Vengeance Demon Hunter · Patch 12.1.5 · Midnight Season 2 · as of 23 Oct 2026

New Raider's Guide

From "I press buttons" to "I know why I press them" in three steps. Pick the mode that matches how comfortable you feel, play it until it is boring, then move up one.

Start here

Easy

Six buttons in a fixed priority. Demon Spikes when you are being hit, Fiery Brand for big hits, build and spend souls.

Move up when Demon Spikes is up for every tank hit and you never wonder what to press next.

Intermediate

Adds Soul Carver, Fel Devastation and Sigil of Spite. Learns taunt swaps and where to stand.

Move up when you stop dying to tank hits you knew were coming and your Fiery Brand count matches the fight length.

Full Send

Mitigation layering, cooldown planning per tank buster, threat and positioning, then the full Annihilator damage priority.

For when the healers have stopped mentioning you and you want to climb the damage meter too.

Three rules apply in every mode:

  1. Stay alive. A dead tank usually means a dead raid. Any damage you lose pressing a defensive instead of an attack is nothing next to a wipe.
  2. Keep attacking. Vengeance heals itself and builds its defenses by hitting things. Every second you are not pressing Fracture, Soul Cleave or Spirit Bomb is a second you are both doing less damage and less safe.
  3. Keep Demon Spikes up while you are being hit. It is your armor. With the Feed the Demon talent you can have it active almost all the time. If the boss is swinging at you and Demon Spikes is not glowing, press it.

What to check in your logs

Open your character on Warcraft Logs after a raid night and look at these five things, in this order. They tell you more than the big damage number does.

What to look atWhere it isWhat "good" looks like for a new player
Deaths per bossFight summary, Deaths tabZero. A tank death is usually a wipe. Open each death and see what the last three hits were.
Demon Spikes uptime while tankingBuffs tab on yourself, compared against the boss's melee swings on Damage TakenEvery big melee hit you took should land with Demon Spikes active. Below 80% of hits means you are letting it lapse.
Casts of Fiery Brand and MetamorphosisCasts tabFiery Brand about once a minute of fight. Metamorphosis once per 3 minutes plus the opener, and every random Metamorphosis from the Apex talents used, not wasted.
Fury wasted and Soul Fragments left on the floorResources tab, Fury; Buffs tab, Soul FragmentsUnder 5% of Fury wasted. Souls should be spent by Spirit Bomb or Soul Cleave before they expire, not left sitting.
Fracture casts vs Soul Cleave and Spirit Bomb castsCasts tabRoughly 2 Fractures for every 1 spender. Many more Fractures means you are sitting on Fury. Many fewer means you are spending with no souls to eat.

Fix these in order. Deaths first, then Demon Spikes coverage, then cooldown count, then resource waste, then the build-to-spend ratio. Healer complaints disappear once the first two are right, and damage climbs on its own once the rest are.

Vengeance 101: the five ideas behind every button

Vengeance is a resource loop with two currencies. You generate Fury and Soul Fragments by hitting things, then spend them on buttons that both hurt the enemy and heal you. Mitigation sits beside the loop, not inside it. Learn these five ideas and every priority list below will make sense.

  1. Fury is your currency. Fracture, Immolation Aura and Felblade generate it. Soul Cleave and Spirit Bomb spend it. A full bar means new Fury is thrown away, so never cap.
  2. Soul Fragments are your second currency. Fracture leaves little purple souls on the ground near you. Spirit Bomb explodes up to 6 of them onto every nearby enemy. Soul Cleave eats up to 3 and heals you for each. Souls vanish after a while, so spend them.
  3. Demon Spikes is your armor. Two charges, each giving a big burst of armor and parry for a few seconds. It is the only button you own that is purely defensive. Keep it active while the boss is swinging at you.
  4. Fiery Brand is both a shield and a damage window. It cuts the damage one enemy deals to you by a large chunk and marks them. Your two hardest-hitting attacks, Soul Carver and Fel Devastation, want that mark on the target when they land.
  5. Metamorphosis is damage and defense in one. It gives you more health and armor and, with the Annihilator hero talents, a big damage window. Press it as often as it is up. The Apex talents also hand you random Metamorphosis activations; use every one.
Generate, then spend on mitigation or damage Generate Fracture: Fury and 2 souls Immolation Aura: Fury Sigil of Flame: Fury, AoE Felblade: Fury, filler Fury and Soul Fragments Fury fills a bar, souls sit near you Never cap Fury, never waste souls Spend Soul Cleave: damage + heal Spirit Bomb: 6 souls, AoE Fel Devastation: big heal Demon Spikes costs no Fury Cooldowns sit beside the loop Demon Spikes: armor while being hit. Fiery Brand: one enemy hits softer Metamorphosis: more health and armor, and a damage window
Read it left to right: generators feed Fury and souls, the pool feeds the spenders that both damage and heal, and the three defensive cooldowns run on their own timers beside it.

Easy Mode: six buttons, one order Mode 1

This is the whole job. Read the list top to bottom every time a global cooldown ends and press the first thing that is true. It uses the Annihilator raid build from the setup section. Demon Spikes is off the global cooldown, so it can go in between any two other buttons.

  1. Demon Spikes if the boss is hitting you and it is not already active. Do not press it when it already is; that wastes a charge.
  2. Fiery Brand on the boss when a big hit is coming, or whenever it is about to reach 2 charges. Use the mouseover macro from the setup section.
  3. Metamorphosis whenever it is up. It is a damage window as much as a defensive one, so do not save it forever. If you are low and have nothing else, it will also save you.
  4. Spirit Bomb when you have 5 or 6 souls on the ground near you.
  5. Fracture if it has 2 charges, or any time you have fewer than 4 souls out. It generates Fury and 2 souls.
  6. Soul Cleave when you have the Fury and need healing, or when Fracture is on cooldown and Spirit Bomb is not ready. It eats the souls near you and heals you for each one.

That is it. Ignore Soul Carver, Fel Devastation, Sigil of Spite and the Voidfall stacks for now. Immolation Aura and Sigil of Flame can go on cooldown whenever there is a gap. They are a bonus, not the foundation.

The opener

When the raid leader's pull timer hits 2 seconds, press Immolation Aura and drop Sigil of Spite under the boss. As the boss arrives: Fiery Brand, Fracture, Spirit Bomb, Metamorphosis, Fracture, Spirit Bomb, then fall into the list above. Hit the boss first and hit it hard, so the damage dealers can open up without pulling it off you.

When you have to move

Infernal Strike jumps you to your cursor. Use it to reposition the boss, not as a damage button. Throw Glaive keeps the boss's attention if you are out of melee for a moment. Never jump away in the middle of a tank buster.

Stance

You have no stances or pets. Demon form (Metamorphosis) is the only "mode", and it changes nothing about which buttons you press. Just keep going.

Done with Easy Mode when: Demon Spikes is active for every melee hit you take, Fiery Brand goes out before every tank buster the raid leader calls, and you never stand still wondering what to press.

Intermediate Mode: three bonus buttons and a second tank Mode 2

Same skeleton as Easy Mode, with Soul Carver, Fel Devastation and Sigil of Spite slotted in. Each one is worth a few percent of your damage and some self-healing, and together they are the gap between a passable tank and one the healers stop worrying about.

  1. Demon Spikes when you are being hit and it is not active.
  2. Fiery Brand when about to reach 2 charges, or ahead of a big hit.
  3. Metamorphosis whenever it is up.
  4. Spirit Bomb at 6 souls, or at 5 if Fracture is on cooldown.
  5. Fracture if it is close to 2 charges.
  6. Immolation Aura on cooldown.
  7. Soul Carver while Fiery Brand is on the target with more than 3 seconds left. It also spawns souls.
  8. Sigil of Spite on cooldown. It drops souls at your feet.
  9. Soul Cleave at 3 souls.
  10. Fel Devastation while Fiery Brand is on the target with more than 2 seconds left. It is a channel that heals you a lot, so it is also your emergency button when Metamorphosis is down.
  11. Sigil of Flame, then Fracture for Fury, then Felblade and Throw Glaive as fillers.

The opener

Pre-cast Immolation Aura and pre-place Sigil of Spite. Fiery Brand as the boss arrives, Fracture if you have fewer than 4 souls, Spirit Bomb, Metamorphosis, Fracture, Spirit Bomb. From there, use the list.

Taunt swaps: your second tank

Most bosses put a stacking debuff on whoever is tanking. At a set number of stacks, or on a set ability, the other tank takes over. The rule of thumb:

  • Agree the swap rule before the pull: "swap at 3 stacks" or "swap after every Soulcoil".
  • When it is your turn, press Torment on the boss. It is your taunt. Say "taunted" in voice.
  • Press Demon Spikes the moment the boss turns to you, then Fiery Brand if a hit is coming.
  • When it is not your turn, stay in melee and keep doing damage. Do not press Torment by accident; the mouseover macro helps.

Planning positioning

Before the pull, ask the raid leader or read the boss guide for where the boss should stand and which way it should face. Bosses hit everyone in front of them, so point the front away from the raid. Walk into movement moments with an Infernal Strike charge so you can relocate the boss in one jump instead of ten steps. Drop Sigil of Flame and Sigil of Spite where the boss will be, not where it is.

Done with Intermediate when: you press Soul Carver and Fel Devastation inside Fiery Brand every time, every taunt swap is on time, and the boss never faces the raid.

Full Send Mode: the complete priority Mode 3

This is the Annihilator single-target list as Method writes it, plus the mitigation habits that separate a tank who survives from one the raid plans around. Nothing here is new. It is the Intermediate list with tighter timing and the Voidfall stacks added.

Active mitigation uptime

Maxroll gives the order of priority for your three defensive buffs: Metamorphosis first, then Fiery Brand, then Demon Spikes. Layer them rather than stacking them all at once. Demon Spikes has so much uptime with Feed the Demon that the real skill is never capping its two charges, so if both are up, press one even if nothing is hitting you hard. Treat Soul Cleave as part of your mitigation too: every soul it eats is a heal, and a tank at full health is a tank with options.

Cooldowns for the big hits

  1. Write down every tank buster on the boss timer. Assign a defensive to each one before the pull, in this order of strength: Metamorphosis, Fiery Brand, Fel Devastation (the channel heals you), Demon Spikes alone for ordinary hits.
  2. Fiery Brand gives about 40% less damage from that one target. Hold a charge for the buster when the fight has one you can see coming; use it freely when it does not.
  3. Darkness is a raid cooldown, but Maxroll says to use it nearly on cooldown unless it is assigned. With Pitch Black it comes back often.
  4. Tell the healers what you pressed. "Meta for this one, Brand for the next" is more useful to them than any amount of health.

Threat and positioning

Open with Fiery Brand, Fracture and Spirit Bomb so the first few seconds are your biggest. Keep the boss where the raid leader marked it and facing away from the raid; a tank who walks the boss slowly across the room costs the melee more damage than any rotation mistake. If an add is loose on a healer, Throw Glaive it, then Torment it when it is in range. Infernal Strike is a positioning tool, not a damage button, except at 2 charges when you are not moving anyway.

Damage priority, single target

  1. Fiery Brand if you have 3 Voidfall stacks and Metamorphosis is available, or when about to reach 2 charges.
  2. Metamorphosis if you have 0 or 1 Voidfall stacks, or when Untethered Rage is about to expire.
  3. Spirit Bomb, ideally at 6 souls, if you have 3 Voidfall stacks. Soul Cleave, ideally at 3 souls, if you have 3 Voidfall stacks. Voidfall is the Annihilator stacking buff; Fracture builds it and these two spend it. Never let it cap at 3 for long.
  4. Fracture if close to 2 charges.
  5. Immolation Aura.
  6. Soul Carver, with Fiery Brand on the target and more than 3 seconds left on it.
  7. Sigil of Spite.
  8. Soul Cleave at 3 souls.
  9. Fel Devastation, with Fiery Brand on the target and more than 2 seconds left on it.
  10. Sigil of Flame, then Fracture for Fury and souls, then Felblade, Soul Cleave at 2 or fewer souls, and Throw Glaive as fillers or when out of range.

Voidfall discipline

Annihilator turns Fracture into a stack builder and Spirit Bomb or Soul Cleave into the stack spender. Three stacks is the cap. Maxroll says to spend stacks early so they never sit at 3 with nothing to spend them on. The one exception is right before Metamorphosis: Method's list wants 3 stacks going into a Fiery Brand plus Metamorphosis pair, and 0 or 1 when you press Metamorphosis on its own.

Lining up the burst window

On-use trinket and Potion of Recklessness go into the opener's Metamorphosis, then into the first Metamorphosis after they come back. Ask the raid leader when Bloodlust is coming. Unlike a damage dealer you should not hold a defensive cooldown for it, but if Metamorphosis is coming back within 20 seconds of Bloodlust and no tank buster is due, let it drift to meet it.

AoE (3 or more targets)

  1. The list barely changes. Method says the priority "stays relatively fixed regardless of target count".
  2. Immolation Aura and Sigil of Flame on cooldown; both hit everything near you and generate Fury.
  3. Spirit Bomb is now your main spender. Every soul it explodes hits every enemy in range.
  4. Fracture to keep souls flowing, Sigil of Spite on the pack.
  5. Demon Spikes matters more, not less. Many small hits add up faster than one big one.

Two targets is the single-target list with the two enemies kept close enough that Spirit Bomb, Immolation Aura and Sigil of Flame hit both. Tank them on top of each other unless the guide says not to.

Fight-specific habits

Before a progression night, open the boss guide and write down three things: every tank buster and which defensive covers it, every taunt swap and its trigger, and where the boss stands in each phase. Those three notes are worth more than any sim.

Method and Maxroll both recommend Annihilator for raid. Method says Aldrachi Reaver is comparable and may be better on fights with many small adds thanks to Wounded Quarry, and Maxroll says Annihilator also gives better survivability. Annihilator is recommended here because both sources agree, its Metamorphosis use is the simple "press it when it is up" kind, and it needs no Reaver's Glaive tracking.

Talents, consumables and setup

Import one of these talent strings and the guide above matches your bars. Open the talent window, click Import, paste, and save as a loadout. Both are from Method's talents page, updated 14 Oct 2026 for patch 12.1.5.

Use it forBuildImport string
Raid (default)AnnihilatorCUkAAAAAAAAAAAAAAAAAAAAAAAAMjZmZMzMjMzMYWMzMjBjZGzYGzMDzMzM2MzsNGAAAAAAAIgZmxGAAAAGMmZmZ2abmZGAYAAAAMA
Mythic+AnnihilatorCUkAAAAAAAAAAAAAAAAAAAAAAAAMjZmZMMzkZmB2MjZwMjZGzMzMzYwMzM2YmtxwAAAAAAAIgZmZ2AAAAwAzMzMzWbzMzAADAAAgB

Method notes two raid swaps: Demonic Resilience can replace Feed the Demon on a fight where you spend long stretches not tanking (Demon Spikes recharges while you wait), and between the Annihilator choice nodes Harness the Cosmos beats Doomsayer everywhere. In Mythic+, Sigil of Chains is not in the build; trade Fel Flame Fortification or Volatile Flameblood for it if your group wants the pull.

Stat priority

Agility (item level) first, then Haste, then Critical Strike, Versatility and Mastery about equal. Method says Mastery is tuned poorly for Vengeance defensively right now, and Maxroll rates Versatility slightly ahead of Critical Strike for survival. Sources agree on Haste first and on "sim it" for damage, so once you are comfortable, run a Raidbots sim with your own gear. Until then, take the higher item level piece.

Consumables checklist

Bring these to every raid. Half of them are provided by the raid, but a new raider should carry their own.

Addons that matter

BigWigs for boss timers, Method Raid Tools for raid notes, and a way to see your Soul Fragments at a glance (Method suggests SenseiClassResourceBar, which shows them like combo points, or the base Cooldown Manager tracking Fracture and Immolation Aura). Plater or Platynator nameplates help you spot casters and loose adds. Nothing else is required to start.

Macros

Put these on your bars. The first interrupts whatever you have set as focus. The second puts Fiery Brand on whatever your mouse is over without changing target, which is how you brand an add while still hitting the boss. The third sends Infernal Strike to your cursor so you jump where you look.

#showtooltip
/cast [target=focus,exists,nodead] [] Disrupt
#showtooltip
/cast [@mouseover,harm,nodead][] Fiery Brand
#showtooltip Infernal Strike
/cast [@cursor] Infernal Strike

Your utility kit

Surviving is only half the job. Raid leaders remember the tank who interrupts, grips adds with Sigil of Chains, and drops Darkness at the right moment, not the one who does 5% more damage. Cooldowns below are the base values. Talents shorten some of them, so trust your tooltip over this table.

AbilityBase cooldownWhat it doesWhen to press it
Disrupt15 secYour interrupt. Stops the enemy's cast and locks that spell school for a few seconds. Also generates Fury when it lands.When the raid leader assigns you a kick, or when you see a cast bar on an add nobody is handling. Tanks are usually first in the kick order because you are already on the target.
Demon Spikes2 charges, 20 secA large armor and parry boost for a few seconds. Your everyday active mitigation.Whenever the boss is swinging at you and it is not already active. Never let it sit at 2 charges.
Fiery Brand1 minOne enemy deals much less damage to you for several seconds and takes fire damage. Talents give it a second charge.Ahead of a tank buster, or when it is about to cap. Soul Carver and Fel Devastation want it on the target.
Metamorphosis3 minMore health and armor for a while, plus a damage window with Annihilator. Apex talents also trigger it randomly.Whenever it is up, unless a known buster is less than a minute away. It is also your biggest emergency button.
Fel Devastation40 secA channeled cone of fire that heals you a lot while it runs.Inside Fiery Brand for damage, or as a heal when you are low and Metamorphosis is down. You cannot move while channeling it.
Darkness5 minDrops a dark circle for 8 seconds. Allies inside have a chance to avoid all damage from each hit.When the raid leader assigns it to a mechanic, or nearly on cooldown if nobody has claimed it. Place it where the raid is stacked.
Healthstone1 min (item)Instant self-heal from your bag. A warlock's Soulwell gives you one.Any time you drop below half health. It is free. Use it every fight.
Torment8 secYour taunt. Forces one enemy to attack you for a few seconds and puts you on top of its threat list.Taunt swaps, and any add that is hitting someone who is not a tank.
Infernal Strike2 charges, 20 secLeaps you to a spot and deals fire damage where you land.Repositioning yourself or the boss. Keep a charge for the next movement.
Throw GlaiveNoneA ranged hit that bounces to nearby enemies.Picking up a loose add from range, or holding the boss's attention when you are out of melee for a moment.
Sigil of Silence1 minPlaces a sigil that silences every enemy standing in it for a few seconds.Dungeon packs full of casters. It stops many casts at once where Disrupt stops one.
Sigil of Chains (talent)1.5 minPulls every enemy in the area to the sigil and slows them.Gathering a spread-out pack in a dungeon, or dragging adds onto the boss.
Sigil of Misery (talent)2 minPlaces a sigil that fears every enemy standing in it.Rarely in raids. In dungeons, to buy time on a dangerous pull. You are the tank, so you decide.
Imprison45 secTakes one enemy out of the fight for up to a minute. Breaks on damage.Dungeons, on the add the group agrees to hold. Mark it first.
Consume Magic10 secRemoves one helpful magic effect from an enemy.When the boss or an add gains a buff the guide says to dispel.
Spectral Sight30 secLets you see stealthed or hidden enemies and through walls.Dungeon packs with invisible mobs, or boss phases where the guide calls for it.
Chaos BrandPassiveEvery target you hit takes a little more magic damage. Your raid buff.Nothing to press. Just hit the boss. This is one reason raids bring a demon hunter.

You have no battle resurrection, no Bloodlust and no ally dispel. Make up for it by being the tank who kicks, grips and never needs a brez.

Two habits to build now:

  1. Set a focus target. Before the pull, target the add you are assigned to interrupt and press your focus keybind. The Disrupt macro then works without ever leaving the boss.
  2. Say what you press. "Taunted", "Meta", "Brand on the buster" in voice costs nothing and tells the healers and the other tank what to expect. Tanks who talk get healed.

Reading your logs and what to practice next

After each raid night, open your character on Warcraft Logs and spend five minutes on one boss. Pick the fight where you took the most damage. Check the five items from the logs section, then do the one drill below that matches your mode.

ModeTen-minute drill at a target dummyPass mark
EasyRun the six-button list for 3 minutes without looking at your keyboard, pressing Demon Spikes every time it fades.Fury never caps. Souls never expire on the floor. Demon Spikes never sits at 2 charges.
IntermediateAdd Soul Carver and Fel Devastation. For 3 minutes, land both inside Fiery Brand every time.Three Fiery Brands in 3 minutes, each with a Soul Carver or Fel Devastation inside it.
Full sendTrack Voidfall. Walk into each Fiery Brand plus Metamorphosis pair with 3 stacks and spend them inside.Voidfall never sits at 3 for more than one global outside those pairs.

Three things to compare against a top log of the same boss (Warcraft Logs, Rankings tab, filter to Vengeance):

  1. Compare Damage Taken per second, not total. If yours is much higher, open the big hits and check what defensive was active on each one.
  2. Count their Fiery Brand and Metamorphosis casts and yours. The gap is almost always one missed cast at the start or end.
  3. Look at their Deaths and yours. If they have zero and you do not, that is the whole gap.

The Venomous Abyss is the current Midnight Season 2 raid, with eight bosses from Nek'zali the Soulcoiler through Ula'tek. Read the Icy Veins page for each boss before the night you first see it, and write down the three notes from Full Send Mode: every tank buster and its defensive, every swap and its trigger, where the boss stands.