Demonology ability and talent information

As demonology abilities and talents have many features that are not really obvious from tooltips, it is sometimes hard to tell what exactly is going on behind all the abilities, it could be useful to have a post where such details are given. Below is a list of demonology-specific abilities, talents, and related details.

Please point out any mistakes if there are any. EDIT: this is a collection of info, with wowhead, other posts, and extensive target dummy testing as sources.

All values listed assume Warlock level 60.

Shadow Bolt
Sends a shadowy bolt at the enemy, causing (0.39 x Spell Power x Versatility) Shadow damage. Generates 1 Soul Shard. (2 / Haste) sec cast.

  • The Soul Shard is generated on cast. The Shadow Bolt does not have to land on the target.

Hand of Gul’dan
Calls down a demonic meteor full of Wild Imps which burst forth to attack the target. Deals up to (0.525 x Spell Power x Versatility) Shadowflame damage on impact to all enemies within 8 yds of the target and summons up to Wild Imps, based on Soul Shards consumed. (1.5 / Haste) sec cast. Costs 1 to 3 Soul Shards

  • The damage and number of Wild Imps summoned is directly proportional to the number of Soul Shards spent: (0.175 x Spell Power x Versatility) damage and 1 Wild Imp per shard.
  • The ingame tooltip appears to show the minimum damage, rather than the average damage. This is probably a bug.
  • On a single target, the total average damage of a single Hand of Gul’dan cast with three Soul Shards is (0.525 + 0.972 x Mastery) x Spell Power x Versatility. On average, 0.3 Demonic Cores are generated.

Wild Imp

  • Casts Fel Firebolts on their target, each dealing (0.054 x Spell Power x Versatility x Mastery) damage on average with a (2 / haste) sec cast time and an Energy cost of 16.
  • Each Wild Imp spawns with 100 Energy, which is enough energy to cast up to 6 Fel Firebolts.
  • If Wild Imps do not spend their energy (no valid target), they stay around for up to 40 sec.
  • If the Wild Imps are not attacking a target, they start attacking the first enemy you damage, and fixate on that.
  • A Wild Imp is spawned with Health equal to 15% of your max Health.

Demonbolt
Send the fiery soul of a fallen demon at the enemy, causing (0.734 x Spell Power x Versatility) Shadowflame damage. Generates 2 Soul Shards. (4.5 / Haste) sec cast.

  • Has 83.6% of the DPS and 88.9% shard regeneration rate of a Shadow Bolt.
  • With a 20% increase to Demonbolt damage, its DPS is the same as Shadow Bolt’s. With significant damage boost, such as with talent From the Shadows and Legendary Power Balespider’s Burning Core, casting Demonbolt (without Demonic Core) may become preferable.

Demonic Core
When your Wild Imps expend all of their energy or are imploded, you have a 10% chance to absorb their life essence, granting you a stack of Demonic Core.
When your summoned Dreadstalkers fade away, you have a 100% chance to absorb their life essence, granting you a stack of Demonic Core.
Demonic Core reduces the cast time of Demonbolt by 100%. Maximum 4 stacks.

  • The stacks last for 20 sec, refreshing in duration whenever a new stack is gained. You can therefore bank up charges and prioritize on more urgent spells like Call Dreadstalkers.

Call Dreadstalkers
Summons 2 ferocious Dreadstalkers to attack the target for 12 sec. (1.5 / Haste) sec cast. Costs 2 Soul Shards. 20 sec cooldown.

  • When summoned, the Dreadstalkers charge at their enemy with Dreadbite that each instantly deals (0.575 x Spell Power x Versatility x Mastery) Shadow damage.
  • They then continue to Melee their target for (0.18 x Spell Power x Versatility x Mastery) Physical damage every (2 / Haste) sec for the rest of their duration. This damage is reduced by armor (by 30% vs. a target Dummy).
  • Call Dreadstalkers cast therefore deals (1.05 + Armor Mult x 2.16 x Haste) x Spell Power x Versatility x Mastery damage, and generates 2 Demonic Cores. (Armor Mult is 0.7 vs. a Target Dummy). (The actual damage has ‘Haste thresholds’, rather than continuous increase, where Dreadstalkers manage to land one more attack before expiring.)
  • If the Dreadstalkers are not attacking a target, they start attacking the first enemy you damage, and fixate on that.
  • A Dreadstalker is spawned with Health equal to 40% of your max Health.

Summon Felguard
Summons a Felguard under your command as a powerful melee combatant.

  • Felguard melees the target every (2 / haste) sec, dealing (0.243 x Spell Power x Versatility x Mastery) Physical damage. This damage is reduced by armor (by 30% vs. a target Dummy).
  • The Felguard has max Health equal to 75% of your max Health.
  • The core damaging abilities of Felguard are:

Legion Strike
A strong attack that deals (0.54 x Spell Power x Versatility x Mastery) damage to all enemies in front of it, and reduces the effectiveness of any healing the victim receives by 20% for 6 sec. Costs 60 Energy.

  • The tooltip of Legion Strike strongly underestimates the damage, and does not update with Mastery.
  • The damage of Legion Strike is reduced by armor (30% by target dummy).

Felstorm
The Felguard recklessly swings its weapon, striking up to 8 nearby targets within 8 yards for (0.218 x Spell Power x Versatility x Mastery) Physical damage every (1 / Haste) sec for (5 / Haste) sec. The Felguard cannot take any other action during Felstorm. Costs 60 Energy. 30 sec cooldown.

  • The tooltip of Felstorm strongly underestimates the damage, and does not update with Mastery.
  • The damage of Felstorm is reduced by armor (30% by target dummy).
  • The Felguard cannot make autoattacks during Felstorm. Therefore, against a single target, Felstorm damage (1.09 x Spell Power x Versatility x Mastery) is slightly lower than Legion Strike + 2.5 autoattacks (1.15 x Spell Power x Versatility x Mastery), but becomes superior with 2+ targets.

Implosion
Demonic forces suck all of your Wild Imps toward the target, and then cause them to violently explode, dealing (0.265 x Spell Power x Versatility x Mastery) Shadowflame damage to all enemies within 8 yards.

  • Although not indicated in the tooltip, the Implosion damage is proportional to the amount of energy each Wild Imp has remaining.
  • For example, after 5 casts of Felfire Bolt, the imploding imp has 20 Energy out of 100 remaining and therefore deals (0.054 x Spell Power x Versatility x Mastery) damage.
  • Even though after 6 casts of Felfire Bolt the Wild imp in principle has 4 Energy remaining, it cannot be imploded anymore.
  • The Wild Imps spawn from Hand of Gul’dan with a small delay. If the Implosion is cast directly after the Hand of Gul’dan, the new imps will not be imploded.
  • Demonic Tyrant’s aura does not increase the damage of Implosion.

Summon Demonic Tyrant
Summon a Demonic Tyrant to increase the duration of all of your current lesser demons by 15 sec, and to increase the damage of all of your other demons by 15%, while damaging your target.

  • Casts Demonfire every (2 / Haste) sec, dealing (0.45 x Spell Power x Versatility x Mastery) Shadowflame damage.
  • Extends the duration of Dreadstalkers and those from talents: Summon Vilefiend, Grimoire: Felguard, Inner Demons, or Nether Portal, but only if those demons existed upon Demonic Tyrant cast.
  • Demons spawned after summoning Demonic Tyrant still benefit from the Demonic Tyrant’s 15% damage buff, but do not have their duration extended.
  • While Demonic Tyrant is active, Wild Imps do not consume any energy when casting Fel Firebolt.
  • This also applies to Wild Imps spawned after summoning Demonic Tyrant.
  • The Demonic Tyrant spawns with Health equal to 50% of your max Health.

Demonology-specific talents

Tier 1

Dreadlash
When your Dreadstalkers charge into battle, their Dreadbite attack now hits all targets within 8 yards and deals 25% more damage.

  • Dreadlash also buffs Dreadbite from Carnivorous Stalkers, not just the initial one.
  • Dreadlash applies the From the Shadows debuff (if talented) to all targets hit.

Bilescourge Bombers
Tear open a portal to the nether above the target location, from which several Bilescourge will pour out and crash into ground over 6 sec, dealing (0.23 x Spell Power x Versatility x Mastery) Shadow damage to all enemies within 8 yards.

  • A Bilescourge Bomber will land every 0.5 sec to the targeted area for a total of 12 crashes. The ingame tooltip only displays the damage of a single Bomber. If all Bombers hit enemies, the total damage dealt is (2.76 x Spell Power x Versatility x Mastery) per target.
  • The portal where the Bombers spawn from will appear a small distance away from the targeted area. This only has visual significance.

Demonic Strength
Infuse your Felguard with demonic strength and command it to charge your target and unleash a Felstorm that will deal 400% increased damage.

  • Demonic Strength is a separate cooldown from Felstorm and does not cost energy to the Felguard.
  • Demonic Strength deals (5.45 x Spell Power x Versatility x Mastery) damage per target, reduced by armor.

Tier 2

Demonic Calling
Shadow Bolt and Demonbolt have a 20% chance to make your next Call Dreadstalkers cost 2 fewer Soul Shards and have no cast time.

  • Demonic Calling buff lasts for 20 sec.
  • Even though Call Dreadstalkers through Demonic Calling costs no Soul Shards, casting it for free does summon a demon from the Nether Portal talent.

Power Siphon
Instantly sacrifice up to 2 Wild Imps, generating 2 charges of Demonic Core that cause Demonbolt to deal 30% additional damage. 30 sec cooldown.

  • The Wild Imps with lowest energy are always sacrificed.
  • If only one Wild Imp is sacrificed, only one empowered Demonic Core is generated.

Doom
Inflicts impending doom upon the target, causing (1.75 x Spell Power x Versatility) Shadow damage after (20 / Haste) sec. Doom damage generates 1 Soul Shard.

  • Doom deals damage at (20 / Haste) sec intervals. If it expires sooner, due to refreshing, then it deals damage as a fraction.
  • Recasting Doom on the target before it has expired extends its duration by (20 / Haste) sec, to up to (26 / Haste) sec.

Tier 4

From the Shadows
Dreadbite causes the target to take 20% additional Shadowflame damage from you for the next 12 sec.

  • The effect increases the damage of Demonbolt, the direct damage of Hand of Gul’dan, and Implosion.
  • The additional Dreadbite from Carnivorous Stalkers also reapplies From the Shadows, resetting the duration to 12 sec.

Soul Strike
Command your Felguard to strike into the soul of its enemy, dealing (0.66 x Spell Power x Versatility x Mastery) Shadow damage. Generates 1 Soul Shard. 10 sec Cooldown.

  • The in-game tooltip displays the damage incorrectly: the actual damage is approximately 15% higher.
  • When casting, the Felguard also charges at the enemy, provided it has a line of sight to and is within 40 yds from the target. The warlock also needs to have a line of sight to the target.
  • Since it is the Felguard that deals the damage, Soul Strike damage is increased by the Soulbind ability Fel Commando.

Summon Vilefiend
Summon a Vilefiend to fight for you for the next 15 sec. Costs 1 Soul Shard. 2 sec cast, 45 sec cooldown.

  • When summoned, the Vilefiend will charge your current target in 2 seconds, inflicting Bile Spit that deals (0.78 x Spell Power x Versatility x Mastery) Nature damage instantly and (0.23 x Spell Power x Versatility x Mastery) Nature damage every (2 / Haste) sec for (10 / Haste) sec.
  • The DoT damage can be increased retroactively by stat increase or by Demonic Tyrant summoned later.
  • The Vilefiend then continues to Melee its target for (0.178 x Spell Power x Versatility x Mastery) Physical damage every (2 / Haste) sec, and Headbutt for (0.36 x Spell Power x Versatility x Mastery) damage every (6 / Haste) sec. This damage is reduced by armor.
  • The Vilefiend is spawned with Health equal to 75% of your max Health.

Tier 6

Soul Conduit
Every Soul Shard you spend has a 15% chance to be refunded.

  • Spells that cost 2 Soul Shards have 25.5% chance to refund 1, and 2.25% chance to refund 2 Soul Shards. Chance for 0 is therefore 72.25%.
  • Hand of Gul’dan that costs 3 Soul Shards has 32.5% chance to refund 1, 5.74% chance to refund 2, and 0.34% chance to refund 3 Soul Shards. Chance for 0 is therefore 61.41%.

Inner Demons
You passively summon a Wild Imp to fight for you every 12 sec, and have a 10% chance to also summon an additional Demon to fight for you for 15 sec.

  • Wild imps summoned by Inner Demons last for up to 20 sec. They are also summoned while not in combat.
  • The additional Demons are the same that can be summoned from talent Nether Portal, and will only be summoned while in combat.

Grimoire: Felguard
Summons a Felguard who attacks the target for 17 sec that deals 25% increased damage. This Felguard will stun their target when summoned. Costs 1 Soul Shard. 2 min cooldown.

  • The damage of the summoned Felguard is increased by the Soulbind ability Fel Commando.
  • The Felguard is spawned with Health equal to 75% of your max Health.

Tier 7

Sacrificed Souls
Shadow Bolt and Demonbolt deal 4% additional damage per demon you have summoned.

  • Your standard summoned demon pet, as well as every targetable demon counts towards the damage increase.
  • An active Bilescourge Bombers does not increase the damage.

Demonic Consumption
Your Demon Commander now drains 15% of the life from your demon servants to empower himself.

  • When Demonic Tyrant is cast, 12.5% of the health drained from your other demons is converted to additional damage to Demonfire. This damage is further increased by versatility and mastery.
  • The Demonic Tyrant’s buff tooltip underestimates the damage increase to 10%.
  • The Demonic Tyrant does not gain extra health from casting this spell.

Nether Portal
Tear open a portal to the Twisting Nether for 15 sec. Every time you spend Soul Shards, you will also command demons from the Nether to come out and fight for you. Costs 1 Soul Shard. 2.5 sec cast, 3 min cooldown.

  • Casting the Nether Portal itself summons one demon.
  • A demon is summoned whenever you cast a spell that normally costs Soul Shards.
  • The available demon pool is below:

Void Terror

  • Spawns with Health equal to 75% of your max Health.

Melee

Strike the target for (0.09 x Spell Power x Versatility x Mastery) Physical damage. Damage reduced by armor. Cooldown (2 / haste) sec.

Double Breath

Deals (0.225x Spell Power x Versatility x Mastery) Shadowflame damage twice. Cast roughly 2 times per summon, 4 with Tyrant duration boost.

Darkhound

  • Spawns with Health equal to 75% of your max Health.

Melee

Strike the target for (0.09 x Spell Power x Versatility x Mastery) Physical damage. Damage reduced by armor. Cooldown (2 / haste) sec.

Fel bite

Deals (0.25 x Spell Power x Versatility x Mastery) Physical damage. Damage reduced by armor. Cast roughly 3 times per summon, 6 with Tyrant duration boost.

Ur’zul

  • Spawns with Health equal to 75% of your max Health.

Melee

Strike the target for (0.09 x Spell Power x Versatility x Mastery) Physical damage. Damage reduced by armor. Cooldown (2 / haste) sec.

Many Faced Bite

Deals (0.24 x Spell Power x Versatility x Mastery) Physical damage. Damage reduced by armor. Cast roughly 3 times per summon, 6 with Tyrant duration boost.

Illidari Satyr

  • Spawns with Health equal to 75% of your max Health.

Melee

Strike the target for (0.09 x Spell Power x Versatility x Mastery) Physical damage with main hand and (0.045 x Spell Power x Versatility x Mastery) Physical damage with off-hand. Damage reduced by armor. Increased miss chance. Cooldown (2 / haste) sec.

Shadow Slash

Deals (0.225x Spell Power x Versatility x Mastery) Shadow damage. Cast roughly 3 times per summon, 6 with Tyrant duration boost.

Vicious Hellhound

  • Spawns with Health equal to 75% of your max Health.

Melee

Strike the target for (0.025 x Spell Power x Versatility x Mastery) Physical damage. Damage reduced by armor. Cooldown (1 / haste) sec.

Demon Fangs

Deals (0.225 x Spell Power x Versatility x Mastery) Shadowflame damage. Cast roughly 3 times per summon, 6 with Tyrant duration boost.

Bilescourge

  • Spawns with Health equal to 75% of your max Health.

Toxic Bile

Deals (0.225 x Spell Power x Versatility x Mastery) Nature damage. 40 yd range. Cast every (1.75 / haste) sec.

Shivarra

  • Spawns with Health equal to 75% of your max Health.

Melee

Strike the target for (0.09 x Spell Power x Versatility x Mastery) Physical damage with main hand and (0.045 x Spell Power x Versatility x Mastery) Physical damage with off-hand. Damage reduced by armor. Increased miss chance. Cooldown (2 / haste) sec.

Multi-slash

Deals four rapid strikes to the target for (0.112 x Spell Power x Versatility x Mastery) Physical damage. Damage reduced by armor. Cast roughly 2 times per summon, 4 with Tyrant duration boost.

Wrathguard

  • Spawns with Health equal to 75% of your max Health.

Melee

Strike the target for (0.09 x Spell Power x Versatility x Mastery) Physical damage with main hand and (0.045 x Spell Power x Versatility x Mastery) Physical damage with off-hand. Damage reduced by armor. Increased miss chance. Cooldown (2 / haste) sec.

Overhead Assault

Deals (0.24 x Spell Power x Versatility x Mastery) Physical damage. Damage reduced by armor. Cast roughly 3 times per summon, 6 with Tyrant duration boost.

Eye of Gul’dan

  • Spawns in a group of size 1-4 Eyes.

Eye of Gul’dan

Channels a beam on the target, dealing (0.045 x Spell Power x Versatility x Mastery) Shadowflame damage every 5 sec.

Prince Malchezaar

  • Spawns with Health equal to 75% of your max Health.

Melee

Strike the target for (0.425 x Spell Power x Versatility x Mastery) Physical damage with main hand and (0.213 x Spell Power x Versatility x Mastery) Physical damage with off-hand. Damage reduced by armor. Increased miss chance. Cooldown (2 / haste) sec.

9 Likes

This is incredible. Kudos to your time spent on this plethora of information.

Very good thread, the lack of proper information from blizzards end is baffling.

Did not realize versatility also buffs our demons dmg.

Just wow, really good job. I’d be also interested in interaction with legendaries.
A bit sad players have to do this.

1 Like

Glad to hear it is useful!

Absolutely, this would be very interesting to know. I don’t have access to legendaries myself yet, but the questions in mind are:

Grim Inquisitor’s Dread Calling
Each Soul Shard spent on Hand of Gul’dan increases the damage of your next Call Dreadstalkers by 3%.

  • Interaction with Soul Conduit: if Soul Shards are refunded, will Call Dreadstalkers still benefit from the cast as if no shards were refunded? Presumably yes.

Forces of the Horned Nightmare
Hand of Gul’dan has a 15% chance to cast a second time on your target for free.

  • Interaction with Soul Conduit: can the second triggered cast also refund Soul Shards? Presumably not, if it works the same way as Demonic Calling.

  • Interaction with Nether Portal: will the second cast also spawn an additional demon from the Nether Portal?

As a demonology warlock boosted newbie this is REALLY helpful, cheers!

1 Like

Really good thread!
Though I Wonder, what demons does cleave damage?

1 Like

Good question, after some testing it looks like none of the demons spawned by Inner Demons or Nether Portal cleave. So, the only cleave damage directly dealt by demons is from Felguard (Legion Strike, Felstorm), or from Dreadstalkers with the Dreadlash talent (Dreadbite).

Truely awsome post.
The details in it are really nice to know.
Kudo’s to you TS.

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