its Sacrifice turns it into a damage shield for you, and damage doesn't interrupt your casting while the shield holds.
- Improved Voidwalker: Makes Sacrifice 30% more effective, so the shield soaks more.
- Demonic Embrace: 15% more total Stamina, all the time, which gives every other defensive more health to work with.
- Improved Healthstone: Your Healthstone restores 20% more health. Use it early: a Healthstone you die holding does nothing.
- Demon Armor: Keep it up: armor against melee, a little Shadow resistance, and extra health regeneration every 5 sec.
- Drain Life: Heals you while it hurts them. With your extra Stamina you can afford to stand in it against a melee player.
- Fear: When you are low: Fear the attacker, then use your Healthstone or get out of melee range.
Battlegrounds
Demonology is a defender. Hold a control point or guard your flag carrier: you last long enough for help to arrive, your DoTs hurt every attacker, and Fear sends one of them away from the point. With the Voidwalker's Sacrifice and a Healthstone you can hold a point against one attacker far longer than other cloth casters. You can carry a flag if your team protects you, since your Stamina and shield buy time, but you have no speed boost. Keep your demon close so it doesn't wander into the enemy team, and re-summon between fights, never in the middle of one at 20. Darkspear Islands, Forever's new 15 vs 15 battleground off the coast of Kalimdor, mixes control points with Arathi Basin-style flag captures and defense, and defending is where this spec fits there, once Blizzard opens it for beta testing.
Open-world PvP
On the PvP ruleset, Demonology is the spec that survives ambushes. Quest with the Voidwalker out and Demon Armor up, and keep a Healthstone in your bags. When a Rogue or Warrior opens on you, use Sacrifice at once, Fear them when you can act, and DoT them; you have the health to win a long fight. When you are the attacker, open with instant Corruption and Bane of Agony and let your DoTs work while you keep your distance. You can't outrun anyone at this level, so fight where you stand, ideally near guards or friendly players. Near quest objectives, a player already fighting mobs is an easy target, and Fear can send an enemy into nearby mobs. After a fight, re-summon the Voidwalker before anything else; without it you are just a cloth caster. Blizzard's patch notes say Sap now flags the Rogue for PvP when used on a PvP-flagged player.
Matchups
- vs Rogue: A good matchup for you. The opener is on their terms (Sap, Garrote or Ambush; Cheap Shot only at 26), but once you can act, use Sacrifice and Fear. Kick locks the school you were casting for 5 sec, so keep Immolate or Searing Pain (Fire) for when your Shadow spells are locked. Evasion only raises dodge and does nothing against spells, and your extra Stamina and Healthstone outlast their burst.
- vs Warrior: Warriors need to stay on you, and at 20 they have Charge (out of combat only) and Hamstring to do it; Intimidating Shout comes at 22 and Intercept at 30. DoT them before they arrive, Curse of Weakness on contact, Sacrifice when they start landing hits, then Fear and Drain Life. Their only interrupt at 20 is Shield Bash, which needs a shield.
- vs Mage: Your hardest fight: Mages deal damage from range, Polymorph you to reset, and Blink away at 20. Remove Lesser Curse strips a curse or Bane, but not Corruption. Spend Sacrifice and your Healthstone to survive their burst, keep Corruption and Bane of Agony on them, and Fear after Frost Nova and Blink are used. Their Mana Shield absorbs only physical damage in Forever.
- vs Priest: Any Priest can have Fear Ward at 20 in Forever, and Psychic Scream fears enemies within 8 yards, so fight from range. Dispel Magic removes one harmful spell per cast, so spread several DoTs and a curse. Your Stamina gives you time; a Priest's Mana is what runs out, and from 24 Drain Mana speeds that up.
- vs Shaman: Shamans interrupt with Earth Shock, slow with Frost Shock and drop Tremor Totem against your Fear. Their shocks reach 20 yd and your DoTs 30 yd, so fight at range. Kill the Tremor Totem (5 health) before you Fear. They can't remove your curses or Bane, so the long fight favors you.
- vs Hunter: Hunters outrange you (shots to 35 yd) but can't shoot inside 8 yd. Use cover to pull them into your range, Curse of Weakness to lower their physical damage, and keep the Voidwalker between you and their pet. Watch for Freezing Trap (20) at their feet.
- vs Paladin: A long fight for both of you. Purify only removes poisons and diseases, so your curses and Bane stay up. Stay out of Hammer of Justice's 10 yd range, keep Curse of Weakness on them, and Fear them when they start a heal. Exorcism hits Demons hard, so use the Voidwalker's Sacrifice before a Paladin kills it.
- vs Druid: Druids shift to break slows and heal between forms. A bear's Feral Charge (20) interrupts you, and Remove Curse (24) clears a curse or Bane. Keep Corruption up, Fear them when they stop to heal, and let your Stamina carry the long fight.
- vs Warlock: A mirror where you have the Stamina edge over Affliction and Destruction. Hold your Sacrifice until they commit their burst, and Fear them when they start a long cast. From 28, Banish works on their demon.
Stats
Stamina, Spell Power, Shadow Damage, Intellect, Hit, Spirit, Critical Strike. Demonic Embrace raises your total Stamina by a percentage, so every point of Stamina on gear is worth more to you than to other Warlocks. Spell Power and Shadow Damage come next for your DoTs and Drain Life, then Intellect, which Fel Vitality's bigger Mana pool builds on. Hit keeps Fear from missing, and Spirit feeds Life Tap, according to Blizzard's notes.
Tips
- Use Sacrifice early. A shield used at half health still saves you; a Voidwalker killed before you press it gives you nothing.
- Don't Health Funnel a Voidwalker you are about to sacrifice: it costs your own health.
- Keep the Improved Corruption point: with Bane of Agony and your curses, instant Corruption lets you keep damaging a target while you move.
- Curse of Recklessness makes a target ignore Fear, so never use it on a player you want to Fear.
Destruction Warlock PVP guide
Destruction is the burst Warlock. At 20 Bane makes Shadow Bolt and Immolate faster, Aftermath front-loads Immolate, and Shadowburn gives you an instant hit to finish a running or healing player. You kill quickly but last the least of the three specs, so pick fights you can end fast and keep the Voidwalker's Sacrifice for when they reach you.
Burst
- Curse of the Elements: On casters: they take 4% more magic damage. On melee players, Curse of Weakness keeps you alive longer.
- Immolate: Your opener. Aftermath makes its first hit much stronger, Bane shortens the cast, and it burns for 15 sec after.
- Bane of Agony: Instant: on anyone who will be around for a while, since its damage builds up over 24 sec.
- Shadow Bolt: Your biggest hit, faster with Bane. Cast it before they reach you or while they are Feared.
- Searing Pain: Your quick cast when a Shadow Bolt would be interrupted. Its high threat doesn't matter against players.
- Shadowburn: The instant finisher, for a player who is low, running or about to heal. If they die within 8 sec, you also get a Soul Shard.
- Bane of Havoc: In a group fight, put it on an enemy healer or flag carrier: 15% of the damage you deal to others also hits them.
Control
- Fear: Your only crowd control at 20: one target, up to 10 sec. Fear anyone who reaches you before you start a long cast.
- Curse of Weakness: On melee players: in Forever it lowers the physical damage of every hit they land.
Staying alive
- Summon Voidwalker: Its Sacrifice gives you a damage shield, and while the shield holds, damage doesn't interrupt your casting. That is exactly what a Shadow Bolt caster needs when a melee player reaches you.
- Demon Armor: Keep it up: armor against melee, a little Shadow resistance, and extra health regeneration every 5 sec.
- Create Healthstone: Always carry one. It restores 120 health instantly; use it before you are nearly dead.
- Fear: When you are losing: Fear the attacker, then Healthstone or get back to range.
- Drain Life: When you are low and the target isn't: it heals you every 1 second for 5 sec.
Battlegrounds
Destruction is a damage dealer who needs protection. Stand behind your team's front line and burst whoever your team is attacking: Immolate, Shadow Bolt, and Shadowburn the moment they drop low or run. Shadowburn is instant, so you can finish a fleeing flag carrier on the move. In big fights, Bane of Havoc on an enemy healer or carrier copies part of the damage you deal elsewhere onto them, and Rain of Fire hits everyone contesting a control point. You are a poor defender on your own and a poor flag carrier, so stay near teammates. Darkspear Islands, Forever's new 15 vs 15 battleground off the coast of Kalimdor, mixes control points with Arathi Basin-style flag captures and defense, so there will be plenty of grouped fights for this once Blizzard opens it for beta testing.
Open-world PvP
On the PvP ruleset, Destruction wins the fights it starts. Pick targets who are fighting mobs or low on health, open with Immolate or Shadow Bolt from full range, and Shadowburn to finish before they can react. When someone opens on you, use the Voidwalker's Sacrifice at once so you can cast through their attacks, Fear them, and burst them while they run back. If a fight turns against you, don't try to outrun it at this level: Fear, Healthstone, and look for guards or friendly players. Near quest objectives, a player pulling mobs is at your mercy, and Rain of Fire hits every enemy around a contested spot. After every fight, re-apply Demon Armor, re-summon, and Life Tap back to full Mana before moving on; you rely on a full Mana bar to burst. Blizzard's patch notes say Sap now flags the Rogue for PvP when used on a PvP-flagged player.
Matchups
- vs Mage: A race to burst. Their Fire Ward absorbs Fire damage, so when it's up, switch to Shadow Bolt and Shadowburn. Remove Lesser Curse strips a curse or Bane but not your direct damage. Fear them after they use Frost Nova and Blink, and keep Shadowburn to finish them when they drop low, since it is instant. Their Mana Shield absorbs only physical damage in Forever.
- vs Warrior: Charge (out of combat only) and Hamstring get them to you; at 20 their only interrupt is Shield Bash, which needs a shield. Curse of Weakness first, then Immolate and Shadow Bolt as they close. Sacrifice when they arrive so your casts go off, Fear them, and burst them as they walk back. Intimidating Shout (22) and Intercept (30) make this harder later.
- vs Rogue: The opener is theirs, and Kick locks the school you were casting for 5 sec. After a kicked Shadow Bolt, cast Immolate or Searing Pain (Fire); after a kicked Immolate, Shadow Bolt and Shadowburn still work. Sacrifice early so their hits don't interrupt your casts, Fear them, and Shadowburn them the moment they run to reset. Cheap Shot arrives at 26 and Kidney Shot at 30.
- vs Priest: Priests can Fear Ward themselves at 20 in Forever and Psychic Scream you within 8 yards, so fight from range. Power Word: Shield soaks your first hits; burst through it with Immolate and Shadow Bolt, then Shadowburn when the shield is gone. From 26, Curse of Tongues makes their heals slow.
- vs Shaman: Earth Shock interrupts and locks a school, so keep a Fire and a Shadow spell ready. Their shocks reach 20 yd and your spells 30 yd, so burst them from range. Kill the Tremor Totem (5 health) before you Fear. From 30 their Grounding Totem can soak one of your spells, so spend a cheap one on it first.
- vs Hunter: They outrange you, but they can't shoot inside 8 yd. Use cover to force them into your range, Curse of Weakness to lower their physical damage, and burst them with Immolate and Shadow Bolt when they stop to shoot. Watch for Freezing Trap (20) at their feet.
- vs Paladin: Burst them before their heals catch up: Immolate, Shadow Bolt, and Shadowburn when they start a heal at low health. Stay out of Hammer of Justice's 10 yd range and don't waste casts during Divine Protection. Purify can't remove your curses or Bane.
- vs Druid: Burst them in caster form, when they stop to heal. A bear's Feral Charge (20) interrupts you, and shifting frees them from slows. Fear them, then Shadow Bolt as they run back, and keep Shadowburn for when they try to heal at low health.
- vs Warlock: Demon Armor gives them a little Shadow resistance, so mix in Immolate and Searing Pain. Burst them before their DoTs build up, hold your big casts while their Voidwalker's Sacrifice shield is up, and Shadowburn them as they run. From 28, Banish works on their demon.
Stats
Stamina, Spell Power, Shadow Damage, Hit, Critical Strike, Intellect, Fire Damage. You are the easiest Warlock to burst, so Stamina still comes first in PvP. Then Spell Power and Shadow Damage for Shadow Bolt and Shadowburn, and Hit so your casts land. Crit matters more here than for the other specs: at 30, Devastation and Ruin turn crits into kills. Fire Damage helps Immolate and Searing Pain.
Tips
- Shadowburn is instant, so it is your answer to a player running out of range or behind cover.
- When a Kick or Earth Shock locks your Shadow spells, cast Immolate or Searing Pain; when a Mage's Fire Ward is up, cast Shadow spells.
- Life Tap to full before a fight. A Destruction Warlock who runs out of Mana mid-burst loses.
- Corruption keeps its full cast time in this build, so rely on instant Bane of Agony, curses and Shadowburn when you have to move.
Checked against WoW Forever beta build 1.60.1.70009.
Warlock abilities
- Bane of Havoc (level 1)
- Demon Skin (level 1)
- Immolate (level 1)
- Shadow Bolt (level 1)
- Summon Imp (level 1)
- Corruption (level 4)
- Curse of Weakness (level 4)
- Life Tap (level 6)
- Bane of Agony (level 8)
- Fear (level 8)
- Create Healthstone (level 10)
- Drain Soul (level 10)
- Summon Voidwalker (level 10)
- Health Funnel (level 12)
- Curse of Recklessness (level 14)
- Drain Life (level 14)
- Unending Breath (level 16)
- Create Soulstone (level 18)
- Searing Pain (level 18)
- Curse of the Elements (level 20)
- Demon Armor (level 20)
- Rain of Fire (level 20)
- Ritual of Summoning (level 20)
- Summon Incubus (level 20)
- Summon Succubus (level 20)
- Eye of Kilrogg (level 22)
- Drain Mana (level 24)
- Sense Demons (level 24)
- Curse of Tongues (level 26)
- Detect Invisibility (level 26)
- Banish (level 28)
- Create Firestone (level 28)
- Hellfire (level 30)
- Hellfire Effect (level 30)
- Subjugate Demon (level 30)
- Summon Felhunter (level 30)
- Shadow Ward (level 32)
- Pyroclasm (level 35)
- Create Spellstone (level 36)
- Curse of Idiocy (level 38)
- Howl of Terror (level 40)
- Incinerate (level 40)
- Wrack (level 40)
- Death Coil (level 42)
- Soul Fire (level 48)
- Inferno (level 50)
- Bane of Doom (level 60)
- Bane of Doom Effect (level 60)
- Ritual of Doom (level 60)
- Ritual of Doom Effect (level 60)