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
Five buttons in a fixed priority. No cooldown planning beyond Infernal.
Move up when you never cap Soul Shards and never wonder what to press next.
Intermediate
Adds Malevolence, Soul Fire, Shadowburn, and Havoc for two targets. Plans around movement.
Move up when you stop dying to mechanics and your cooldown count matches the fight length.
Full Send
Shard pooling, Backdraft discipline, AoE priority, burst-window lining.
For when you are comparing your logs to the top parses and want the last 10%.
Three rules apply in every mode:
- Stay alive. A dead warlock does zero damage. Any damage you lose moving out of fire is tiny next to dying.
- Keep casting. Destruction is a turret spec. Every second you are not casting or moving on purpose is lost damage.
- Keep Wither on the boss. It is your Soul Shard engine. Without it, nothing else works.
Your character snapshot
The Warcraft Logs page for this character sits behind a human-verification wall, so no numbers could be pulled automatically. Open it in a browser and look at these five things, in this order. They tell you more than the big DPS number does.
| What to look at | Where it is | What "good" looks like for a new player |
|---|---|---|
| Deaths per boss | Fight summary, Deaths tab | Zero. Every death is the single biggest DPS loss on the night. |
| Active time | Damage Done tab, Active column | 90% or higher. Below 85% means long gaps with no cast and no movement. |
| Casts of Summon Infernal | Casts tab | One per 90 seconds of fight. A 5-minute fight should show 3 to 4. |
| Wither (or Immolate) uptime | Debuffs tab on the boss | 95% or higher. This is the Soul Shard engine. |
| Chaos Bolt count vs Incinerate count | Casts tab | Roughly 1 Chaos Bolt for every 3 to 4 Incinerates. Far fewer means shards are being wasted or sat on. |
Fix these in order. Deaths first, then active time, then cooldown count, then uptime, then shard spending. Parse percentile climbs on its own once those are right.
Destruction 101: the five ideas behind every button
Destruction is a resource loop. You build Soul Shards with cheap spells, spend them on big hits, and press cooldowns to speed the whole loop up. Learn these five ideas and every priority list below will make sense.
- Soul Shards are your currency. You hold up to 5. Incinerate, Conflagrate and your damage-over-time effect generate fragments. Chaos Bolt costs 2 full shards. Sitting at 5 shards means new fragments are thrown away, so never cap.
- Wither (or Immolate) is the engine. This is your damage-over-time spell. While it ticks on a target it generates shard fragments. If it falls off, your shard income collapses. In the recommended Hellcaller build it is called Wither and is instant cast. In the Diabolist build it is Immolate and has a cast time.
- Chaos Bolt is the payoff. A long cast, always a critical strike, and your biggest single hit. Most of your damage comes from landing as many of these as possible.
- Havoc copies your spells. Havoc marks a second target. For its duration, single-target spells you cast at your main target also hit the Havoc target. Two bosses or boss plus a big add is where it shines.
- Two cooldowns, two timers. Summon Infernal (about 90 seconds with the Inferno talent) and Malevolence (60 seconds). Press them on cooldown. They line up again every 3 minutes.
Easy Mode: five buttons, one order Mode 1
This is the whole rotation. Read the list top to bottom every time a cast finishes and press the first thing that is true. It uses the Hellcaller build from the setup section. If you took Diabolist instead, read "Immolate" wherever it says "Wither".
- Summon Infernal if it is off cooldown. Press it the moment the fight starts and every time it lights up again.
- Wither if it is not on the boss. Check the debuff under the boss frame. If it is about to fall off or already gone, cast it.
- Chaos Bolt if you have 4 or more Soul Shards. Spending at 4 keeps you from capping at 5.
- Conflagrate if it has 2 charges. Instant cast, so you can press it while moving.
- Incinerate. When nothing above is true, cast this. It is your filler and your main shard builder.
That is it. Ignore Malevolence, Soul Fire, Shadowburn and Havoc for now. They are a bonus, not the foundation.
The opener
When the raid leader's pull timer hits 2 seconds, start casting Incinerate. Then Summon Infernal, Wither, Conflagrate, and fall into the list above.
When you have to move
Press Conflagrate if a charge is up. Otherwise just move. Do not try to finish a Chaos Bolt while standing in something that will kill you.
Pet
Summon the Felhunter for raids. It gives you Spell Lock, your interrupt, which the raid leader will ask for. The Succubus does a little more damage, but a new raider should have an interrupt until they are told otherwise.
Intermediate Mode: three bonus buttons and a second target Mode 2
Same skeleton as Easy Mode, with Malevolence, Soul Fire and Shadowburn slotted in. Each one is worth a few percent of your damage, and together they are the gap between a passable warlock and a solid one.
- Wither if it is not on the boss.
- Summon Infernal on cooldown.
- Malevolence on cooldown. Do not hold it for Infernal. The 60-second and 90-second timers drift apart and meet again every 3 minutes on their own.
- Shadowburn when the Fiendish Cruelty proc is up, or any time the boss is below 20% health and you have shards. It is instant, so it is also your best movement button.
- Chaos Bolt if you have 4 or more Soul Shards, or if Malevolence is active and you have 2 or more.
- Soul Fire when it is off cooldown. It is a hard-hitting cast that also generates a shard. Cast it right after a Conflagrate so the Backdraft buff speeds it up.
- Conflagrate if it has 2 charges.
- Incinerate.
The opener
Pre-cast Soul Fire so it lands as the pull timer hits zero (start casting at about 4 seconds). Then Summon Infernal, Conflagrate, Malevolence with your on-use trinket and potion, then Chaos Bolt, Conflagrate, Chaos Bolt, Chaos Bolt. From there, use the list.
Havoc: your second target
Talent Havoc in for any fight with two targets that live more than 10 seconds, such as a boss plus a big add. The rule of thumb:
- Walk in with 3 or more shards.
- Cast Havoc on the add (a mouseover macro is in the setup section).
- Put Wither on both targets if they will live 6 seconds or more.
- Dump Chaos Bolts into the boss. Each one is copied onto the add.
- Soul Fire cast during Havoc also copies and generates double shards.
Planning movement
Before the pull, ask the raid leader or read the boss guide for the two or three moments when everyone has to move. Walk into those moments with 2 Conflagrate charges and a few shards so you can Conflagrate, Shadowburn, and keep damage going while you run. Drop a Demonic Circle at your main spot so you can teleport back in one press.
Full Send Mode: the complete priority Mode 3
This is the Hellcaller single-target list as the top guides write it, plus the habits that separate a 70th-percentile parse from a 95th. Nothing here is new. It is the Intermediate list with tighter timing.
Single target
- Keep Wither up. Refresh it inside the pandemic window (the last 30% of its duration) so no ticks are lost and none are wasted.
- Summon Infernal on cooldown.
- Malevolence on cooldown, and spend as many shards as you can while it is active. Walk into it with 4 to 5 shards and both Conflagrate charges.
- Shadowburn with a Fiendish Cruelty proc, or in execute (boss below 20%) when you would otherwise cap.
- Chaos Bolt when you would otherwise cap shards, and freely during Malevolence.
- Soul Fire, always with a Backdraft stack from Conflagrate.
- Conflagrate so you never sit at 2 charges.
- Incinerate.
Pooling for Malevolence
About 10 seconds before Malevolence comes back, stop spending at 4 shards and let yourself ride at 4 to 5. Hold one Conflagrate charge. When you press Malevolence, you then have 2 Chaos Bolts plus a Conflagrate-into-Soul Fire ready to go inside the haste window. Never cap for more than a GCD while pooling. A wasted fragment costs more than the pooling gains.
Backdraft discipline
Conflagrate grants Backdraft, which shortens your next casts. Spend Backdraft on Chaos Bolt or Soul Fire, not on Incinerate. If Backdraft is up and you have the shards, the Chaos Bolt comes first.
Lining up the burst window
On-use trinket, Potion of Recklessness or Light's Potential, and racial all go into the first Malevolence after Summon Infernal. Every 3 minutes the two cooldowns realign, so a 6-minute fight gives you two such windows plus the opener. Ask the raid leader when Bloodlust is coming and, if it is within 20 seconds of your realignment, hold the cooldowns for it.
AoE (3 or more targets)
- Cataclysm on the pack. It applies Wither to everything it hits. Cast one other spell before Malevolence so the empowerment lands.
- Summon Infernal and Malevolence if the pack lives 15 seconds or more.
- Rain of Fire as your spender once 3 or more targets are stacked. At 5 or more it beats everything else.
- Conflagrate and Incinerate to rebuild shards between Rains. Havoc or Mayhem copies Conflagrate and Incinerate for extra shard income.
- Shadowburn on anything about to die. It refunds shards when the target dies.
Two targets is still the Havoc game from Intermediate, not Rain of Fire. Rain of Fire is only a 3-plus answer.
Fight-specific habits
Before a progression night, open the boss guide and write down three things: when adds spawn (plan Havoc or Cataclysm), when the raid has to move (hold Conflagrate charges), and when Bloodlust is called (hold or drift cooldowns). Those three notes are worth more than any sim.
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 13 Oct 2026 for patch 12.1.5.
| Use it for | Build | Import string |
|---|---|---|
| Raid, single target (default) | Hellcaller | CsQAAAAAAAAAAAAAAAAAAAAAAwMmZmpZbMMzMmtZxMzMLGjFzAAgZmxMzsZBGYWMaMDgZL2YAAgxAjNAgZGYmxMDAAAzMzAAwYYA |
| Mythic+ | Hellcaller | CsQAAAAAAAAAAAAAAAAAAAAAAwMmZmpZbMMzMmtZbmZmZxMzyyYAAwMGzMzmFYgZxoxMAmtYjBAAGzwAAgZGwMmZ2AAAMzMDAAMM |
For a boss with a long-lived second target, swap the Mayhem or Havoc talent in. Mayhem is passive and easier. Havoc gives you control over which target gets copied. Neither is taken for pure single target.
Stat priority
Haste first, then Critical Strike and Mastery about equal, Versatility last. Sources disagree on Haste versus Mastery, so once you are comfortable, run a Raidbots Top Gear 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 Soul Shard tracker such as Twintop's Resource Bar. Nothing else is required to start.
Macros
Put these on your bars. The first lets you Havoc whatever your mouse is over without changing target. The second interrupts whatever you have set as focus.
#showtooltip Havoc
/cast [mouseover,harm] Havoc; [harm] Havoc
#showtooltip
/cast [target=focus] Spell Lock
Your utility kit
Damage is only half the job. Raid leaders remember the warlock who interrupts, uses defensives, and drops a gateway, not the one who parses 5% higher. Cooldowns below are the base values. Talents shorten some of them, so trust your tooltip over this table.
| Ability | Base cooldown | What it does | When to press it |
|---|---|---|---|
| Spell Lock (Felhunter pet) | 24 sec | Your interrupt. Stops the enemy's cast and locks that spell school for a few seconds. | When the raid leader assigns you a kick, or when you see a cast bar on an add nobody is handling. Requires the Felhunter. |
| Unending Resolve | 3 min | Reduces damage taken by 40% for 8 seconds. Your big defensive. | Big raid-wide damage the healers call out, or any time you are below half health and something is coming. |
| Dark Pact | 1 min | Sacrifices some of your health for a large shield. Weak when you are already low. | Press it early, before the hit lands, when you are still healthy. |
| Healthstone | 1 min (item) | Instant self-heal from your bag. Create Healthstone makes one, Summon Soulwell makes them for the raid. | Any time you drop below half health. It is free. Use it every fight. |
| Demonic Circle | 30 sec | Drops a circle. Demonic Circle: Teleport sends you back to it instantly. | Place it at your main casting spot before the pull. Teleport back after you are forced to move. |
| Demonic Gateway | 10 sec to place, 90 sec per use | A two-way portal the whole raid can click to cross the room. | When the raid leader asks for one. Place it along the line everyone will run. |
| Burning Rush | None (toggle) | 50% movement speed at the cost of health draining while it is on. | Long runs across the room. Turn it off the moment you stop. |
| Soulstone | 10 min | Cast on a living ally so they can self-resurrect, or on a dead ally to raise them in combat. | Pre-pull on a healer, or as the raid's battle resurrection when called. |
| Shadowfury | 1 min | Stuns every enemy in a small area for 3 seconds. | Dungeon packs, or adds that need to be stopped for a moment. |
| Fear and Howl of Terror | 30 sec (Howl) | Fear sends one enemy running. Howl of Terror fears everything near you. | Rarely in raids. Useful in dungeons to buy time, but check with the tank first because feared mobs wander. |
| Banish | None | Removes a Demon or Elemental from the fight for up to 30 seconds. | Only on bosses or dungeons where the guide calls for it. |
| Curse of Tongues, Weakness, Exhaustion | None | Slows enemy casting, reduces their physical damage, or slows their movement. | Curse of Weakness on bosses that melee the tank hard. Exhaustion on adds that need kiting. |
| Singe Magic (Imp pet) | 15 sec | Dispels one Magic debuff from an ally. | Dungeons without a dispelling healer. In raids you will usually be on the Felhunter instead. |
Two habits to build now:
- Set a focus target. Before the pull, target the add you are assigned to interrupt and press your focus keybind. The Spell Lock macro then works without ever leaving the boss.
- Make Healthstones before every pull. The raid will ask for a Soulwell. Have it on a key.
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 longest single-target fight. Check the five items from the snapshot section, then do the one drill below that matches your mode.
| Mode | Ten-minute drill at a target dummy | Pass mark |
|---|---|---|
| Easy | Run the five-button list for 3 minutes without looking at your keyboard. | Wither never drops. Shards never hit 5. |
| Intermediate | Add Malevolence and Soul Fire. Press both the instant they come up for 3 minutes. | Two Malevolence casts and two Infernal casts in 3 minutes. |
| Full send | Pool to 4 shards before the second Malevolence and spend them all inside it. | Three Chaos Bolts or Shadowburns land during the window. |
Three things to compare against a top log of the same boss (Warcraft Logs, Rankings tab, filter to Destruction):
- Count their Chaos Bolts and yours. If theirs is 50% higher on a fight of the same length, you are capping or sitting on shards.
- Count their Summon Infernal casts and yours. The gap is almost always one missed cast at the start or end.
- 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: when adds come, when you move, when Lust is called.