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Deathwing concept art
Pain... Agony... My hatred burns through the cavernous deeps. The world heaves with my torment. Its wretched kingdoms quake beneath my rage. But at last... The whole of Azeroth will break... And all will burn beneath the shadow of my wings.
~ Deathwing the World Breaker[1]
I AM DEATHWING. THE DESTROYER, THE END OF ALL THINGS, INEVITABLE, INDOMITABLE; I AM THE CATACLYSM![2]

You know me... but I do not know you. You would speak against me... make the others see me as you do... you would have them distrust their comrade of old... their brother... You will not be allowed to spread any of your malicious falsehoods...
~ Neltharion to Korialstrasz[3]

Neltharion Visage
The betrayer holds no such power, my son. Sinister forces are awakening... they sense your presence. I am but an echo. I cannot stop intruders from attempting to plunder my secrets. Now that my heirs have arrived, we can ensure no outsider claims what is rightfully yours. I assume you have heard many stories of this place, and the role it played in my downfall. Do not let them temper your perception. These halls are your birthright, and the outsiders must not be allowed to take them from you.
~ An Echo of Neltharion's words to Sabellion and Wrathion[4]

Deathwing Visage concept
I have faced the ravages of time, the curse of nightmares, and the mists of sorcery, thanks to the others! What weapons do you bring?
~ Deathwing to Alextrasza[5]

Summary

Deathwing the Destroyer,[3] formerly known as Neltharion the Earth-Warder (pronounced /nɛɫˈθærɪən/ "nel-THARR-ree-uhn"), was one of the five Dragon Aspects and leader of the black dragonflight.[6] Ages ago, Neltharion was empowered by the Pantheon with dominion over the earth and the deep places of Azeroth.[7] However, driven mad by the Old Gods,[8] he turned against the other Aspects during the War of the Ancients,[9][10] eventually abandoning his title of Aspect of Earth in favor of being the Aspect of Death.[11] Becoming one of the greatest terrors of the known world, his name too became one whispered with a feeling of fear and contempt among both mortals and dragons.[12] He was perhaps the most powerful servant of the Old Gods.[13]

The black Aspect involved himself in the Second War, adopting the form of the human Lord Daval Prestor in order to destroy the Alliance of Lordaeron from within. As a human, Prestor was said to be tall, with a slim figure, black hair and clean-shaven hawklike features that were the subject of gossip among the ladies of King Terenas' court. He also had a quick mind and a friendly, engaging manner that endeared him to all involved in the Alterac crisis. It was said that he even got a smile out of Genn Greymane, the normally dour king of Gilneas.[14]

Deathwing also managed to turn his greatest enemy, Alexstrasza, into a slave of the Horde, with which he later allied himself. After a series of setbacks culminating in his defeat at the hands of the other Aspects, Deathwing retreated to Deepholm in the Elemental Plane to recuperate. From the depths of the earth, deeper beneath Grim Batol, he observed his former mate Sintharia's experiments with the twilight dragonflight and later continued his late consort's work.[15]

Though believed dead by many, Deathwing returned in spectacular fashion after the fall of The Lich King. Entering Azeroth through Deepholm fractured the World Pillar, causing the Elemental Plane to start collapsing onto Azeroth. This Cataclysm reshaped the entire world of Azeroth and unleashed widespread destruction. As the world reeled, he appeared and brought flame to various regions of Azeroth.[16] His ultimate goal was to bring about the Hour of Twilight - the liberation of the Old Gods and the end of all life on the planet. Deathwing was aided by powerful allies also minions of his masters, such as the warped ogre-mage Cho'gall and his Twilight's Hammer cult, the powerful Elemental Lords Al'Akir and Ragnaros, and the Neferset tol'vir of Uldum.[17]

Uniting their powers, the remaining Dragon Aspects sent adventurers to brave the unstable paths of the Caverns of Time to retrieve the Dragon Soul, an ancient artifact crafted by Deathwing himself 10,000 years earlier and destroyed shortly after the Second War, for it was believed to be the only means of defeating him.[17] With the weapon secured, the Aspects took the battle to their corrupted brother, with the orc shaman Thrall as the wielder of the Dragon Soul, now imbued with Deathwing's essence - the very essence of the earth itself. After the siege of Wyrmrest Temple and unleashing his most powerful minions, Deathwing took to the skies until he was blasted with the Dragon Soul into the Maelstrom. His body at last giving way to the corruption within, Deathwing made his final stand in the raging torrent of the Maelstrom, where he was at last destroyed by the combined powers of the Aspects and the Dragon Soul.[2]

Deathwing was the secondary antagonist in Warcraft II: Beyond the Dark Portal, and the main antagonist of World of Warcraft: Cataclysm.

Powers and Stats

Tier: At most 5-B | 5-B | 5-B, far higher with the Dragon Soul | At least 5-B, far higher with Second Cataclysm

Key: Proto-dragon | Aspect of Earth | Aspect of Death | Cataclysm

Name: Neltharion[7] | Neltharion the Earth-Warder,[7] the Black,[7] the Warder of the land[10] | Deathwing the Destroyer,[17][18] The Worldbreaker,[17] The Aspect of Death,[17] The Cataclysm,[17] Death Incarnate,[17] The Unmaker of Worlds,[17] The Black Scourge,[17] The Betrayer,[17] Xaxas,[19][20][21] Shuul'wah,[2] Phquathi,[2] Lord Daval Prestor,[22][23] Blood's Shadow,[24] Blackwing Greatfather,[18] The Dark One,[25] Death Aspect[7]

Origin: World of Warcraft[18][26]

Gender: Male[18]

Age: Unknown | Hundreds of years[8] | Over 20,000 years[17]

Classification: Proto-dragon[7] | The Dragon Aspect of Earth[7] | The Dragon Aspect of Death,[17] Elemental[17]

Powers and Abilities:

  • Ice Manipulation (Possesses numerous spells that deal Frost damage[26])
  • Fire Manipulation (Possesses numerous spells that deal Fire damage[26])
  • Energy Projection (Via Arcane Explosion, Arcane Barrage, Arcane Blast, Arcane Missiles, Arcanosphere, Nether Tempest, Arcane Orb, and Supernova[26])
  • Damage Boost (Possesses numerous spells and abilities that boost offensive power[26])
  • Statistics Reduction (Via Frostbolt, Chrono Shift, Slow, Flamestrike, Blast Wave, Frostfire Bolt, Blizzard, Cone of Cold, Flurry, Frozen Orb, Ring of Frost, Ray of Frost, Frost Armor, and Permafrost[26])
  • Status Effect Inducement (Via Winter's Chill, Impact, Frost Nova, Arcane Power, Conflagration, Freeze, Cone of Cold, and Ring of Frost[26])
  • Statistics Amplification (Via Shimmer, Time Warp, Chrono Shift, Arcane Resilience, Scorch, Cauterize, Flamecannon, Ice Barrier, Icy Veins, and Frost Armor[26])
  • Damage Reduction (Via Shimmer, Invisibility, Dampen Magic, Prismatic Barrier, Blazing Barrier, Fiery Payback, Fire Ward, Molten Armor, Ice Barrier, Frost Ward, and Frozen Core[26])
  • Creation (Via Conjure Refreshment and Conjure Mana Gem[26])
  • Paralysis Inducement (Via Impact[26])
  • Temperature Manipulation (Possesses numerous spells that utilize extreme heat or cold[26])
  • Teleportation (Via Shimmer, Teleport, and Portal[26])
  • Time Manipulation (Via Time Warp, Alter Time, Chrono Shift, Time Anomaly, and Temporal Shield[26])
  • Probability Manipulation (Via Netherwind Armor and Arctic Winds[26])
  • Forcefield Creation (Via Prismatic Barrier, Temporal Shield, and Blazing Barrier[26])
  • Summoning (Via Arcane Familiar and Summon Water Elemental[26])
  • Self-Healing (Via Cauterize and Permafrost[26])
  • Explosion Manipulation (Via Arcane Explosion, Touch of the Magi, Blast Wave, and Living Bomb[26])
  • Power Nullification (Via Counterspell, Polymorph, and Remove Curse[26])
  • Mind Manipulation/Information Manipulation (Via Arcane Intellect, Arcane Brilliance, and Evocation[26])
  • Invisibility (Via Invisibility and Mass Invisibility[26])
  • Transformation (Via Polymorph[26])
  • Portal Creation (Via Portal[26])
  • Power Absorption (Via Spellsteal[26])
  • Duplication (Via Mirror Image[26])
  • Information Analysis (Via Detect Magic[26])
  • Attack Reflection (Via Fire Ward[26])

  • As before, but vastly enhanced, plus:

    As before, but vastly enhanced, plus:

    As before, but vastly enhanced, plus:

    As before, but massively enhanced, plus:

    Attack Potency: At most Planet level (Neltharion was capable of dealing minor damage to Galakrond,[7] who was capable of severely injuring the Titan Keeper Tyr[7][Note 2]) | Planet level (Far stronger than before,[7] Can harm those who can harm him[8][7][Note 3]) | Planet level (Relatively comparable to his power before, trading blows with all four other aspects on their own repeatedly and usually only being somewhat injured for his troubles.[18][3][5] Stomped Korialstrasz[10] Effortlessly stomped Gruul[18][Note 4]), far higher with the Dragon Soul (Nearly utterly wiped out the Blue Dragonflight and severely injured Malygos with one fell swoop.[10] Later, the Dragon Soul was used against Deathwing himself, and ended up reducing him to beyond his essence in the final hit[2]) | At least Planet level (Far superior to before[17] Stomped Alexstrasza and severely injured her in only a minute of combat.[11] Could fend off all four other Dragon Aspects at the same time.[2] Ragnaros was subservient to him, implying Deathwing to be superior to even Titan Keepers[17][Note 5]), far higher with Second Cataclysm (Would have one-shot himself, every other Aspect, and seemingly every other being on the planet that wasn't an Old God[2])

    Speed: Massively Hypersonic+ (Not only are dragons[37] and mages[38] consistently in the realm of lightning in speed,[3] but he is also vastly superior to adventurers who use and can dodge attacks from the Titanstrike artifact weapon, which is directly stated to be infused with natural lightning,[39] and Hunters who can use abilities like Titan's Thunder,[40] Ride the Lightning,[41] and Surge of the Stormgod,[42] which project natural lightning.)

    Lifting Strength: At least Class M (Superior to regular fodder Earthen whom are capable of doing this),[26] and can lift and move massive boulders with some effort[7]) | Class Y (Supports the full weight of Azeroth on his body at all times, and was capable of standing even with that weight being increased by Iridikron[8]) | Class Y (Comparable to how he was before[18]) | At least Class Y (Overpowered Alexstrasza[11])

    Striking Strength: At most Planet level | Planet level | Planet level | At least Planet level

    Durability: At most Planet level (Can harm those who can harm him[7]) | Planet level (Constantly supported the full weight of a planet on him at all times, and even lasted through Iridikron increasing that weight. Comparable to those he can harm[8]) | Planet level (Survived attacks from all four other aspects at the same time, albeit was swiftly forced to retreat[18]) | At least Planet level (Far superior than before[17] No-sold fireballs from Calen,[11] Was hardly effected by Alextrasza attacking him with her full strength[11]) far higher with Elementium plates (Tanked a hit from the Dragon Soul[2])

    Stamina: Superhuman (Even as a Proto-drake, Neltharion was fully capable of going for days at a time without rest) | Superhuman (Neltharion constantly bears the full weight of the world on his shoulders, providing him with little to no rest for centuries at a time. And his injury and pain tolerance is just as impressive, to the point where he was relatively unfazed by his body tearing itself apart by being around the Dragon Soul[10])

    Range: Several Meters | Tens of Meters physically via sheer size, Kilometers with Breath Attack, Hundreds of Meters with Magic, Planetary with his earth abilities

    Standard Equipment: None notable

    Optional Equipment: None notable | Neltharion only ever carried an artifact on his person to control his dracthyr[6] | The Dragon Soul[10] | None Notable

    Intelligence:

    Above Average (While only being capable of broken speech,[7] Neltharion is a competent strategist and leader which he repeatedly proved against Galakrond[7])

    Genius, possibly Extraordinary Genius (Neltharion, and later Deathwing, is an extremely intelligent individual capable of extremely long-scale manipulations,[10][18][3][5] extremely competent military actions,[6][8][18][3][5] and a mastery of magic so great that he was directly compared to Medivh,[18] who in terms of Magical prowess is more intelligent than Illidan Stormrage[43])

    Standard Tactics:

    Neltharion as a proto-dragon prefers close quarters melee combat,[7] however is more than willing to think outside the box and use the environment to his advantage if necessary[7]

    Neltharion relies heavily on his power over the earth[4] and magic in brutal melee combat,[8] having no problem with abusing anything and everything in his arsenal to achieve victory, even if it means tanking attacks and being in extreme pain[8]

    Deathwing's starting strategy depends on the size of the opponent, if they are a mortal such as Gruul, Deathwiung will toy with them, using melee to play with his food so to speak.[18] However, even throughout his arrogance on the matter, Deathwing will counterspell any magic being sent his way, having no problem with crippling the opponent's offensive capabilities in such a matter.[18] If the opponent is large or a dragon, Deathwing will try and rush them down, wrestling with and overpowering the opponent,[18][3][5][17][11] often abusing his Breath Attack and magma blood to put the hurt on them as he goes straight for the kill[18][3][5][17][11]

    Weaknesses: Somewhat foolhardy and extremely headstrong[7] | As before[8] | Deathwing is extremely arrogant and overconfident.[18][3][5][17][11] Completely Insane.[18][3][5][17][11] Deathwing's Adamantite/Elementium plates hold his body together, and if they were to be broken or even loosened, his body would start to tear itself apart.[18][17][2]

    Notable Attacks/Techniques: Please note that the Warlock Spell tree only applies to the Aspect of Death and Cataclysm keys, while the Mage spell tree applies to Aspect of Earth as well.

    • Twisted Earth: At the beginning of each phase, Neltharion will summon a set of walls which are in a pattern unique to each phase that will create volcanic bursts of magma where they come from the ground. Neltharion will occaisonally reform these walls as they are destroyed.[4]
    • Echoing Fissure: Neltharion shatters the ground beneath him, inflicting 1481792 Volcanic damage players within 24 yards of the impact, and an additional 184744 Volcanic damage to all other players. The effect echoes at each previous location when Echoing Fissure is cast.[4]
    • Volcanic Heart: Neltharion infuses players with volcanic energy that explodes after 7 sec, inflicting 788242 Volcanic damage to players within 10 yards, and an additional 98485 Volcanic damage every 1.5 sec for 15 sec.[4]
    • Calamitous Strike: Neltharion strikes his current target with his massive blade, inflicting 591182 Physical damage and knocking them away. Increases Physical damage taken by 200% for 37 sec.[4]
    • Ebon Destruction: Neltharion draws upon his might and blasts all players for 24632576 Volcanic damage, and an additional 66508 Fire damage every 1.5 sec until canceled[4]

    All abilities from here onward apply to Aspect of Death keys.

    • Rushing Darkness: Neltharion blasts several players for 147795 Shadow damage and knocks them away, inflicting an additional 147795 Shadow damage to any players between Neltharion and his targets and silencing them for 3 sec.[4]
    • Umbral Annihilation: Neltharion draws in dark power to annihilate players, inflicting 123163 Shadow damage to all players. Each cast increases damage done by Umbral Annihilation by 100%.[4]
    • Corruption: Neltharion's corruption seeps into players' soul, turning them hostile to allies but allowing them to attack creatures Hidden in Void for 30 sec.[4]
    • Sunder Reality: Neltharion rips nearby Twisted Earth into portals to the void realm, inflicting 246295 Shadow damage to players in 5 yards of the impact. The portal continuously allows Twisted Aberrations into reality.[4]

  • Deathwing's Immune System: The creatures that comprise Deathwing's Immune System emerge from the holes in his back left by torn off armor plates. Deathwing defends himself with increasing intensity as more plates are torn off.[2]
    • Grasping Tendrils: These tendrils sprout from holes in Deathwing's back that aren't currently occupied by Corruption tentacles. The Tendrils grasp any player that wander too close, reducing their movement speed by 50% and inflicting 6000 Fire damage every 5.20 sec. until they move away. This effect prevents players from being thrown off Deathwing's back.[2]
  • Corruption: These tentacles are dramatic physical manifestations of the Old God Corruption that runs rampant through Deathwing's body. They emerge first from the holes in his back left by armor plates, and they seal the wound completely, preventing any other creatures from emerging from it.[2]
  • Searing Plasma: The Corruption coats the victim in the searing blood of Deathwing. The thick blood will absorb up to 200000 healing done to the target and causes the victim to cough up blood. The violent coughing periodically inflicts 10000 Physical damage ever 10 sec. This ability is not used on Raid Finder difficulty.[2]
  • Fiery Grip: The Corruption grips victims with a whip-like cord of plasma, stunning them for up to 30 sec and inflicting 60000 Fire damage every 3.50 sec. The corruption must channel to maintain this effect, and players may break by inflicting significant damage to the tentacle. This effect prevents players from being thrown off Deathwing's back.[2]
  • Hideous Amalgamation: These unstable creatures are a patchwork of Elementium Armor fragments and pieces of the former Dragon's body held together by his molten blood.[2]
    • Absorb Blood: The Amalgamation absorbs nearby Corrupted Blood residue. The Amalgamation grows more unstable with each Residue absorbed, increasing its damage by 10% and attack speed by 10%. At 9 stacks it becomes superheated.[2]
    • Superheated Nucleus: The core of the Amalgamation becomes critically unstable, causing it to inflict 15000 Fire damage to all enemies every 3 sec. If players destroy the Amalgamation in this state, then it will trigger a Nuclear Blast.[2]
    • Nuclear Blast: The superheated nucleus of the Amalgamation triggers a massive explosion, inflicting 375000 Fire damage to targets within 10 yards. This powerful blast pries up one of Deathwing's Elementium plates if it is within range.[2]
    • Degradation: Destroyed Amalgamations degrade the maximum health of all enemy targets by 6%. This effect occurs regardless of the state of the nucleus and stacks up to 15 times.[2]
  • Blood Corruption: Death: Deathwing's corruption courses through your veins. This corruption takes hold if it is not removed quickly, infecting the player with the Blood of Deathwing. When dispelled this effect jumps to a new target and can mutate into Blood Corruption: Earth.[2]
    • Blood of Deathwing: The blood of Deathwing explodes violently from your veins, inflicting 875000 Fire damage to you and several other players.[2]
  • Blood Corruption: Earth: A shadow of Neltharion courses through your veins. This corruption takes hold if it is not removed quickly, infecting the player with the Blood of Neltharion. When dispelled this effect jumps to a new target and can mutate into Blood Corruption: Death.[2]
    • Blood of Neltharion: The barest hint of a shadow of the former Earth-Warder suffuses your blood. Damage taken from all sources is reduced by 10%. This effect can stack up to 3 times.[2]
  • Corrupted Blood — These living globs of Deathwing's blood appear fragile, but leave behind an indestructible residue when killed.
    • Burst: Corrupted Blood explodes when destroyed, inflicting 10000 Physical damage to nearby enemies within 200 yards.[2]
    • Residue: Destroying a Corrupted Blood leaves behind an indestructible residue. It slowly creeps toward the nearest hole in Deathwing's Back where it reconstitutes into a new Corrupted Blood.[2]

  • Stage One: The Final Assault

    • Cataclysm: Deathwing attempts to finish the job he started by bringing forth a second Cataclysm, and if he succeeds, he will instantly kill anyone around the same level of power as him with explosive flame[2]
    • Elementium Bolt: Deathwing creates an Elementium Bolt, sending it to the target platform.[2]
      • Elementium Blast: If the Elementium Bolt reaches its destination, the bolt inflicts 390,000 Fire damage to all players and an additional 390,000 Fire damage every 5.20 sec until players destroy the Elementium Bolt. The initial damage decreases the further the player stands from the targeted location.[2]
    • Corrupting Parasite: A Corrupting Parasite inflicts increasing Shadow damage periodically. When Corrupting Parasite's duration ends, the parasite detaches from the player and causes a Parasitic Backlash. This inflicts 250,000 Fire damage to players within 10 yards of the host.[2]
    • Corrupting Parasite: After the Corrupting Parasite's duration ends, the parasite detaches from the host.[2]
      • Unstable Corruption: The Corrupting Parasite casts Unstable Corruption, inflicting 10% of the Corrupted Parasite's health as Fire damage to all enemies.[2]
    • Hemorrhage: Deathwing's tentacle begins to Hemorrhage, creating several Regenerative Blood at a nearby location.[2]
    • Regenerative Blood: The Regenerative Blood of Deathwing forms. Regenerative Bloods gain ten energy every 1 sec. The melee attacks of a Regenerative Blood also cause Degenerative Bite.[2]
      • Regenerative: A Regenerative Blood heals to full health when it reaches maximum energy. In Looking for Raid Difficulty, Regenerative Blood heals 50% of max health when it reaches maximum energy.[2]
      • Degenerative Bite: Melee attacks cause Degenerative Bite, inflicting 1500 Shadow damage every 1 sec for 10 sec. This effect stacks.[2]
    • Limb Tentacle: Deathwing grasps onto each platform with one of his limbs.[2]
      • Burning Blood: The Burning Blood gushes from the Tentacle, inflicting Fire damage every 2 sec. The damage increases the as the Limb Tentacle's health lowers.[2]
      • Blistering Tentacle: At 75%, 50%, and 25% remaining health the Limb Tentacle sprouts several Blistering Tentacles that are immune to Area of Effect abilities.[2]
    • Blistering Heat: The Blistering Heat inflicts 2500 Fire damage every 2 sec, and increases its damage by 5% for 3 sec. This effect stacks.[2]
    • Mutated Corruption: A Mutated Corruption appears shortly after assaulting a platform.[2]
      • Crush: The crushing weight of the Mutated Corruption inflicts 100,000 Physical damage to enemies in a cone in front of the Corruption.[2]
      • Impale: The Mutated Corruption impales it's target, inflicting 400,000 Physical damage to the target.[2]

    Stage Two: The Last Stand

    • Congealing Blood: Deathwing begins to Hemorrhage, creating several Congealing Blood at a nearby location. The Blood then moves towards Deathwing.[2]
      • Congealing Blood: If a Congealing Blood reaches Deathwing, it heals him for 1% of his maximum health.[2]
    • Elementium Fragment: Pieces of Deathwing's armor chip off, forming eight Elementium Fragments nearby.[2]
      • Shrapnel: The Fragment fires a piece of Shrapnel at a random player, inflicting 200,000 unresistable Physical damage.[2]
    • Elementium Terror: Pieces of Deathwing's armor chip off, forming two Elementium Terrors nearby.[2]
      • Tetanus: The Elementium Terror's attacks cause Tetanus, inflicting 60,000 Physical damage and an additional 20,000 Physical damage every 1 sec. The effect stacks.[2]
    • Corrupted Blood: Corrupted Blood gushes from Deathwing, inflicting Fire damage every 2 sec. The damage increases as Deathwing' health lowers. At 15%, 10%, and 5% remaining health, Deathwing hemorrhages. This increases the damage dealt by Corrupted Blood.[2]

    • Dragon Scales: Blocking an attack has a chance to increase the total damage ignored by your next Ignore Pain by 40%.
    • Dragon Skin: Increases the total damage ignored by Ignore Pain by 8%.
    • Intolerance: Increases maximum Rage by 40.
    • Reflective Plating: Spell Reflection now reflects an unlimited number of spells during its duration.

  • Neltharion's Fury: Enter a defensive posture, critically blocking all attacks while a stream of shadowflame erupts from Scale of the Earth-Warder, dealing a large amount of damage via Shadowflame over 3 sec to all enemies in front of you. You can use defensive abilities while this is active.

  • Mage: Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze. Mages demolish their foes with arcane incantations. Although they wield powerful offensive spells, mages are fragile and lightly armored, making them particularly vulnerable to close-range attacks. Wise mages make careful use of their spells to keep their foes at a distance or hold them in place.[26]
    • Incanter's Flow: Magical energy flows through the Mage while in combat, building up to 20% increased damage and then diminishing down to 4% increased damage, cycling every 10 seconds.[26]
    • Netherwind Armor: Reduces the chance you will suffer a critical strike by 15%.[26]
    • Mastery: Savant: Increases Mana regeneration rate and maximum Mana by 9.6%.[26]
    • Time Anomaly: At any moment, the Mage has a chance to gain Arcane Power for 8 seconds, gain Evocation for 1 second, or gain Time Warp for 6 seconds.[26]
    • Enlightened: Arcane damage dealt while above 70% mana is increased by 8%, Mana Regen while below 70% is increased by 20%.[26]
    • Arcane Subtlety: Reduces the chance your spells will be dispelled by 30%.[26]
    • Arcane Focus: Increases the Mage's chance to hit and reduces the mana cost of Arcane spells by 3%.[26]
    • Arcane Resilience: Increases armor by an amount equal to 50% of the Mage's Intellect.[26]
    • Arcane Meditation: Allows 50% of the Mage's mana regeneration to continue while casting.[26]
    • Arcane Instability: Increases the damage done by the Mage's spells and critical strike chance by 3%.[26]
    • Mastery: Ignite: The Mage's target burns for an additional 6% over 9 sec of the total direct damage caused by Fireball, Fire Blast, Scorch, Pyroblast, Meteor, Phoenix Flames, and Flamestrike. If this effect is reapplied, any remaining damage will be added to the new Ignite. Phoenix Flames causes Ignites to spread to 8 nearby enemies. Enemies affected by Ignite have a 10% chance to flare up and deal Fire damage to nearby enemies. [26]
    • Fiery Payback: Melee and ranged attacks made against the Mage have a 10% chance to disarm the attacker's main hand and ranged weapons. When below 35% health all damage taken is reduced by 20%.[26]
    • Hot Streak: Getting two direct-damage critical strikes in a row will make the next Pyroblast or Flamestrike spell instant cast, has a 15% chance to make the next non-instant Pyroblast cast within 15-sec deal 240% additional damage, and causes double the normal Ignite damage. Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to instantly reactivate Hot Streak.[26]
    • Critical Mass: Your spells have a 15% increased chance to deal a critical strike. You gain 10% more of the Critical Strike stat from all sources.[26]
    • Cauterize: Fatal damage instead brings the Mage to 35% health and then burns them for 28% of your maximum health over 6 seconds. While burning, movement slowing effects are suppressed and the Mage's movement speed is increased by 150%. This effect cannot occur more than once every 5 minutes.[26]
    • Flamecannon: After standing still in combat for 2 seconds, the Mage's maximum health increases by 3%, damage done increases by 3%, and the range of Fire spells increases by 3 yards. This effect stacks up to 5 times and lasts for 5 seconds.[26]
    • Molten Armor: Increases your spell critical strike chance by 10% and reduces all Physical damage you take by 6%.[26]
    • Master of Elements: Spell criticals will refund 30% of their base mana cost.[26]
    • Burning Determination: After being interrupted while casting a spell, the Mage becomes immune to being interrupted while casting for 8 seconds.[26]
    • Arctic Winds: Reduces the chance melee and ranged attacks will hit by 5%.[26]
    • Shatter: Multiplies the critical strike chance of spells against frozen targets by 1.5, and adds an additional 50% critical strike chance.[26]
    • Frostbite: Gives Chill effects a 15% chance to freeze the target for 4 seconds.[26]
    • Bone Chilling: Whenever the Mage attempt to Chill a target, they gain Bone Chilling, increasing all Frost damage dealt by .5% for 8 seconds, stacking up to 10 times.[26]
    • Frost Armor: Increases Haste by 8% and causes enemies who strike you to have movement speed slowed by 30% for 15 seconds.[26]
    • Elemental Precision: Reduces the chance that the opponent can resist your Frost and Fire spells by 6%.[26]
    • Ice Shards: You gain 5% more of the Multistrike stat from all sources.[26]
    • Piercing Ice: Increases the critical strike chance of your spells by 3%.[26]
    • Frozen Core: Reduces the damage taken from all spells by 6%.[26]

    • Frostbolt: Launches a bolt of frost at the enemy at a range of 48 yards, causing Frost damage and inducing Chilled, slowing movement speed by 50% for 8 seconds. Frostbolt dealt 150% increased damage to Frozen targets. The power of Frostbolt increases by an amount equal to 10% of the Mage's spell power. Multiple casts of Frostbolt increase the damage of Frostbolt, stacking up to 3 times [This effect is reset if Frostbolt is cast at a different enemy]. Frostbolt has an 18% chance to grant a charge of Fingers of Frost, causing the next cast of Ice Lance to deal damage as if the target were frozen. Frostbolt has a 36% chance to empower the next Flurry to be instant cast and deal 50% increased damage and apply Winter's Chill to the target, causing the target to take damage from your spells as if it were frozen.[26]
    • Fire Blast: Blasts the enemy at a range of 56 yards for Fire damage. Castable while casting other spells. Always deals a critical strike. Has 4 charges. Using Fire Blast on a target not afflicted by Ignite will refund a charge. Other damaging spells have a 10% chance to reset the cooldown on Fire Blast and to cause the next Fire Blast to stun the target for 2 sec and spread any Fire damage over time effects to nearby enemy targets within 12 yards.[26]
    • Frost Nova: Blasts enemies within 15 yards for Frost damage and freezes them in place for 10 seconds. Frost Nova instantly resets the cooldown of Cone of Cold and increases its damage by 400% for 6 seconds. When Frost Nova finishes casting it deals additional Frost damage, which is doubled if the spell was forcibly dispelled. Frost Nova has 2 charges.[26]
    • Shimmer: Teleports the caster forward 26 yards or until reaching an obstacle, or 26 yards in the direction the caster is moving if cast while in motion, frees the caster from all stuns and bonds, and automatically casts Blazing Barrier around the Mage. This spell is castable while casting and has a max 2 charges. After casting Shimmer, the Mage takes 50% less magical damage and gains 60% increased movement speed for 2 seconds.[26]
    • Conjure Refreshment: Conjures mana food for the mage and their allies. Conjured items disappear after 15 minutes.[26]
    • Arcane Explosion: Causes an explosion of magic around the caster, dealing Arcane damage to all enemies within 16 yards. Generates 1 Arcane Charge if any targets are hit. If Arcane Explosion hits at least 3 targets, it has a 50% chance to generate an extra Arcane Charge.[26]
    • Counterspell: Counters the enemy's spellcast, preventing any spell from that school of magic from being cast for 6 sec and silencing the target for 4 seconds.[26]
    • Arcane Intellect: Infuses the target with brilliance, increasing their Intellect by 5% for 1 hour. If the target is in a party or raid, all party and raid members will be affected.[26]
    • Arcane Brilliance: Infuses the target with brilliance, increasing their spell power by 10% and their critical strike chance by 5% for 1 hour. If the target is in a party or raid, all party and raid members will be affected.[26]
    • Slow Fall: Slows a group member's falling speed for 30 seconds.[26]
    • Polymorph: Transforms the enemy into a sheep that cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids, and Critters.[26]
    • Teleport: Teleports the caster to a destination of their choice.[26]
    • Ice Block: Encases the caster in a block of ice, protecting from all attacks and damage and increasing armor by 200% for 10 seconds, but during that time the caster cannot attack, move, or cast spells. Ice Block applies Ice Barrier to you when it fades. Causes Hypothermia, preventing the caster from recasting Ice Block for 30 seconds.[26]
    • Portal: Creates a portal, teleporting group members that use it to a destination of their choice.[26]
    • Remove Curse: Removes all Curses from a friendly target.[26]
    • Invisibility: Turns the Mage invisible and untargetable by enemies. Lasts 20 seconds. Taking any action cancels the effect. The Mage takes 60% reduced damage while invisible and for 3 sec after reappearing.[26]
      • Mass Invisibility: The Mage and their allies within 40 yards instantly become invisible for 5 seconds. Dealing damage will cancel the effect.[26]
    • Spellsteal: Steals all beneficial magic effects from the target. This effect lasts a maximum of 2 minutes.[26]
    • Mirror Image: Creates 3 copies of the caster nearby, which cast spells and attack the Mage's enemies. Lasts 40 seconds.[26]
    • Time Warp: Warp the flow of time, increasing haste by 30% for all party and raid members for 40 seconds. Allies will be unable to benefit from Bloodlust, Heroism, or Time Warp again for 10 minutes.[26]
    • Alter Time: Alters the fabric of time, returning the Mage to their current location and health when cast a second time, or after 10 seconds. Effect negated by long distance or death. Alter Time resets the cooldown of Blink when the Mage returns to their original location.[26]
    • Focus Magic: Increases the target's chance to critically hit with spells by 5% for 30 minutes. When the target critically hits, the Mage's Intellect and chance to critically hit with spells is increased by 5% for 10 seconds. Cannot be cast on self. Limit 1 target.[26]
    • Rune of Power: Places a Rune of Power on the ground for 12 sec which increases the Mage's spell damage by 40% while they stand within 8 yards.[26]
    • Amplify Magic: Amplifies magic used by the targeted party member, increasing damage taken from their spells and the amount of healing given by healing spells. Lasts 10 minutes.[26]
    • Dampen Magic: Dampens magic used against the targeted party member, decreasing damage taken from spells and the amount of healing done by healing spells. Lasts 10 minutes.[26]
    • Detect Magic: Detects beneficial magic effects on the target for 2 minutes.[26]

    • Arcane Barrage: Launches bolts of arcane energy at the enemy target at a range of 46 yards, causing Arcane damage, slowing enemies by 50%, and increasing the Mage's movement speed by 50 for 5 seconds. Arcane Barrage deals 25% increased damage per target it hits. For each Arcane Charge, Arcane Barrage deals 30% additional damage, restores 2% of the Mage's maximum mana, and hits 1 additional nearby target for 40% of its damage. Consumes all Arcane Charges.[26]
    • Arcane Blast: Blasts the target with energy at a range of 46 yards, dealing Arcane damage. Each Arcane Charge increases damage by 60% and mana cost by 100% and reduces the cast time by 8%. Generates 1 Arcane Charge, with an 8% chance to generate a second Arcane Charge. While the Mage is above 70% mana, Arcane Blast deals additional damage. While the Mage is below 70% mana, Arcane Blast's cost is reduced.[26]
    • Prismatic Barrier: Shields the Mage with an arcane force, absorbing damage, reducing magical damage taken by 20% for 1 minute, and increasing spell damage by 20% of the amount absorbed for 10 seconds. The duration of harmful Magic effects is reduced by 35%. Prismatic Barrier has no cooldown, but mana is drained by 16% of the damage it absorbs. In addition, when Prismatic Barrier is destroyed, all enemies within 6 yards are knocked back 12 yards.[26]
    • Magic Absorption: Increases all resistances by 1 per level and causes all spells the Mage fully resists to restore 2% of your total mana. 1-sec cooldown.[26]
    • Slow: Reduces the movement speed of up to 3 targets by 50% for 15 seconds.[26]
    • Arcane Missiles: Launches five waves of Arcane Missiles at a range of 46 yards at the enemy over 2 seconds, causing Arcane damage. When cast, fires 3 additional missiles, and when Clearcast, Arcane Missiles fires 2 additional missiles.[26]
    • Clearcasting: For each mana spent, the Mage has a 1% chance to gain Clearcasting, making the next Arcane Missiles or Arcane Explosion free and channel 20% faster. After any damage spell hits a target, the Mage has a 40% chance of entering a Clearcasting state. Stacks up to 3 times, increasing the damage of Arcane Missiles by 5% per stack. Clearcasting allows Arcane Missiles and Evocation to be cast while moving.[26]
    • Conjure Mana Gem: Conjures a Mana Gem that can be used to instantly restore 10% mana, and holds up to 3 charges.[26]
    • Evocation: Increases the Mage's mana regeneration by 750% for 6 seconds, grants 2 Arcane Charge, and while channeling Evocation, the Mage's Intellect is increased every 1 second. Lasts 30 seconds.[26]
    • Arcane Power: For 15 sec the Mage deals 50% more spell damage, their spells cost 50% less mana, and they create a Rune of Power at their location.[26]
    • Touch of the Magi: Applies Touch of the Magi to the Mage's current target, accumulating 25% of the damage dealt to the target for 8 seconds, and then exploding for that amount of Arcane damage to the target and reduced damage to all nearby enemies. Direct damage the mage deals to enemies affected by Touch of the Magi causes an explosion that deals bonus Arcane damage to 8 nearby enemies. Generates 4 Arcane Charges.[26]
    • Temporal Shield: Envelops the mage in a temporal shield for 4 seconds. 100% of all damage taken while shielded will be instantly restored when the shield ends.[26]
    • Arcanosphere: Builds a sphere of Arcane energy, gaining power over 4 seconds. Upon release, the sphere passes through any barriers, knocking enemies back at a range of 66 yards and dealing Arcane damage.[26]
    • Nether Tempest: Places a Nether Tempest on the target which deals Arcane damage over 12 sec to the target and nearby enemies within 10 yards. Limit 1 target. Deals reduced damage to secondary targets. Damage increased by 60% per Arcane Charge.[26]
    • Arcane Orb: Launches an Arcane Orb forward from your position, traveling up to 46 yards, dealing Arcane damage to enemies it passes through. Grants 1 Arcane Charge when cast and every time it deals damage.[26]
    • Supernova: Pulses arcane energy around the target enemy or ally, dealing Arcane damage to all enemies within 1 yard, and knocking them upward. A primary enemy target will take 100% increased damage.[26]
    • Arcane Familiar: Summon a Familiar that attacks the Mage's enemies and increases maximum mana by 10% for 1 hour.[26]

    • Fireball: Throws a fiery ball at a range of 46 yards that causes Fire damage. Each time Fireball fails to critically strike a target, it gains a stacking 10% increased critical strike chance. The effect ends when Fireball critically strikes. If the Mage has not cast Fireball for 8 seconds, the next Fireball will deal 30% increased damage with a 50% reduced cast time. Fireball also applies Conflagration to the target, dealing additional Fire damage over 8 sec with a 10% chance to flare up and deal Fire damage to nearby enemies. Casting Fireball reduces the cooldown of Combustion by 3 seconds. Fireball always deals a critical strike when the target is above 90% health.[26]
    • Blazing Barrier: Shields the Mage in flame, absorbing damage for 60 seconds. Melee attacks against the Mage cause the attacker to take Fire damage.[26]
    • Pyroblast: Hurls an immense fiery boulder at a range of 46 yards that causes up to 35% of the target's total health in Fire damage and additional Fire damage over 6 seconds. Pyroblast always deals a critical strike when the target is above 90% health.[26]
    • Scorch: Scorches an enemy at a range of 46 yards for Fire damage and increases the Mage's movement speed by 30% for 3 seconds. Scorch deals 150% increased damage and is a guaranteed Critical Strike when the target is below 30% health. Castable while moving.[26]
    • Flamestrike: Calls down a pillar of fire at a range of 46 yards, burning all enemies within the area for Fire damage and reducing their movement speed by 20% for 8 seconds. Flamestrike leaves behind a patch of flames that burns enemies within it for Fire damage over 8 seconds.[26]
    • Phoenix Flames: Hurls a Phoenix at a range of 46 yards that deals Fire damage to the target and reduced damage to other nearby enemies. Max 2 Charges.[26]
    • Dragon's Breath: Enemies in a cone in front of the Mage take Fire damage and are disoriented for 4 seconds. Dragon's Breath always critically strikes for 50% increased critical strike damage, contributes to Hot Streak, and increases damage done by the next Pyroblast or Flamestrike by 35%.[26]
    • Combustion: Engulfs the Mage in flames for 10 seconds, increasing their spells' critical strike chance by 100%, increasing up to 4 nearby allies gain Critical Strike for 10 seconds, granting Mastery equal to 50% of the Mage's Critical Strike stat, and creating a Rune of Power at the Mage's location. Castable while casting other spells.[26]
    • Ring of Fire: Summons a Ring of Fire at a range of 36 yards for 8 sec at the target location. Enemies entering the ring burn for 24% of their total health over 6 seconds.[26]
    • Blast Wave: Causes an explosion around the Mage, dealing Fire damage to all enemies within 14 yards, knocking them back, and reducing movement speed by 70% for 6 seconds. Blast Wave spell will also automatically Flamestrike the same location if two or more targets are affected by the Blast Wave.[26]
    • Living Bomb: The target becomes a Living Bomb, taking Fire damage over 4 seconds, and then exploding to deal additional Fire damage to the target and reduced damage to all other enemies within 16 yards. Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further.[26]
    • Meteor: Calls down a meteor that lands at the target location after 3 seconds, dealing Fire damage, split evenly between all targets within 14 yards, and burns the ground, dealing Fire damage over 8.5 sec to all enemies in the area.[26]
    • Fire Ward: Absorbs incoming Fire damage, has a 20% chance to reflect Fire spells while active, and has a 30% chance to negate the warded damage spell and restore mana equal to the damage caused. Lasts 30 seconds.[26]
    • Frostfire Bolt: Launches a bolt of frostfire at the enemy at a range of 40 yards, causing Frostfire damage and slowing the target's movement by 40% for 8 seconds.[26]

    • Ice Lance: Quickly fling a shard of ice at the target at a range of 48 yards, dealing Frost damage and additional Frost damage to a second nearby target, as well as hitting a second nearby target for 65% of their damage. Ice Lance damage is tripled against frozen targets and increases the damage of other Ice Lances by 3% for 10 seconds, stacking up to 5 times.[26]
    • Mastery: Icicles: Casting Frostbolt or Flurry grants you an Icicle. Casting Ice Lance causes all Icicles stored to begin launching at the target, each dealing Frost damage. Up to 5 Icicles can be stored. Any excess Icicles gained will be automatically launched, hitting a second nearby target for 65% of their damage.[26]
      • Glacial Spike: Conjures a massive spike of ice, and merges your current Icicles into it, before impaling the target, dealing Frost damage plus all of the damage stored in the Mage's Icicles, freezes the target in place for 4 seconds, and hits a second nearby target for 80% of its damage. Requires 5 Icicles to cast.[26]
    • Ice Barrier: Shields the Mage with ice, absorbing damage and increasing their armor by 200% for 1 minute. Melee attacks against the Mage reduce the attacker's movement speed by 50%.[26]
    • Summon Water Elemental: Summons a Water Elemental to follow and fight for the Mage. Whenever the Mage deals spell damage, their Water Elemental is healed for 15% of the amount dealt.[26]
      • Freeze: The Water Elemental casts Freeze, blasting enemies in an 8-yard radius with frost, freezing them in place for up to 8 seconds. When Freeze finishes casting it deals additional Frost damage, which is doubled if the spell was forcibly dispelled.[26]
    • Blizzard: Ice shards pelt the target area at a range of 48 yards, dealing Frost damage over 8 sec and reducing movement speed by 50% for 3 seconds. Each time Blizzard deals damage, the cooldown of Frozen Orb is reduced by .5 seconds.[26]
    • Cone of Cold: Targets in a cone in front of the Mage take Frost damage, have movement slowed by 70% for 5 seconds, and are frozen for 4 seconds.[26]
    • Flurry: Unleash a flurry of ice at a range of 40 yards, striking the target 3 times for Frost damage. Each hit reduces the target's movement speed by 70% for 1 second. While Brain Freeze is active, Flurry applies Winter's Chill, causing the target to take damage from your spells as if it were frozen.[26]
    • Icy Veins: Accelerates the Mage's spellcasting for 33 seconds, granting 30% haste and preventing damage from delaying their spellcasts and creating a Rune of Power at the Mage's location. Casting Ice Lances against frozen targets extends Icy Veins by an additional 1 second.[26]
    • Frozen Orb: Launches an orb of swirling ice up to 40 yards forward which deals Frost damage to 8 enemies it passes through. Grants 1 charge of Fingers of Frost when it first damages an enemy. Enemies damaged by the Frost Orb are slowed by 30% for 15 seconds. Frozen Orb makes Blizzard instant cast and increases its damage dealt by 60% for 12 seconds.[26]
    • Ice Form: The Mage's body turns into Ice, increasing Frostbolt damage dealt by 30% and granting immunity to stun and knockback effects. Lasts 12 seconds.[26]
    • Ice Wall: Conjures an Ice Wall 30 yards long that obstructs the line of sight. The wall has 40% of the Mage's maximum health and lasts up to 15 seconds.[26]
    • Ice Nova: Causes a whirl of icy wind around the enemy, dealing Frost damage to the target and reduced damage to all other enemies within 8 yards, and freezing them in place for 2 seconds.[26]
    • Ebonbolt: Launch a bolt of ice at the enemy, dealing Frost damage and granting Brain Freeze, and hitting a second nearby target for 80% of its damage.[26]
    • Ring of Frost: Summons a Ring of Frost for 10 sec at the target location. Enemies entering the ring are incapacitated for 10 seconds. Limit 10 targets. When the incapacitate expires, enemies are slowed by 65% for 4 seconds.[26]
    • Comet Storm: Calls down a series of 7 icy comets on and around the target, that deals Frost damage to all enemies within 6 yards of its impacts.[26]
    • Ray of Frost: Channel an icy beam at the enemy for 5 seconds, dealing Frost damage every 1 sec and slowing movement by 60%. Each time Ray of Frost deals damage, its damage and snare increase by 10%. Generates 2 charges of Fingers of Frost over its duration.[26]
    • Frost Ward: Absorbs incoming Frost damage and has a 30% chance to negate the warded damage spell and restore mana equal to the damage caused. Lasts 30 seconds.[26]

    • Warlock: In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them. At first, they command only the service of imps, but as a warlock's knowledge grows, seductive succubi, loyal voidwalkers, and horrific felhunters join the dark sorcerer's ranks to wreak havoc on anyone who stands in their master's way. Warlocks burn and destroy weakened foes with a combination of crippling illnesses and dark magic. While their demon pets protect and enhance them, warlocks strike at their enemies from a distance. As physically weak spellcasters bereft of heavy armor, cunning warlocks allow their minions to take the brunt of enemy attacks in order to save their own skin

    • Soul Shards: Soul Shard are generated by many of the Warlock's spells. Soul Shards are consumed to cast the Warlock's most powerful spells and summon demons to serve them, and every Soul Shard spent has a 15% chance to be refunded. While out of combat the Warlock regenerate up to 3 Soul Shards.
    • Soul Leech: All single-target damage done by the Warlock and their minions grants shadowy shields that absorb 10% of the damage dealt for 15 seconds, up to 20% of maximum health, causes 20% of all damage th Warlock takes to be taken by their demon pet instead, and heals the Warlock for 25% and their pet for 50% of the absorption it grants. Soul Leech absorption passively recharges at a rate of 1% of maximum health every 1 second.
    • Demonic Embrace: Stamina increased by 10%.
    • Mastery: Chaotic Energies: Your spells deal a random amount of additional damage, up to 24%. Damage you take is reduced by a random amount, up to 5%.
    • Demonic Core: When the Warlock's Wild Imps expend all of their energy or are imploded, they have a 10% chance to absorb their life essence, granting a stack of Demonic Core. When the Warlock's summoned Dreadstalkers fade away, they have a 100% chance to absorb their life essence, granting a stack of Demonic Core. Demonic Core reduces the cast time of Demonbolt by 100%. Maximum 4 stacks.
      • Power Siphon: Instantly sacrifice up to 2 Wild Imps to generate 2 charges of Demonic Core.
    • Inner Demons: The Warlock passively summons a Wild Imp to fight for them every 12 seconds, and has a 10% chance to also summon an additional Demon to fight for them for 15 seconds.
    • Sacrificed Souls: Shadow Bolt and Demonbolt deal 4% additional damage per demon you have summoned.
    • Mana Feed: When the Warlock's summoned demon critically hits with its Basic Attack, the Warlock instantly gains 4% total mana. When the Warlock gains mana from Life Tap, the Warlock's summoned demon gains 60% of the mana they gain.
    • Demonic Resilience: Reduces the chance the Warlock will be critically hit by melee and spells by 3% and reduces all damage their summoned demon takes by 15%.
    • Fel Intellect: Increases the Intellect of the Warlock's Imp, Voidwalker, Succubus, Felhunter and Felguard by 15% and increases your maximum mana 3%.
    • Intensity: Gives the Warlock a 70% chance to resist interruption caused by damage while casting or channeling any Destruction spell
    • Nether Protection: When the Warlock absorbs damage through Shadow Ward, Nether Ward or other effects, they gain Nether Protection, reducing all damage by that spell school by 30% for 12 seconds.

    • Shadow Bolt: Sends a shadowy bolt at the enemy at a range of 40 yards, causing Shadow damage and causing the target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 5% for 30 seconds. Shadow Bolt causes the Shadow and Flame effect to the target, causing the target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 5% for 30 seconds. Shadow Bolt also applies Shadow Embrace, increasing damage dealt to the target by 3% for 16 seconds. Stacks up to 3 times and generates 1 Soul Shard.
    • Corruption: Corrupts the target at a range of 40 yards, perpetually causing Shadow damage until the target dies.
    • Unending Resolve: Hardens the Warlock's skin, reducing all damage taken by 40% and granting immunity to interrupt and silence effects for 8 seconds.
    • Fear: Strikes fear in the enemy, disorienting for 20 seconds. Damage may cancel the effect.
    • Curse of Weakness: Increases the time between an enemy's attacks by 20% for 2 minute.
    • Create Healthstone: Creates a Healthstone that can be consumed to restore health.
    • Health Funnel: Sacrifices 25% of the Warlock's maximum health to heal their summoned Demon for twice as much over 5 seconds. The summoned Demon takes 30% less damage while under the effect of Health Funnel.
    • Drain Life: Drains life from the target, causing Shadow damage over 5 seconds, and healing the Warlock for 500% of the damage done. Whenever the Warlock heals with Drain Life, the enemy target deals 5% reduced damage for 6 seconds. Stacks up to 5 times. Each time Drain Life deals damage, it increases the duration of Unstable Affliction, Corruption and Agony on the target by 1 seconds.
    • Curse of Exhaustion: Reduces the target's movement speed by 60% for 10 seconds. A Warlock can only have one Curse active per target.
    • Eye of Kilrogg: Summons an Eye of Kilrogg and binds the Warlock's vision to it. The eye is stealthed and moves quickly but is very fragile.
    • Unending Breath: Allows the Warlock or an ally to breathe underwater and increases swim speed by 20% for 10 minute.
    • Subjugate Demon: Subjugates the target demon, forcing it to do the Warlock's bidding for 5 minute.
    • Command Demon: The Warlock commands their demon to perform its most powerful ability. This spell will transform based on your active pet.
      • Imp: Singe Magic: Burns harmful magic off the target, removing 1 harmful spell from a friend. Auto-Cast upon master when he/she is unable to cast spells due to a Magic effect.
      • Voidwalker: Shadow Bulwark: Temporarily grants the Voidwalker 30% of their maximum health for 20 seconds. Auto-Cast when below 20% health.
      • Incubus/Succubus: Seduction: Seduces the target, preventing all actions for up to 30 seconds. Any damage caused will remove the effect. Only works against Humanoids. Auto-Cast upon targets who stun, silence or fear their master.
      • Felhunter: Spell Lock: Counter an enemy's spellcast, preventing any spell from that school of magic from being cast for 6 seconds.
      • Felguard: Axe Toss: The Felguard hurls his weapon, stunning the target for 4 seconds.
    • Ritual of Doom: Begins a ritual that sacrifices a random participant's health to summon a doomguard. Requires the caster and 4 additional party members to complete the ritual.
    • Soulstone: Stores the soul of the target party or raid member, allowing resurrection upon death. Also castable to resurrect a dead target. Targets are resurrect with 60% health and 20% mana.
    • Ritual of Summoning: Begins a ritual to create a summoning portal, requiring the caster and 2 allies to complete. This portal can be used to summon party and raid members.
    • Curse of Tongues: Forces the target to speak in Demonic, increasing the casting time of all spells by 30% for 10 seconds.
    • Demonic Circle: Summons a Demonic Circle for 15 min, allowing the Warlock to cast it again to teleport to its location and remove all movement slowing effects.
      • Demonic Circle: Teleport: Teleports the Warlock to their Demonic Circle and removes all movement slowing effects.
      • Shadow Rift: Conjure a Shadow Rift at the target location lasting 2 seconds. Enemy players within the rift when it expires are teleported to the Warlock's Demonic Circle. Must be within 40 yards of your Demonic Circle to cast.
    • Banish: Banishes an enemy Demon, Aberration, or Elemental, preventing any action for 30 seconds. Limit 1. Casting Banish again on the target will cancel the effect.
    • Create Soulwell: Creates a Soulwell for 2 minute. Party and raid members can use the Soulwell to acquire a Healthstone.
    • Demonic Gateway: Creates a demonic gateway between two locations. Activating the gateway transports the user to the other gateway. Each player can use a Demonic Gateway only once per 1.3 minutes.
    • Burning Rush: Increases the Warlock's movement speed by 50%, but also damages them for 4% of their maximum health every 1 second. Movement impairing effects may not reduce the Warlock below 100% of normal movement speed. Lasts until cancelled.
    • Dark Pact: Sacrifices 20% of the Warlock's demon's current health to shield them for 400% of the sacrificed health for 20 seconds. If the Warlock has no demon, their health is sacrificed instead. Usable while suffering from control impairing effects.
    • Shadowfury: Stuns all enemies within 8 yards for 4 seconds.
    • Mortal Coil: Horrifies an enemy target into fleeing, incapacitating for 3 sec and healing the Warlock for 20% of maximum health.
    • Howl of Terror: Let loose a terrifying howl, causing 5 enemies within 10 yards to flee in fear, disorienting them for 20 seconds. Damage may cancel the effect.
    • Amplify Curse: The Warlock's next Curse of Exhaustion, Curse of Tongues or Curse of Weakness is amplified.
      • Curse of Exhaustion: Reduces the target's movement speed by an additional 20%.
      • Curse of Tongues: Increases casting time by an additional 40%.
      • Curse of Weakness: Enemy is unable to critically strike.
    • Bane of Fragility: Reduces the target's maximum health by up to 15% for 10 seconds.
    • Nether Ward: Surrounds the Warlock with a shield that lasts 3 seconds, reflecting all harmful spells cast on them.
    • Casting Circle: Summons a Casting Circle for 8 seconds. While within the casting circle, the Warlock is immune to silence and interrupt effects.
    • Grimoire of Sacrifice: Sacrifice a summoned demon to gain Demonic Power, causing spells to sometimes also deal Shadow damage to the target and other enemies within 8 yards. Lasts 1 hour or until the Warlock summon another demon.
    • Sense Demons: Shows the location of all nearby demons on the minimap until cancelled. Only one form of tracking can be active at a time.
    • Shadow Ward: Absorbs shadow damage. Lasts 30 seconds.
    • Twilight Ward: Absorbs Shadow or Holy damage. Lasts 30 seconds.
    • Felsteed: Summons a Felsteed, which serves as a mount.
    • Dreadsteed: Summons a Dreadsteed, which serves as a mount.
    • Detect Invisibility: Allows the friendly target to detect invisibility for 10 minute.
    • Demonic Sacrifice: When activated, sacrifices the Warlock's summoned demon to grant an effect that lasts 30 minute. The effect is canceled if any Demon is summoned.
      • Imp: Increases Fire damage by 15%.
      • Voidwalker: Restores 2% of total health every 4 seconds.
      • Succubus: Increases Shadow damage by 15%.
      • Felhunter: Restores 4% of total mana every 4 seconds.
      • Felguard: Increases Shadow damage by 10% and restores 2% of total mana every 4 seconds.

    • Agony: Inflicts increasing agony on the target, causing Shadow damage over 18 seconds. Damage starts low and increases over the duration. Refreshing Agony maintains its current damage level. Agony damage sometimes generates 1 Soul Shard. Damaging an enemy with Agony increases the damage of your next Drain Life by 15%. This effect stacks up to 50 times.
    • Malefic Rapture: When activated, causes damaging periodic effects erupt on all targets, causing Shadow damage per effect.
    • Unstable Affliction: Afflicts up to 3 targets with Shadow damage over 21 seconds. If dispelled, deals damage to the dispeller and silences them for 4 seconds. Refunds 1 Soul Shard if the target dies while afflicted.
    • Seed of Corruption: Embeds a demon seed in up to three enemy targets that will explode after 18 seconds, dealing Shadow damage to all enemies within 10 yards and applying Corruption to them. The seed will detonate early if the target is hit by other detonations, or takes damage from the Warlock's spells.
    • Drain Soul: Drains the target's soul, causing Shadow damage over 5 seconds. Damage is increased by 100% against enemies below 20% health. Generates 1 Soul Shard and returns 15% of the Warlock's maximum mana if the target dies during this effect.
    • Siphon Life: Siphons the target's life essence, dealing Shadow damage over 15 sec and healing the Warlock for 30% of the damage done.
    • Phantom Singularity: Places a phantom singularity above the target, which consumes the life of all enemies within 15 yards, dealing damage over 16 seconds, healing the Warlock for 20% of the damage done.
    • Vile Taint: Unleashes a vile explosion at the target location, dealing Shadow damage over 10 sec to all enemies within 10 yards and reducing their movement speed by 30%.
    • Haunt: A ghostly soul haunts the target, dealing Shadow damage and increasing damage dealt to the target by 10% for 15 seconds. If the target dies, Haunt's cooldown is reset.
    • Dark Soul: Misery: Infuses the Warlock's soul with the misery of fallen foes, increasing haste by 30% for 20 seconds.
    • Bane of Shadows: Magical damage over time effects will strike the target an additional time for 20% of their damage as Shadow damage. Lasts 10 seconds.
    • Rapid Contagion: For the next 20 seconds, all of your damage over time effects occur 33% more often.
    • Deathbolt: Launches a bolt of death at the target, accumulating 50% of the remaining damage from the Warlock's spells on the target and dealing it over 3 seconds.
    • Drain Mana: Transfers 3% of target's maximum mana every 1 sec from the target to the Warlock. 30% of the Mana drained by Drain Mana damages the opponent. Lasts 5 seconds.
    • Life Tap: Restores 36% of the Warlock's maximum mana, at the cost of 10% of their maximum health.
    • Fel Concentration: Reduces the pushback suffered from damaging attacks, while casting Drain Life, Drain Mana, Drain Soul, Unstable Affliction and Haunt by 70%.

    • Hand of Gul'dan: Calls down a demonic meteor full of Wild Imps which burst forth to attack the target for 12 seconds. Deals Shadowflame damage on impact to all enemies within 8 yards of the target and summons up to 4 Wild Imps, based on Soul Shards consumed, and applies Doom to all enemies it hits.
    • Demonbolt: Send the fiery soul of a fallen demon at the enemy, causing Shadowflame damage. Generates 2 Soul Shards.
    • Implosion: Demonic forces suck all Wild Imps toward the target, and then cause them to violently explode, dealing Shadowflame damage to all enemies within 8 yards.
    • Bilescourge Bombers: Tear open a portal to the nether above the target location, from which several Bilescourge will pour out of and crash into the ground over 6 seconds, dealing Shadow damage to all enemies within 8 yards.
    • Doom: Inflicts impending doom upon the target, causing Shadow damage after 20 seconds. Doom damage generates 1 Soul Shard.
    • Nether Portal: Tear open a portal to the Twisting Nether for 20 seconds. Every time the Warlock spend Soul Shards, they will also command demons from the Nether to come out and fight for them.
    • Call Fel Lord: Summon a fel lord to guard the location for 15 seconds. Any enemy that comes within 6 yards will suffer up to 5% of their maximum health in damage, and players struck will be stunned for 1 seconds.
    • Call Felhunter: Invoke the power of Felhunter from the nether to instantly Spell Lock the enemy target. Call Felhunter cannot be used if your current pet is a Felhunter.
      • Spell Lock: Counters the enemy's spellcast, preventing any spell from that school of magic from being cast for 6 seconds.
    • Call Observer: Summons a demonic Observer to keep a watchful eye over the area for 20 seconds. Anytime an enemy within 20 yards casts a harmful magical spell, the Observer will deal up to 5% of the target's maximum health in Shadow damage.
    • Fel Obelisk: Summon a Fel Obelisk with 5% of your maximum health. Empowers the Warlock and their minions within 40 yards, increasing attack speed by 20% and reducing the cast time of spells by 20% for 15 seconds.
    • Create Spellstone: Creates a Spellstone that, while applied to target weapon, increases damage dealt by periodic spells by 1% and spell haste rating. Lasts for 1 hour.
    • Demon Armor: Protects the Warlock, increasing maximum health by 10% and increases armor by 160%.
    • Master Demonologist: Grants both the Warlock and the summoned demon an effect as long as that demon is active.
      • Imp: Reduces threat caused by 20%.
      • Voidwalker: Reduces physical damage taken by 10%.
      • Succubus/Incubus: Increases all damage caused by 10%.
      • Felhunter: Increases all resistances by 1 per level.

    • Chaos Bolt: Unleashes a devastating blast of chaos, dealing a critical strike for Chaos damage and creating a 5 yard wide eruption of Felfire under the target, reducing movement speed by 50% and reducing all healing received by 25% on all enemies within the fissure for 6 seconds. Damage is further increased by critical strike chance. Chaos Bolt increases the damage you deal to the target by 10% for 7 seconds. In addition, Chaos Bolt consumes up to 5 sec of Immolate's damage over time effect on the target, instantly dealing that much damage. Restores 35% of the Warlock's maximum mana.
    • Incinerate: Draws fire toward the enemy, dealing Fire damage, as well as hitting all enemies near the target for 40% damage. Generates 2 Soul Shard Fragments, an additional 1 on critical strikes, and 1 Soul Shard Fragment for each additional enemy hit. Incinerate causes the Shadow and Flame effect to the target, causing the target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 5% for 30 seconds.
    • Immolate: Burns the enemy, causing Fire damage immediately and additional Fire damage over 18 seconds. 15% chance to generate 1 Soul Shard. Chance doubled on critical strikes.
    • Conflagrate: Triggers an explosion on the target, dealing Fire damage and an additional 3% of the target's maximum health in Fire damage if the target is affected by Immolate. Generates 1 Soul Shard.
    • Havoc: Marks a single target with Havoc for 10 seconds, causing single target spells to also strike the Havoc victim.
    • Rain of Fire: Calls down a rain of hellfire, dealing Fire damage over 8 sec to enemies in the area and leaves burning embers which deal additional Fire damage. Has a 20% chance to generate a Soul Shard Fragment. Restores 35% of the Warlock's maximum mana.
    • Soul Fire: Burns the enemy's soul, dealing Fire damage. Cooldown is reduced by 2 sec for every Soul Shard spent. Generates 4 Soul Shard Fragments.
    • Shadowburn: Blasts a target for Shadowflame damage. Generates 5 Soul Shard Fragments and an additional 5 Soul Shard Fragments if the target dies within 5 seconds. Max 2 charges
    • Cataclysm: Conjures a cataclysm at the target location, dealing Shadowflame damage to all enemies within 8 yards and afflicting them with Immolate.
    • Channel Demonfire: Launches 15 bolts of felfire over 3 sec at random targets afflicted by Immolate within 40 yards. Each bolt deals Fire damage to the target and Fire damage to nearby enemies.
    • Dark Soul: Instability: Infuses the Warlock's soul with unstable power, increasing critical strike chance by 30% for 20 seconds.
    • Bane of Havoc: Curses the ground with a demonic bane, causing all single target spells to also strike targets marked with the bane. Lasts 10 seconds.
    • Bonds of Fel: Encircle enemy players with Bonds of Fel. If any affected player leaves the 8 yard radius they explode, dealing Fire damage split amongst all nearby enemies.
    • Hellfire: Ignites the area surrounding the caster, causing Fire damage to all nearby enemies every 1 seconds. Lasts 14 seconds.
    • Searing Pain: Inflict searing pain on the enemy target, causing Fire damage. The critical strike chance of Searing Pain spell is increased by 40% on targets at or below 25% health.
      • Soulburn: Increases the critical effect chance of your next Searing Pain by 100%, and your subsequent Searing Pain casts by 50% for 6 seconds.

    • Summon Imp: Summons an Imp under your command that casts ranged Firebolts.
      • Avoidance: Passively reduces the damage your summoned demon takes from area of effect attacks by 80%.
      • Firebolt: Deals fire damage to a target.
        • Improved Firebolt: Reduces the casting time of your Imp's Firebolt spell.
      • Flee: Escapes to the Master. Flee removes all stun and bonds.
      • Singe Magic: Burns harmful magic off the target, removing 1 harmful spell from a friend. This is the ability used when Command Demon is cast.

    • Summon Voidwalker: Summons a Voidwalker under your command, able to withstand heavy punishment.
      • Avoidance: Passively reduces the damage your summoned demon takes from non-player area of effect attacks by an additional 80%.
      • Shadow Shield: Passively encases the Voidwalker in shadow energy, reducing physical damage taken by 40%.
      • Consuming Shadows: Drains health from all nearby enemies.
      • Threatening Presence: Intimidates any target the Voidwalker attacks, increasing threat generation.
      • Suffering: Taunts the target and increases the threat the Voidwalker generates against it for 5 seconds.
      • Shadow Bulwark: Temporarily grants the Voidwalker 30% of its maximum health for 20 seconds. 2 minute cooldown. This is the ability used when Command Demon is cast.

    • Summon Sayaad/Succubus/Incubus: Summons a Succubus under your command to seduce enemy Humanoids, preventing them from attacking. While the Sayaad is active, Shadow damage is increased by 15% and the cast time of Shadow Bolt or Demonbolt is reduced by .5 seconds.
      • Avoidance: Passively reduces the damage your summoned demon takes from non-player area of effect attacks by an additional 80%.
      • Lash of Pain: An instant attack that lashes the target, causing Shadow damage.
        • Improved Lash of Pain: Reduces the cooldown of your Succubus' and Incubus' Lash of Pain spell by 6 seconds.
      • Seduction: Seduces the target, preventing all actions for up to 40 seconds. Any damage caused will remove the effect. Only works against Humanoids.
      • Whiplash: Deals shadow damage and instantly knocks back all enemies within 5 yards. This is the ability used when Command Demon is cast.
      • Lesser Invisibility: Gives the Sayaad Invisibility for up to 6.5 minutes. This spell can only be used out of combat.

    • Summon Felhunter: Summons a Felhunter, able to disrupt the spell casts of your enemies.
      • Avoidance: Passively reduces the damage your summoned demon takes from creature area of effect attacks by an additional 80%.
      • Shadow Bite: Bite the enemy, causing Shadow damage plus an additional 50% damage for each of your damage over time effects on the target.
      • Devour Magic: Purges 1 beneficial magic effect from an enemy. If an effect is devoured, the Felhunter will be healed and gains Fel Energy.
      • Spell Lock: Silences the enemy for 3 seconds. If used on a casting target, it will counter the enemy's spellcast, preventing any spell from that school of magic from being cast for 6 seconds. This is the ability used when Command Demon is cast.

    • Summon Felguard: Summons a Felguard as a powerful melee combatant.
      • Avoidance: Passively reduces the damage your summoned demon takes from non-player area of effect attacks by an additional 80%.
      • Void Reflexes: Passively increases the chance to dodge and parry by 10%.
      • Legion Strike: A sweeping attack that does 130% of the Felguard's weapon damage divided among all targets within 6 yards. The Felguard's current target is also wounded, reducing the effectiveness of any healing received by 10% for 6 seconds.
      • Pursuit: Charge an enemy, instantly causing 100% weapon damage and increasing the Felguard's movement speed by 30% for 6 seconds. 15 sec cooldown.
      • Axe Toss: The Felguard hurls his axe, stunning the target for 4 seconds. 30 sec cooldown.
      • Felstorm: The Felguard recklessly swings its weapon, striking all nearby targets within 8 yards for 100% weapon damage every 1 sec for 6 seconds. The Felguard cannot perform any other abilities during Felstorm. 45 sec cooldown.
    • 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.
    • Soul Strike: Commands the Felguard to strike into the soul of its enemy, dealing Shadow damage. Generates 1 Soul Shard.
    • Grimoire: Felguard: Summons a Felguard who attacks the target for 15 sec that deals 25% increased damage. This Felguard will stun their target when summoned.

    • Call Dreadstalkers: Summons 2 ferocious Dreadstalkers to attack the target for 12 seconds. Casting Call Dreadstalkers causes the target to take 20% additional Shadowflame damage for the next 12 seconds. Shadowbolt has a 20% chance, and Demonwrath as a 5% chance on each target, to make the next Call Dreadstalkers cost no Soul Shards. Call Dreadstalkers also summons 2 Wild Imps.
      • Dreadbites: Bite the target, dealing Shadow damage. When Dreadstalkers charge into battle, their Dreadbite attack hits all targets within 8 yards and deals 25% more damage.

    • Summon Vilefiend: Summon a Vilefiend to fight for the next 15 seconds. Vilefiends are a type of demon found on Argus. They are infused with acidic blood through a terrifying ritual.

    • Summon Demonic Tyrant: Summon a Demonic Tyrant to increase the duration of all current demons by 15 seconds, and increase the damage of all other demons by 15%, while damaging the target. In addition, the Demonic Tyrant drains 15% of the life from the Warlock's other demon servants to empower himself.

    • Summon Infernal: Summons an Infernal from the Twisting Nether, impacting for Fire damage and stunning all enemies in the area for 2 seconds. The Infernal will serve you for 30 seconds, dealing damage to all nearby enemies every 2 sec and generating 1 Soul Shard Fragment every 0.5 seconds. While the initial Infernal is active, every Soul Shard spent has a 15% chance to summon an additional Infernal that lasts 8 seconds.

    • Summon Darkglare: Summons a Darkglare from the Twisting Nether that extends the duration of your damage over time effects on all enemies by 8 seconds. The Darkglare will serve you for 20 seconds, blasting its target for Shadow damage, increased by 10% for every damage over time effect you have active on any target.

    Notable Matchups

    Victories:

    Losses:

    Inconclusive:

    References

    1. 1.0 1.1 World of Warcraft: Cataclysm Cinematic Trailer
    2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 2.24 2.25 2.26 2.27 2.28 2.29 2.30 2.31 2.32 2.33 2.34 2.35 2.36 2.37 2.38 2.39 2.40 2.41 2.42 2.43 2.44 2.45 2.46 2.47 2.48 2.49 2.50 2.51 2.52 Dragon Soul Raid
    3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 War of the Ancients Trilogy
    4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 Aberrus, the Shadowed Crucible Raid
    5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Day of the Dragon
    6. 6.0 6.1 6.2 6.3 Dragonflight Legacies: Chapter Two
    7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 7.16 7.17 7.18 7.19 7.20 7.21 Dawn of the Aspects
    8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 War of the Scaleborn
    9. March Badness
    10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 The Demon Soul
    11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 Battle of Life and Death Quest
    12. Warcraft 2 Human Campaign
    13. World of Warcraft: Chronicle Volume 2, pg. 127
    14. Day of the Dragon, pg. 227
    15. Night of the Dragon, chapter 24
    16. Stood in the Fire Achievement
    17. 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 17.12 17.13 17.14 17.15 17.16 17.17 17.18 17.19 17.20 17.21 17.22 17.23 World of Warcraft: Cataclysm
    18. 18.00 18.01 18.02 18.03 18.04 18.05 18.06 18.07 18.08 18.09 18.10 18.11 18.12 18.13 18.14 18.15 18.16 18.17 18.18 18.19 18.20 Warcraft II: Beyond the Dark Portal
    19. 19.0 19.1 19.2 19.3 Legacy of the Aspects
    20. Day of the Dragon, pg. 136
    21. The Art of World of Warcraft: Cataclysm, pg. 6
    22. 22.0 22.1 Day of the Dragon, pg. 87
    23. Ultimate Visual Guide
    24. The Sundering, Chapter 6
    25. Day of the Dragon, Page 135
    26. 26.000 26.001 26.002 26.003 26.004 26.005 26.006 26.007 26.008 26.009 26.010 26.011 26.012 26.013 26.014 26.015 26.016 26.017 26.018 26.019 26.020 26.021 26.022 26.023 26.024 26.025 26.026 26.027 26.028 26.029 26.030 26.031 26.032 26.033 26.034 26.035 26.036 26.037 26.038 26.039 26.040 26.041 26.042 26.043 26.044 26.045 26.046 26.047 26.048 26.049 26.050 26.051 26.052 26.053 26.054 26.055 26.056 26.057 26.058 26.059 26.060 26.061 26.062 26.063 26.064 26.065 26.066 26.067 26.068 26.069 26.070 26.071 26.072 26.073 26.074 26.075 26.076 26.077 26.078 26.079 26.080 26.081 26.082 26.083 26.084 26.085 26.086 26.087 26.088 26.089 26.090 26.091 26.092 26.093 26.094 26.095 26.096 26.097 26.098 26.099 26.100 26.101 26.102 26.103 26.104 26.105 26.106 26.107 26.108 26.109 26.110 26.111 26.112 26.113 26.114 26.115 26.116 26.117 26.118 26.119 26.120 26.121 26.122 26.123 26.124 26.125 26.126 26.127 26.128 26.129 26.130 26.131 26.132 26.133 26.134 26.135 26.136 26.137 26.138 26.139 26.140 26.141 26.142 26.143 26.144 26.145 26.146 26.147 26.148 26.149 26.150 26.151 26.152 26.153 26.154 26.155 26.156 26.157 26.158 26.159 26.160 26.161 26.162 26.163 26.164 26.165 26.166 26.167 26.168 26.169 26.170 26.171 26.172 26.173 26.174 World of Warcraft
    27. 27.0 27.1 World of Warcraft: Wrath of the Lich King
    28. World of Warcraft on Twitter (2017-01-23). Retrieved on 2017-01-23.​ "Deathwing was designed to have a wingspan of about 365 meters, eclipsing all of those tiny little dragons!"
    29. BlizzCon 2010 WoW: Cataclysm Cinematic Panel Part 3
    30. 30.0 30.1 World of Warcraft: Dragonflight
    31. 31.0 31.1 31.2 31.3 World of Warcraft: Legion
    32. 32.0 32.1 Day of the Dragon, Page 140
    33. 33.0 33.1 33.2 33.3 World of Warcraft: Chronicle Volume 2, pages 139-141
    34. 34.0 34.1 34.2 The Shattering
    35. World of Warcraft: Illidan
    36. Mount Hyjal Questline
    37. Night of the Dragon
    38. War of the Ancients: The Demon Soul
    39. Titanstrike
    40. Titan's Thunder
    41. Ride the Lightning
    42. Surge of the Stormgod
    43. The Last Guardian

    Notes/Explanations

    1. In the Hour of Twilight Dungeon, Deathwing is shown dead, impaled on Wyrmrest Temple-- this is due to the Old Gods' power having torn his essence apart.
    2. Heavily downscales from 594.4 Zettatons as Tyr was comparable or superior to Malygos, who held enough power to destroy Azeroth ten times over
    3. Scales to 594.4 Zettatons Neltharion is comparable to Malygos, who held enough power to destroy Azeroth ten times over
    4. Scales to 594.4 Zettatons
    5. Scales to a stomp above 594.4 Zettatons

    Discussions

    Discussion threads involving Deathwing