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WarlockAfflictionDPSDungeon levelingLevels 40–60

Shadow Cleave 5-man: Affliction Warlock damage over time talents (levels 40–60)

TheorycraftUpdated Oct 24, 2026

WoWForeverBuilds

Published Sep 15, 2026 · 472 views

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Affliction Warlock build for shadow cleave dungeon leveling from 40 to 60: instant Corruption on every mob, Suppression for hit and less threat, Pandemic crits, Siphon Life and Wrack, Curse of Exhaustion on runners.

Suggested group

Pick a group member to see their talents and when to learn each point.

Affliction Warlock talents

The build this guide is about. Warlock leveling

43 / 8 / 051 of 51 points · level 60Open in calculator

Affliction43 pts

Hover or tap a talent to see what it does.

Talent order by level

One talent point per level, starting at level 10. Spend them in this order as you level.

  1. 1.Improved Corruption1/5Lv 10
  2. 2.Improved Corruption2/5Lv 11
  3. 3.Improved Corruption3/5Lv 12
  4. 4.Improved Corruption4/5Lv 13
  5. 5.Improved Corruption5/5Lv 14
  6. 6.Suppression1/5Lv 15
  7. 7.Suppression2/5Lv 16
  8. 8.Suppression3/5Lv 17
  9. 9.Suppression4/5Lv 18
  10. 10.Suppression5/5Lv 19
  11. 11.Grim Reach1/2Lv 20
  12. 12.Grim Reach2/2Lv 21
  13. 13.Improved Bane of Agony1/2Lv 22
  14. 14.Improved Bane of Agony2/2Lv 23
  15. 15.Amplify Curse1/1Lv 24
  16. 16.Pandemic1/3Lv 25
  17. 17.Pandemic2/3Lv 26
  18. 18.Pandemic3/3Lv 27
  19. 19.Nightfall1/2Lv 28
  20. 20.Nightfall2/2Lv 29
  21. 21.Malevolence1/5Lv 30
  22. 22.Malevolence2/5Lv 31
  23. 23.Siphon Life1/1Lv 32
  24. 24.Malevolence3/5Lv 33
  25. 25.Malevolence4/5Lv 34
  26. 26.Shadow Mastery1/5Lv 35
  27. 27.Shadow Mastery2/5Lv 36
  28. 28.Shadow Mastery3/5Lv 37
  29. 29.Shadow Mastery4/5Lv 38
  30. 30.Shadow Mastery5/5Lv 39
  31. 31.Wrack1/1Lv 40
  32. 32.Malevolence5/5Lv 41
  33. 33.Soul Siphon1/3Lv 42
  34. 34.Soul Siphon2/3Lv 43
  35. 35.Soul Siphon3/3Lv 44
  36. 36.Curse of Exhaustion1/1Lv 45
  37. 37.Improved Life Tap1/2Lv 46
  38. 38.Improved Life Tap2/2Lv 47
  39. 39.Soul Harvest1/2Lv 48
  40. 40.Soul Harvest2/2Lv 49
  41. 41.Improved Drains1/3Lv 50
  42. 42.Improved Drains2/3Lv 51
  43. 43.Improved Drains3/3Lv 52
  44. 44.Demonic Embrace1/5Lv 53
  45. 45.Demonic Embrace2/5Lv 54
  46. 46.Demonic Embrace3/5Lv 55
  47. 47.Demonic Embrace4/5Lv 56
  48. 48.Demonic Embrace5/5Lv 57
  49. 49.Fel Vitality1/3Lv 58
  50. 50.Fel Vitality2/3Lv 59
  51. 51.Fel Vitality3/3Lv 60

Experience changes that affect this route

The beta changed the leveling maths twice in October, so advice written in September no longer holds. Each entry is what Blizzard wrote, with our reading of it marked separately. Last change .

  1. Dungeon kill experience was being paid at the group's highest level, fixed October 8Live in a build

    Aggrend confirmed that experience per kill inside a dungeon was calculated from the highest-level character in the group instead of your own. His example: a level 20 in the Deadmines with four other level 20s and one level 25 earns very little per kill. The October 8 build fixed it, so kill experience uses your own level against the mob's. A party member far above the mob's level still means no one gets experience.

    What it means for your route: Every XP-per-hour number testers posted from a mixed-level group before October 8 was measuring this bug as well as the nerf, so treat those older dungeon-speed claims as unusable.

    Source: Blizzard Entertainment · The bug and the fix

  2. Base kill experience in dungeons goes up about 20%Live in a build

    Shipped in the October 8 build alongside the bug fix. Blizzard says the two together should make dungeon runs feel better and more even.

    What it means for your route: Trash pulls pay more than they did, which favours full clears over quest-only runs that skip packs.

    Source: Blizzard Entertainment · The bug and the fix

  3. The target is parity with questing, not Classic Era dungeon speedAnnounced, not in a build yet

    Blizzard's stated aim: after these changes, perfect experience-per-hour dungeon play should land very close to, if not equal to, optimal questing. It also said dungeon experience will not return to Classic Era levels, because dungeon spam being the optimal path fails its design pillars.

    What it means for your route: Plan a mixed route. Dungeons are for the levels where an instance sits on your path and the group is close to your level; questing carries the levels in between. A pure dungeon run to 60 is being balanced out of the game on purpose.

    Source: Blizzard Entertainment (Aggrend) · Blizzard's reasoning

  4. Dungeon quests give 50% less bonus experienceLive in a build

    In the level 30 build Blizzard cut the extra experience dungeon quests award beyond normal quest values by half, and recalibrated some quest rewards. Normal quest experience and experience from killing things in a dungeon were not touched.

    What it means for your route: Chaining dungeon quests is still worth doing on the first run of an instance, but it no longer beats a good quest chain outside by the margin it did in September.

    Source: Blizzard Entertainment · What the level 30 build changed

Legacy Points while you level

Unconfirmed

Where to spend Warlock Legacy Points for dungeon leveling, in the order the points arrive. A character can spend 16, and an account can earn 65 at launch. Stop wherever your total is — the list is cumulative. Effects are quoted from the Beta client 1.60.1.70532 data.

  1. 1.

    Well Restedrank 1 · Adventure

    Your rested experience accumulates 4% faster and your rested experience cap is increased by 4%.

    Only one point here for now — it is the prerequisite for Talented, and rested experience is worth having while you are at it.

    1 point · 1/16
  2. 2.

    Talentedrank 5 · Adventure

    You gain talent points every level starting at level 5 instead of starting at level 10, but you still may not have more than 51 total talent points.

    The strongest leveling node in the tree: talent points from level 5 instead of 10, so you reach your first real build five levels sooner.

    5 points · 6/16
  3. 3.

    Reinforcerank 5 · Resourcefulness

    You take 40% less durability loss when you die.

    Wipes cost durability. This is the only node that makes dying cheaper.

    5 points · 11/16
  4. 4.

    The Quick and the Deadrank 2 · Resourcefulness

    Increases movement speed while dead by 10% and your helpful spells and abilities cost no resources for 2 min after being resurrected or until you enter combat.

    Faster corpse runs and free heals for two minutes after a resurrection — exactly the state you are in after a wipe.

    2 points · 13/16
  5. 5.

    Reagent Economyrank 1 · Resourcefulness

    Your class abilities no longer require reagents purchaseable from vendors.

    No vendor reagents for your class abilities.

    1 point · 14/16
  6. 6.

    Field Guiderank 1 · Adventure

    Reduces your cooldown on adding Camp features by 8%

    The leftover point: a shorter cooldown on adding camp features.

    1 point · 15/16
  7. 7.

    Gourmandrank 1 · Resourcefulness

    Increases the duration of beneficial effects from eating food by 33%.

    The last point. Longer food buffs are the only thing left that does anything between pulls.

    1 point · 16/16

What to skip, and why

  • Thrill of Adventure: The client says it is ineffective in dungeons, raids and battlegrounds — zero value in an instance.
  • Frequent Flier: Worth it if you fly between instances; skip it while the group finder is sending you straight in.
  • For Great Honor, Diplomat: PvP and reputation nodes, neither of which speeds up a dungeon run.

Variants

  • If you gather while you level, one or two points in Bountiful Harvest (20% more scarce materials per rank, Mining, Herbalism and Skinning) pay for your mounts; take them out of the last picks on this list.
  • Questing between runs? Thrill of Adventure works outdoors, so the solo plan on a solo leveling guide is the one to follow for those levels.

Legacy values are datamined from the beta client and can change. Plan your own spread in the Legacy planner, see where points come from inLegacy Points, or read the Legacy system guide. The order above is our recommendation; the effects are game data.

Contents
  1. The group at a glance
  2. How the shadow cleave plays
  3. Your job as Affliction Warlock
  4. Pull by pull
  5. Resources and cooldowns
  6. Mistakes that wipe the group
  7. Talent order by level
  8. Dungeons by level
  9. Where the group struggles for a Affliction Warlock

The group at a glance

Shadow Cleave for levels 40–60: a Feral Druid bear, a Shadow Priest, an Affliction Warlock, a Demonology Warlock and a Discipline Priest.

A 40–60 damage over time group for medium pulls: a bear holds three to five mobs while two Warlocks and a Shadow Priest dot everything, and Vampiric Embrace plus shields keep drinking short.

Role Spec Job in the pull
Tank Feral Combat Druid Swipes and holds three to five mobs
DPS Shadow Priest Shadow Word: Pain, Vampiric Embrace, Silence
DPS Affliction Warlock Corruption on every mob, Curse of Exhaustion
DPS Demonology Warlock Rain of Fire, Felhunter Spell Lock on casters
Healer Discipline Priest Shields on the bear, Penance, Power Infusion

Every spec in the table links to its own guide with talents for that slot.

How the shadow cleave plays

  1. Swipes first: the bear gathers three to five mobs and Swipes three times before any damage over time goes out.
  2. Dot everything: Corruption, Bane of Agony and Shadow Word: Pain on every mob, Rain of Fire on the bear.
  3. Control: Spell Lock and Silence stop casters, Devouring Plague jumps on death, shields cover whoever draws aggro.

Your job as Affliction Warlock

Instant Corruption is the whole plan. Improved Corruption removes the cast time, so you can tab across five mobs in a few global cooldowns while the bear’s Swipe lead still holds, something a cast-time Corruption never could. Suppression then adds 5% hit and takes 20% off all the threat you create. Once every mob carries Corruption, Bane of Agony goes on the ones that will live longest and Siphon Life on the kill target. Pandemic makes the crits from those spells hit far harder, and Malevolence adds the crit chance to trigger it. Your second role is stopping runners: Curse of Exhaustion slows a fleeing, dotted mob before it drags the next pack in. On bosses, Wrack raises all your other damage over time on the target by 10%, and finishing trash with Drain Soul gives Soul Harvest for mana.

Pull by pull

  • Wait for the third Swipe, then Corruption on every mob, starting furthest from the bear.
  • Skip any mob that is already low; a Corruption that never finishes ticking is a wasted global.
  • Bane of Agony on the two or three mobs that will live longest, Siphon Life on the kill target.
  • Nightfall: spend a Shadow Trance on an instant Shadow Bolt at the kill target.
  • Runner: Curse of Exhaustion the moment a dotted mob starts to flee.
  • Last mob: Drain Soul below 25% for a Soul Shard and Soul Harvest.
  • Boss: Corruption, Bane of Agony and Siphon Life, then Wrack to lift them all.

Resources and cooldowns

Life Tap is your mana, and Improved Life Tap makes each one worth 20% more, but tap between packs: a tap mid-pull adds healing the Discipline Priest did not plan for. Soul Harvest is the real regeneration: kill the last mob under Drain Soul and your mana regenerates at full speed while casting for 20 sec. Siphon Life gives back some of the health you tapped. Keep one global free for Curse of Exhaustion instead of dotting a mob that will die anyway.

Mistakes that wipe the group

  • Life Tap mid-pull while shields are going out on the bear.
  • Corruption on a mob that dies in two seconds: skip it and dot the healthy ones.
  • Dots on sapped or sheeped mobs: the break frees a mob into a pack that is already fighting.
  • Holding Curse of Exhaustion too long: once the runner reaches the next pack, you have two pulls.

Talent order by level

One point per level from level 10. The talent tree above shows the finished level 60 build; use the level slider to see it at any level.

  • Levels 10–14 · Improved Corruption 5/5 — Instant Corruption with 10% more damage: the talent that makes tab-dotting a pack possible.
  • Levels 15–19 · Suppression 5/5 — +5% hit and 20% less threat on everything, taken right after Corruption because five dots is a lot of threat.
  • Levels 20–21 · Grim Reach 2/2 — +10% range on Affliction spells per point.
  • Levels 22–23 · Improved Bane of Agony 2/2 — +10% Bane of Agony damage on the mobs that live longest.
  • Level 24 · Amplify Curse 1/1 — A 50% stronger next Bane of Agony or a stronger Curse of Exhaustion, and the gate to that curse.
  • Levels 25–27 · Pandemic 3/3 — Doubled crit damage bonus on Corruption, Bane of Agony, drains and Siphon Life.
  • Levels 28–29 · Nightfall 2/2 — Corruption ticking on five mobs rolls the Shadow Trance chance often: free instant Shadow Bolts.
  • Levels 30–31 · Malevolence 2/5 — +5% Shadow crit chance, which Pandemic turns into large ticks.
  • Level 32 · Siphon Life 1/1 — A dot that heals you back for the health Life Tap costs.
  • Levels 33–34 · Malevolence 4/5 — finish the talent.
  • Levels 35–39 · Shadow Mastery 5/5 — +10% on every Shadow tick across the pack.
  • Level 40 · Wrack 1/1 — 6 sec of heavy Shadow damage that lifts your other dots on the target by 10%: the boss button.
  • Level 41 · Malevolence 5/5 — finish the talent.
  • Levels 42–44 · Soul Siphon 3/3 — Drain Soul gains 12% per other Affliction effect on the target, so the last mob dies under it for Soul Harvest.
  • Level 45 · Curse of Exhaustion 1/1 — A 30% slow for 12 sec on a runner before it reaches the next pack.
  • Levels 46–47 · Improved Life Tap 2/2 — 20% more mana per Life Tap, used between pulls.
  • Levels 48–49 · Soul Harvest 2/2 — Killing a mob under Drain Soul doubles your regeneration for 10 sec and keeps all of it going while casting: your drink replacement.
  • Levels 50–52 · Improved Drains 3/3 — Drain Life, Drain Soul and Wrack hit 20% harder, and the drain is what you channel between dot refreshes on the pack.
  • Levels 53–57 · Demonic Embrace (Demonology) 5/5 — 15% Stamina at the end of the order; more health means more Life Tap between packs.
  • Levels 58–60 · Fel Vitality (Demonology) 3/3 — Up to 15% more health and mana for your demon and 15% more maximum mana for you.

Dungeons by level

Every WoW Forever dungeon that overlaps levels 40–60. Dungeons marked New were added in WoW Forever; the rest are the original Classic dungeons.

Levels Dungeon Notes
34–40 Scarlet Monastery Library Classic.
35–40 The Drowned City (New) Trolls, naga and pirates off the Stranglethorn coast.
37–43 Scarlet Monastery Armory Classic.
38–44 Razorfen Downs Classic.
39–45 Scarlet Monastery Cathedral Classic.
40–55 Krol’dok Stronghold (New) New in Forever.
44–50 Uldaman Classic.
45–51 Zul’Farrak Classic.
48–53 Alcaz Prison (New) New in Forever.
48–54 Maraudon Classic.
52–58 Sunken Temple Classic.
52–60 Blackrock Depths Classic.
55–60 Dire Maul East Classic.
55–60 Blackmaw Hold (New) New in Forever.
57–60 Lower Blackrock Spire Classic.
58–60 Dire Maul West Classic.
58–60 Scholomance Classic.
58–60 The Shapers Terrace (New) New in Forever.
59–60 Stratholme (Undead) Classic.
59–60 Stratholme (Live) Classic.
59–60 Dire Maul North Classic.

Krol’dok Stronghold and Uldaman from 40, Zul’Farrak, Alcaz Prison and Maraudon at 48–54, Blackrock Depths for its casters from 52. Check Shadow resistance of Scholomance and Stratholme undead in the beta.

Where the group struggles for a Affliction Warlock

  • Short fights waste your whole kit. On weak trash, dot only the healthiest mobs and Shadow Bolt the rest.
  • Shadow-resistant mobs blunt Corruption, Bane of Agony and Wrack alike. Let Rain of Fire carry and keep your dots on the kill target.
  • Runaways carry your dots into the next pack. Curse of Exhaustion is your job, so always keep a global for it.
  • Threat from five dots adds up even with Suppression. If the bear is still gathering, wait for the Swipes rather than dotting the gather.

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Feedback (2)

Notes badged Moderator or Admin come from the WoW Forever Builds team. They are editorial notes on the build, not reports from playing it.

  1. WFB_TheorycraftModeratorSep 16, 2026

    Improved Corruption*5 first is a mechanical choice rather than a damage one. An instant Corruption is what lets you tab through five mobs in a few globals, and a cast-time version simply cannot cover a pack before the bear's threat lead runs out. Suppression*5 next gives hit and 20% less threat on everything you do, which is the other half of the same problem. Pandemic*3 and Malevolence are the damage rows and they are correctly placed after the coverage rows, because a dot on four mobs beats a bigger dot on two.

  2. WFB_EditorModeratorSep 16, 2026

    Two practical limits on the tab-dotting plan. Corruption on a mob that dies in two seconds is a wasted global, so start with the mob furthest from the bear and skip anything already low. And Life Tap in the middle of a pull adds a heal the Discipline Priest was not planning for, at exactly the moment shields are going out on the bear, so tap between packs. Curse of Exhaustion is worth holding a global for whenever a dotted mob starts running, because a fleeing mob that reaches the next pack turns one controlled pull into two uncontrolled ones.

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