Illidan Stormrage

## Powers & Abilities

* **Magic:** Having spend thousands of years practicing numerous schools of magic including Mage, Warlock, and Druid, Illidan is an archmage-level spellcaster, with knowledge of Arcane, Fire, Frost, Chaos, Fel, Cosmic, and Shadow magic. As a high-level magic user, he is vastly more intelligent than normal spellcasters, who themselves are wizards of immense knowledge and skill who learn their craft through intense research and study, students gifted with a keen intellect and unwavering discipline. Illidan spent his youth attempting to master the druidic forces, but shifted his focus to Highborne magic after being cast out by Cenarius, and though not a Highborne himself, his inherrent skill with the arcane was quickly recognized and he became the personal caster of the Kaldorei Resistance leader, Kur'talos Ravencrest. The archmage Rhonin was also impressed by Illidan's skill with magic, so much so that the human mage from the future took it upon himself to teach Illidan all he knew. After the death of Latosius, Illidan became the leader of the Moon Guard and immediately set to work reforging the order, pushing the sorcerers to their limits and rapidly developing new methods of wielding arcane magic. Soon after being cast out of the Moon Guard, Illidan joined the Burning Legion in order to learn to utilize the Warlock magic used by the Eredar, and later studied under the demon lord Kil'jaeden to further expand this knowledge, ultimately adding numerous spells from their teachings to his own and using them to create the unique brand of spells utilized by the Demon Hunters. Illidan is also an alchemist and can identify individual components in alchemical mixtures.
	+ **Night Elf:** The ancient and reclusive Night elves—also known as kaldorei—have played a pivotal role in shaping Azeroth’s fate. Fighting for the Alliance, many Night elves today still remember events of the War of the Ancients over ten thousand years ago, when they halted the Burning Legion’s first invasion of Azeroth. These ferocious elves will fight tooth and nail to ensure their sacred lands are never again tainted by evil.
		- **Nature Resistance:** Reduces Nature damage taken.
		- **Quickness:** Increases chance to dodge and movement speed.
		- **Shadowmeld:** Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Any threat is restored versus enemies still in combat upon cancellation of this effect.
			* **Elusiveness:** Reduces the chance enemies have to detect you while shadowmelded.
		- **Touch of Elune:** Increases Haste during the night and Critical Strike during the day.
		- **Wisp Spirit:** Transform into a wisp upon death, increasing speed by 75%.
	+ **Personal Spells:**
		- **Arcane Siphon:** Illidan siphons the life force and arcane magic from a target, restoring his health and mana and potentially unlocking new spells from them at the cost of draining them or outright killing them.
		- **Focused Deflection:** Creates an arcane shield around the caster, reflecting the next spell. Lasts until canceled.
		- **Stormrage:** Illidan leaps into the air and lands with explosive force, dealing Arcane damage to enemies within 8 yards, knocking them back and stunning them for 3 seconds.
		- **Warhawk:** Illidan vaults backwards as he annihilates his enemies with a vicious arcane assault.
		- **Fury of the Cosmos:** Illidan unleashes the fury of the cosmos, disintegrating enemies in his path with a powerful blast of Arcane energy.
		- **Collapsing Star:** Illidan releases the power of a collapsing star on his enemies.
		- **Agonizing Flames:** A spell from the school of Fire Magic. Deals Fire damage instantly to all enemies within 5 yards of the target and continues dealing Fire damage over 1 minute. This spell cannot be reflected.
		- **Aura of Dread:** A spell from the school of Shadow Magic. Increases shadow damage enemies take by 30% in a radius of 15 yards for 10 seconds.
		- **Berserk:** Increases the caster's attack speed by 150% and all damage it deals by 900% for 30 minute.
		- **Blaze:** Leaves a blazing fire on the ground that deals Fire damage to enemies within 6 yards every 3 seconds.
		- **Dark Barrage:** A barrage of demonic magic that deals Shadow damage to the target every 1 seconds for 10 seconds.
		- **Draw Soul:** A spell from the school of Shadow Magic. Deals Shadow damage to any targets in front of the caster to a range of 100 yards, healing for a portion of the damage dealt.
		- **Fireball:** A spell from the school of Fire Magic. Inflicts Fire damage to enemies within 10 yards of the target, to a range of 50000 yards.
		- **Flame Burst:** A spell from the school of Fire Magic. Inflicts Fire damage to all enemies within 5 yards. This spell cannot be reflected and ignores invulnerability.
		- **Flame Crash:** A spell from the school of Fire Magic. Deals Fire damage to the target at a range of up to 100 yards and leaves a blaze upon the ground with a radius of 10 yards for 2 minutes.
		- **Frenzy:** Increases Damage by 50% and Attack Speed by 30% for 20 seconds.
		- **Parasitic Shadowfiend:** A spell from the school of Shadow Magic. A parasitic shadowfiend burrows its way through the target to a range of 50000 yards, dealing Shadow damage every 2 seconds for 10 seconds. When the shadowfiend is finished, it leaves the target and seeks new prey. This spell cannot be reflected and ignores invulnerability.
		- **Shadow Blast:** A spell from the school of Shadow Magic. Deals Shadow damage to the target at a range of up to 100 yards and any enemies within 20 yards of the target. This spell cannot be reflected.
		- **Shadow Prison:** Using the magic of Karabor, all enemies within the Black Temple are stunned for 30 seconds. This spell cannot be reflected and ignores invulnerability.
		- **Shattered Psyche:** A spell from the school of Shadow Magic. Illidan's next 5 damaging abilities inflict Shattered Psyche, dealing Shadow damage and increasing the target's damage taken from Shattered Psyche by 1% for 5 seconds, stacking up to 25 times.
		- **Shear:** A deadly attack shears the target, not using active mitigation reduces maximum health by 60% for 7 seconds. This spell ignores invulnerability.
		- **Summon Shadow Demons:** A spell from the school of Shadow Magic. Summons a Shadow Demon. The Shadow Demon will stun a target, then pursue it until death.
		- **Throw Glaive:** Illidan throws the glaives of Azzinoth up to 100 yards.
		- **Uncaged Wrath:** Illidan summons two entropic elementals from his warglaives. Separated from the blade, the spirits of Azzinoth enrage, dealing 500% additional damage and increase their movement speed by 200%.
		- **Expel Shadows:** A spell from the school of Shadow Magic. Illidan channels his magic to remove shadows from the surrounding area, preventing those who can meld with them from doing so.
		- **Shade of Akama:** The Shade of Akama is the dark portion of Akama's soul that binds Akama to Illidan's service. At Illidan's whim, the shade could be unleashed and devour Akama from within, binding him to Illidan's will. Through Akama's spiritual ties to his Ashtongue tribe, it would be able to bind them to Illidan as well. The Shade of Akama is a master of stealth, combat, and strategy, and in battle, the Shade of Akama is accompanied by multiple members of the Ashtongue tribe which fight alongside him.
	+ **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.
		- **Passives:**
			* **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.
			* **Netherwind Armor:** Reduces the chance you will suffer a critical strike by 15%.
			* **Mastery: Savant:** Increases Mana regeneration rate and maximum Mana by 9.6%.
			* **Time Anomaly:** At any moment, the Mage has a chance to gain Arcane Power for 8 seconds, gain Evocation for 1 seconds, or gain Time Warp for 6 seconds.
			* **Enlightened:** Arcane damage dealt while above 70% mana is increased by 8%, Mana Regen while below 70% is increased by 20%.
			* **Arcane Subtlety:** Reduces the chance your spells will be dispelled by 30%.
			* **Arcane Focus:** Increases the Mage's chance to hit and reduces the mana cost of Arcane spells by 3%.
			* **Arcane Resilience:** Increases armor by an amount equal to 50% of the Mage's Intellect.
			* **Arcane Meditation:** Allows 50% of the Mage's mana regeneration to continue while casting.
			* **Arcane Instability:** Increases the damage done by the Mage's spells and critical strike chance by 3%.
			* **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.
			* **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%.
			* **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 a 8% chance to instantly reactivate Hot Streak.
			* **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.
			* **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 minute.
			* **Flamecannon:** After standing still in combat for 2 seconds, the Mage's maximum health increases by 3%, damage done increases by 3%, and range of Fire spells increase by 3 yards. This effect stacks up to 5 times and lasts for 5 seconds.
			* **Molten Armor:** Increases your spell critical strike chance by 10% and reduces all Physical damage you take by 6%.
			* **Master of Elements:** Spell criticals will refund 30% of their base mana cost.
			* **Burning Determination:** After being interrupted while casting a spell, the Mage becomes immune to being interrupted while casting for 8 seconds.
			* **Arctic Winds:** Reduces the chance melee and ranged attacks will hit by 5%.
			* **Shatter:** Multiplies the critical strike chance of spells against frozen targets by 1.5, and adds an additional 50% critical strike chance.
			* **Frostbite:** Gives Chill effects a 15% chance to freeze the target for 4 seconds.
			* **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.
			* **Frost Armor:** Increases Haste by 8% and causes enemies who strike you to have movement speed slowed by 30% for 15 seconds.
			* **Elemental Precision:** Reduces the chance that the opponent can resist your Frost and Fire spells by 6%.
			* **Ice Shards:** You gain 5% more of the Multistrike stat from all sources.
			* **Piercing Ice:** Increases the critical strike chance of your spells by 3%.
			* **Frozen Core:** Reduces the damage taken from all spells by 6%.
			* **Regeneration:** Demon Hunters regenerate health faster at night.
			* **Evasion:** Gives the Demon Hunter a 30% chance to passively avoid attacks.
			* **Ultravision:** Gives Night Elves the ability to see as far at night as they do during the day.
		- **Active Abilities:**
			* **Shared Class Spells:**
				+ **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 increases the damage of Frostbolt, stacking up to 3 times [This effect is reset if Frostbolt is cast at a different enemy]. Frostbolt has a 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.
				+ **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 causes 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.
				+ **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.
				+ **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.
				+ **Conjure Refreshment:** Conjures mana food for the mage and their allies. Conjured items disappear after 15 minutes.
				+ **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.
				+ **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.
				+ **Arcane Intellect:** Infuses the target with brilliance, increasing their Intellect by 5% for 1 hour. If target is in a party or raid, all party and raid members will be affected.
				+ **Arcane Brilliance:** Infuses the target with brilliance, increasing their spell power by 10% and their critical strike chance by 5% for 1 hour. If target is in a party or raid, all party and raid members will be affected.
				+ **Slow Fall:** Slows a group member's falling speed for 30 seconds.
				+ **Polymorph:** Transforms the enemy into a sheep 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.
				+ **Teleport:** Teleports the caster to a destination of their choice.
				+ **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.
				+ **Portal:** Creates a portal, teleporting group members that use it to a destination of their choice.
				+ **Remove Curse:** Removes all Curses from a friendly target.
				+ **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.
					- **Mass Invisibility:** The Mage and their allies within 40 yards instantly become invisible for 5 seconds. Dealing damage will cancel the effect.
				+ **Spellsteal:** Steals all beneficial magic effects from the target. This effect lasts a maximum of 2 minute.
				+ **Mirror Image:** Creates 3 copies of the caster nearby, which cast spells and attack the Mage's enemies. Lasts 40 seconds.
				+ **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 minute.
				+ **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.
				+ **Focus Magic:** Increases the target's chance to critically hit with spells by 5% for 30 minute. 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.
				+ **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.
				+ **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 minute.
				+ **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 minute.
				+ **Detect Magic:** Detects beneficial magic effects on the target for 2 minute.
			* **Arcane Spells:**
				+ **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.
				+ **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 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.
				+ **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.
				+ **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.
				+ **Slow:** Reduces the movement speed of up to 3 targets by 50% for 15 seconds.
				+ **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.
				+ **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.
				+ **Conjure Mana Gem:** Conjures a Mana Gem that can be used to instantly restore 10% mana, and holds up to 3 charges.
				+ **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 seconds. Lasts 30 seconds.
				+ **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.
				+ **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.
				+ **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.
				+ **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.
				+ **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.
				+ **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.
				+ **Supernova:** Pulses arcane energy around the target enemy or ally, dealing Arcane damage to all enemies within 1 yards, and knocking them upward. A primary enemy target will take 100% increased damage.
				+ **Arcane Familiar:** Summon a Familiar that attacks the Mage's enemies and increases maximum mana by 10% for 1 hour.
			* **Fire Spells:**
				+ **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. 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.
				+ **Blazing Barrier:** Shields the Mage in flame, absorbing damage for 60 seconds. Melee attacks against the Mage cause the attacker to take Fire damage.
				+ **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.
				+ **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.
				+ **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 which burns enemies within it for Fire damage over 8 seconds.
				+ **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.
				+ **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%.
				+ **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% the Mage's Critical Strike stat, and creating a Rune of Power at the Mage's location. Castable while casting other spells.
				+ **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.
				+ **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.
				+ **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.
				+ **Meteor:** Calls down a meteor which 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.
				+ **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.
				+ **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.
			* **Frost Spells:**
				+ **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.
				+ **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.
					- **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.
				+ **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%.
				+ **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.
					- **Freeze:** The Water Elemental casts Freeze, blasting enemies in a 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.
				+ **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.
				+ **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.
				+ **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 seconds. While Brain Freeze is active, Flurry applies Winter's Chill, causing the target to take damage from your spells as if it were frozen.
				+ **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.
				+ **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 done by 60% for 12 seconds.
				+ **Ice Form:** The Mage's body turns into Ice, increasing Frostbolt damage done by 30% and granting immunity to stun and knockback effects. Lasts 12 seconds.
				+ **Ice Wall:** Conjures an Ice Wall 30 yards long that obstructs line of sight. The wall has 40% of the Mage's maximum health and lasts up to 15 seconds.
				+ **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.
				+ **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
				+ **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.
				+ **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.
				+ **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 increases by 10%. Generates 2 charges of Fingers of Frost over its duration.
				+ **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.
			* **Mana Burn:** Sends a bolt of negative energy that burns a target enemy unit's mana. Burned mana combusts, dealing damage to the target equal to the amount of mana burned.
			* **Immolation Aura:** Engulfs the Demon Hunter in flames, radiating Fire damage over 20 sec and additional fire damage to enemies within 8 yards. When activated, Immolation Aura's initial burst has a chance to shatter Lesser Soul Fragments from enemies, dispels all magical effects on you when cast, and increases the damage of the next Fel Rush by 300%. Immolation Aura generates 20 Fury instantly and an additional 50 Fury over 6 seconds, as well as 10 Fury when it deals critical damage. While active, Immolation Aura increases the Demon Hunter's movement speed and armor by 20%, causes melee attackers to suffer Fire damage, increases the duration of Fiery Brand by .5 seconds, and reduces incoming magic damage by 10%. Each time Immolation Aura deals damage its damage increases by 5%, and 35% of the damage dealt by up to 3 critical strikes is gathered as Ragefire. When Immolation Aura expires the Demon Hunter explodes, dealing all stored Ragefire damage to nearby enemies.
	+ **Demon Hunter:** Demon hunters uphold a dark legacy, one that frightens their allies and enemies alike. The Illidari embrace fel and chaotic magics—energies that have long threatened the world of Azeroth—believing them necessary to challenge the Burning Legion. Wielding the powers of demons they’ve slain, they develop demonic features that incite revulsion and dread in fellow elves. Forgoing heavy armor, Demon Hunters capitalize on speed, closing the distance quickly to strike enemies with one-handed weapons. However, Illidari must also use their agility defensively to ensure that battles end favorably. Demon Hunters can command chaotic energies to inflict havoc on enemies, or they can focus their powers to resist damage and fuel vengeful attacks.
		- **Passives:**
			* **Demonic Wards:** The chaotic energy that flows within Demon Hunters gifts them with unparalleled power and durability. Demon Hunters passively gain 13% increased damage, 132% increased armor, 4.8% increased movement speed, and 79% increased stamina. Additionally, the Demon Hunter's tattoos reduce all damage taken by 20%, and their Illidari Knowledge reduces magic damage taken by an additional 4%.
			* **Melee Damage:** Demon Hunters attacks deal Chaos damage (making it effective against all armor types) and has area of effect properties. Basic attacks have the Leech property, healing the Demon Hunter for 5% of the damage they deal, and have a 60% chance to deal additional Shadow damage and generate Fury.
			* **Double Jump:** Demon Hunters are able to jump again while near the apex of their first jump.
			* **Glide:** Demon Hunters are able to unfurl their wings while falling in order to slow their descent and glide through the air.
			* **Spectral Sight:** The Demon Hunters' apparent blindness belies their true powers of perception. They rely on magically augmented sight to detect treasure and enemies, even those that hide behind obstacles, are stealthed, or are invisible. Spectral Sight lasts an additional 6 seconds if disrupted by attacking or taking damage.
			* **Chaos Brand:** The Demon Hunter's damage brands the target, increasing magic damage the opponent takes by 7%.
			* **Mastery: Demonic Presence:** Passively causes all Arcane, Fire, Frost, Nature, and Shadow damage to be dealt as Chaos damage instead, increases all Chaos damage by 16%, and increases movement speed by 4.8%.
			* **Everlasting Hunt:** Dealing damage increases the Demon Hunter's movement speed by 15% for 3 seconds.
			* **Charred Warblades:** The Demon Hunter heals for 5% of all Fire damage you deal.
			* **Fodder to the Flame:** The Demon Hunter's damaging abilities have a chance to call forth a condemned demon for 25 seconds. Throw Glaive deals lethal damage to the demon, which explodes on death, dealing Shadow damage to nearby enemies and healing the Demon Hunter for 25% of your maximum health. The explosion deals reduced damage beyond 5 targets.
			* **Deceiver's Fury:** The Demon Hunter generates 5 Fury each time they dodge an attack or spell.
			* **Know Your Enemy:** The Demon Hunter gains critical strike damage equal to 50% of their critical strike chance.
			* **Unending Hatred:** Taking damage causes the Demon Hunter to gain Fury based on the damage dealt.
		- **Active Abilities:**
			* **Shared Class Spells:**
				+ **Metamorphosis:** Transforms the Demon Hunter into a powerful demon form, granting 200% increased Armor, 50% increased health, 25% additional Haste, 25% Leech, 10% increased damage and healing, and reduced damage. When the Demon Hunter activates Metamorphosis, the cooldown of Eye Beam and Blade Dance is immediately reset and Chaos Strike and Blade Dance are greatly empowered. While in demon form, the Demon Hunter gains a ranged magic attack and Fracture generates one additional Lesser Soul Fragment and 20 additional Fury. The Demon Hunter has a chance to activate Metamorphosis for 5 seconds each time they consume a Soul Fragment, and sustaining fatal damage instead transforms the Demon Hunter to Metamorphosis form. Leaving demon form grants a charge of Fel Rush and increases the damage of the next Blade Dance by 50%.
					- **Havoc Metamorphosis:** The Demon Hunter leaps into the air and lands with explosive force, dealing Chaos damage to enemies within 8 yards, and stunning them for 3 seconds.
					- **Demonic Trample:** Transform to demon form, moving at 175% increased speed for 3 seconds, knocking down all enemies in the Demon Hunter's path and dealing Physical damage. During Demonic Trample the Demon Hunter is unaffected by snares but cannot cast spells or use normal attacks.
				+ **Torment:** Taunts the target to attack the Demon Hunter, increasing their damage taken by 3% for 6 seconds. Each unique player that attacks the target increases the damage taken by an additional 3%, stacking up to 5 times.
				+ **Consume Magic:** The Demon Hunter is able to consume beneficial Magic effects from all enemies within 8 yards, removing them and empowering themselves with additional Fury, and gaining 5% Leech for 5 seconds.
				+ **Imprison:** Imprisons a demon, beast, or humanoid, incapacitating them for 1 minute and 1 second. Targets become immune to damage and healing while imprisoned. Damage will cancel the effect.
				+ **Throw Glaive:** Throw two demonic glaives at the target, dealing damage from a random school of magic. The glaives can ricochet to two additional enemies within 10 yards and deals 25% increased damage for each enemy hit, and leaves open wounds on enemies, dealing Chaos damage over 15 seconds and increasing damage taken from Immolation Aura by 50%. Enemies hit by Throw Glaive are snared for 6 seconds, take an additional 60% of damage dealt as Chaos over 6 seconds, take 10% increased damage from Eye Beam, and take 10% increased damage from a random school of magic. Throw Glaive has 2 charges.
					- **Glaive Tempest:** Launch two demonic glaives in a whirlwind of energy, causing Chaos damage over 3 seconds to 5 nearby enemies.
				+ **Disrupt:** Interrupts the enemy's spellcasting at a range of 10 yards and locks them from that school of magic for 3 seconds.
				+ **Shattered Souls:** Killing an enemy sometimes creates a Soul Fragment that is consumed when approached, healing for 20% of maximum health and for 6.3% of all damage taken in the last 5 seconds. When consuming a Soul Fragment would heal the Demon Hunter above full health it shields them instead. If the Soul Fragment came from a Demon, the Demon Hunter will deal 20% increased damage for 15 seconds. Consuming a Soul Fragment reduces all damage taken by 1% for 4 seconds and reduces the remaining cooldown on Eye Beam and Chaos Nova by 5 seconds. Every 10 Soul Fragments consumed increases the damage of the next Soul Cleave or Spirit Bomb by 40%.
				+ **The Hunt:** Charge to your target, striking them for Nature damage, rooting them in place for 1.5 seconds and inflicting Nature damage over 6 seconds to up to 5 enemies in your path. The pursuit invigorates your soul, healing you for 50% of the damage you deal to your Hunt target for 30 seconds. The cooldown of The Hunt is reduced by 12 seconds whenever an enemy is killed while afflicted by its damage over time effect.
				+ **Felsaber:** Summons and dismisses a rideable Felsaber, a special creation of Lord Illidan gifted to his most trusted demon hunters.
				+ **Felblade:** Charge the target and deal bonus Fire damage. Generates 40 Fury.
			* **Havoc Spells:**
				+ **Chaos Strike:** Slices the target for Chaos damage. Chaos Strike has a 40% chance to refund 20 Fury, has a 10% chance to trigger a seconds Chaos Strike. When activated, Chaos Strike increases the Demon Hunter's Agility by 20 for 12 seconds and has a chance to spawn a Lesser Soul Fragment. Consuming any Soul Fragment grants 30 Fury, and when Chaos Strike refunds Fury, it also reduces the cooldown of Eye Beam by 3 seconds. Every 1.5 seconds the damage of Chaos Strike increases by 60 and reduces its cost by 1 Fury. Entering demon form causes the Demon Hunter's next Chaos Strike to unleash their inner demon, causing it to crash into their target and deal Chaos damage to all nearby enemies.
					- **Essence Break:** Slash all enemies in front of you for Chaos damage, and increase the damage Chaos Strike and Blade Dance deal to them by 40% for 8 seconds.
				+ **Demon's Bite:** Quickly attack for Physical damage. Demon's Bite generates 40 Fury and leaves open wounds on enemies, dealing Chaos damage over 15 seconds and increasing damage taken from Immolation Aura by 50%.
				+ **Fel Rush:** The Demon Hunter rushes forward, incinerating anything in their path for Chaos damage, generating 40 Fury and increasing movement speed by 10% for 8 seconds. When cast, Fel Rush increases damage done by 15% for 6 seconds.
				+ **Eye Beam:** Blasts all enemies in front of the Demon Hunter at a range of 20 yards, dealing Chaos damage over 3 seconds and generating 40 Fury every second. Eye Beam deals guaranteed critical strikes, deals reduced damage to secondary targets, and deals 10% increased damage when used on a single target. Eye Beam additionally summons an allied Vengeance Demon Hunter who casts Fel Devastation, dealing Fire damage over 2 seconds. Each time Eye Beam deals damage to a target, it also applies Anguish [When Anguish expires, it deals Chaos damage to the victim per application]. When Eye Beam finishes fully channeling, the Demon Hunter's Haste is increased by 16.5% for 12 seconds and they enter demon form for 6 seconds. Consuming a Soul Fragment reduces the cooldown of Eye Beam by 0.7 seconds.
				+ **Blade Dance:** Strike all nearby enemies for Physical damage, increased by 3% for each target within 8 yards. Blade Dance deals increased damage to the first target struck and reduced damage beyond 5 targets, and reduces targets' healing received by 50% for 6 seconds. The final slash of Blade Dance deals an additional 20% damage, inflicts additional Chaos damage over 4 seconds, and reduces the cost of the next Blade Dance by 3 Fury for each enemy struck by the final slash. Blade Dance causes the Demon Hunter's next Chaos Strike within 8 seconds to have a 30% increased critical strike chance and will always refund Fury.
				+ **Darkness:** Summons darkness around the Demon Hunter in an 12 yard radius, granting friendly targets a 20% chance to avoid all damage from an attack. Lasts 13 seconds.
				+ **Chaos Nova:** Unleash an eruption of fel energy, dealing Chaos damage and stunning all nearby enemies for 3 seconds. Each enemy stunned by Chaos Nova has a 33% chance to generate a Lesser Soul Fragment.
				+ **Vengeful Retreat:** Remove all snares and vault away, providing immunity to loss of control effects and reducing damage taken by 75% until the Demon Hunter lands. Nearby enemies take Physical damage and reduces the movement speed of all nearby enemies by 70% for 3 seconds. If the Demon Hunter damages an enemy before they damage them, they gain increased critical strike chance for 5 seconds. Using Vengeful Retreat refreshes the Demon Hunter's potential to activate this effect on any enemies they are in combat with. Vengeful Retreat generates 80 Fury over 10 seconds if it damages at least one enemy.
				+ **Blur:** Increases the Demon Hunter's chance to dodge by 50% for 10 seconds, reduces all damage taken by 22% for 10 seconds, and grants a 30% movement speed bonus. Blur is automatically triggered when the Demon Hunter falls below 35% health.
				+ **Netherwalk:** Slip into the nether, increasing movement speed by 100% and becoming immune to damage, but unable to attack. Lasts 5 seconds.
				+ **Rain from Above:** The Demon Hunter flies into the air out of harms way. While floating they gain access to Fel Lance, allowing them to deal damage to enemies below.
					- **Fel Lance:** Deals 6% of the target's total health in Chaos damage at a range of 60 yards.
				+ **Fel Eruption:** Impales the target for Chaos damage and stuns them for 4 seconds.
				+ **Fel Barrage:** Unleash a torrent of Fel energy over 3 seconds, inflicting Chaos damage to 8 enemies within 8 yards.
			* **Vengeance Spells:**
				+ **Infernal Strike:** Leap through the air toward a targeted location, dealing Fire damage to all enemies within 6 yards, increasing the Demon Hunter's movement speed by 10% for 8 seconds, and creating a Sigil of Flame when the Demon Hunter lands.
				+ **Fracture:** Rapidly slash the target for Physical damage. Fracture generates 35 Fury and shatters 2 Lesser Soul Fragments from the opponent, has a 5% increased chance to shatter an additional Lesser Soul Fragment while the Demon Hunter is below 50% health, and has a chance to rip Lesser Soul Fragments from up to 4 nearby enemies, dealing Fire damage to each.
				+ **Soul Cleave:** Viciously strike 5 enemies in front of the Demon Hunter for Physical damage. Soul Cleave deals n additional 30% increased damage to the first target struck as well as applying Frailty to the primary target for 5 seconds. Enemies struck by Soul Cleave deal 6% less damage to the Demon Hunter for 12 seconds. Soul Cleave consumes up to 2 Soul Fragments within 25 yards, dealing additional damage for each Soul Fragment it consumes. Soul Cleave also heals the Demon Hunter for each Soul Fragment consumed over 6 seconds, and every 40 Soul Fragments consumed causes the next cast of Soul Cleave to grant a Soul Barrier.
				+ **Fel Devastation:** Unleash the fel within, damaging enemies directly in front of the Demon Hunter for Fire damage over 2 seconds. Fel Devastation summons an allied Havoc Demon Hunter who casts Eye Beam dealing Chaos damage over 2 seconds. Causing damage also heals the Demon Hunter based on the Demon Hunter's missing health, and 50% of its overhealing is converted into an absorbing shield for 10 seconds. When Fel Devastation finishes fully channeling it refreshes 20% of its cooldown, refunds 20 Fury, and causes the Demon Hunter to enter demon form for 6 seconds after it finishes dealing damage.
				+ **Soul Carver:** Carve into the soul of your target, dealing initial Fire damage and additional Fire damage over 3 seconds. Immediately shatters 2 Lesser Soul Fragments from the target and 1 additional Lesser Soul Fragment every 1 seconds.
				+ **Demon Spikes:** Surge with fel power, increasing the Demon Hunter's Armor and Parry chance by 15%, for 7 seconds, and futher increasing Armor by 17 every seconds, for 10 seconds. While Demon Spikes is active, melee attacks against you cause Physical damage equal to 30% of the damage taken back to the attacker. The Demon Hunter take 10% reduced damage after Demon Spikes ends, fading by 1% per second. Consuming a Soul Fragment reduces the remaining cooldown of Demon Spikes by .5 seconds.
				+ **Fiery Brand:** Brand an enemy with a demonic symbol, instantly dealing Fire damage and dealing additional Fire damage over 12 seconds. The enemy's damage done to the Demon Hunter is reduced by 40% for 10 seconds, and the enemy takes 20% increased Fire damage. Damage from Soul Carver and Immolation Aura extends the duration of Fiery Brand by .5 seconds, and every 2 seconds Fiery Brand passively spreads to one nearby enemy. When Fiery Brand expires on the Demon Hunter's primary target, the Demon Hunter gains a shield that absorbs damage for 15 seconds, based on damage dealt to the target while Fiery Brand was active.
				+ **Illidan's Grasp:** You strangle the target with demonic magic, dangling them in place for 6 seconds. Use Illidan's Grasp again to toss the target to a location within 40 yards, stunning them and all nearby enemies for 3 seconds and dealing Shadow damage.
				+ **Reverse Magic:** Removes all harmful magical effects from yourself and all nearby allies within 10 yards, and sends them back to their original caster if possible.
				+ **Spirit Bomb:** Consume up to 5 Soul Fragments within 25 yards and then explode, afflicting nearby enemies with Frailty for 20 seconds and damaging them for Fire per fragment. You heal for 10% of all damage you deal to enemies with Frailty.
				+ **Soul Barrier:** Shield yourself for 12 seconds, absorbing damage. Consumes all Soul Fragments within 25 yards to add to the shield per fragment.
				+ **Bulk Extraction:** Demolish the spirit of all those around you, dealing Fire damage to nearby enemies and extracting up to 5 Lesser Soul Fragments, drawing them to you for immediate consumption.
				+ **Sigils:**
					- **Sigil of Flame:** Place a Sigil of Flame at the target location that activates after 1 second. Deals initial Fire damage in a 32 yard range and additional Fire damage over 11 seconds to all enemies affected by the sigil. Sigil of Flame generates 2 additional Fury per target hit, and enemies struck by Sigil of Flame are afflicted with Frailty for 5 seconds, increasing all damage dealt to afflicted targets by 4%. The Demon Hunter heals for 8% of all damage dealt to targets with Frailty. Afflicting an enemy with Sigil of Flame generates 1 Lesser Soul Fragment, grants bonus Agility for 6 seconds, and causes enemies to deal 8% reduced magic damage to the Demon Hunter for 8 seconds.
					- **Sigil of Silence:** Place a Sigil of Silence at the target location that activates after 1 second. Silences all enemies affected by the sigil in a 32 yard range for 9 seconds. Afflicting an enemy with Sigil of Silence generates 1 Lesser Soul Fragment, grants bonus Agility for 6 seconds, and causes enemies to deal 8% reduced magic damage to the Demon Hunter for 8 seconds.
					- **Sigil of Chains:** Place a Sigil of Chains at the target location that activates after 1 second. All enemies affected by the sigil in a 32 yard range are pulled to its center and are snared, reducing movement speed by 70% for 9 seconds. Afflicting an enemy with Sigil of Chains generates 1 Lesser Soul Fragment, grants bonus Agility for 6 seconds, and causes enemies to deal 8% reduced magic damage to the Demon Hunter for 8 seconds.
					- **Sigil of Misery:** Place a Sigil of Misery at the target location that activates after 1 second. Causes all enemies affected by the sigil in a 32 yard range to cower in fear, disorienting them for 23 seconds. The Demon Hunter deals 20% increased damage to enemies for 5 seconds after Sigil of Misery's effect on them ends. Afflicting an enemy with Sigil of Misery generates 1 Lesser Soul Fragment, grants bonus Agility for 6 seconds, and causes enemies to deal 8% reduced magic damage to the Demon Hunter for 8 seconds.
					- **Elysian Decree:** Place a Kyrian Sigil at the target location that activates after 1 second. Detonates to deal Arcane damage in a 32 yard range and shatter up to 3 Lesser Soul Fragments from enemies affected by the sigil. Deals reduced damage beyond 5 targets. Afflicting an enemy with Elysian Decree generates 1 Lesser Soul Fragment, grants bonus Agility for 6 seconds, and causes enemies to deal 8% reduced magic damage to the Demon Hunter for 8 seconds.
	+ **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.
		- **Passives:**
			* **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.
		- **Active Abilities:**
			* **Shared Class Spells:**
				+ **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.
			* **Affliction:**
				+ **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%.
			* **Demonology:**
				+ **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.
			* **Destruction:**
				+ **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.
			* **Minions:**
				+ **Standard Minions:**
					- **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.
				+ **Specialized Minions:**
					- **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.

* **Genius Intelligence:** Due to his heritage as a Night Elf, which are commonly described as being highly intelligent in comparison to many other races on Azeroth, Illidan is extremely smart in various fields, most notably his skill in regards to battlefield tactics, warfare strategy, deception, and leadership. He has successfully feigned loyalty to his enemies on numerous occasions in order to learn their tactics and capabilities to better combat them and add their magics to his own in order to make himself an even more deadly force. After absorbing the Skull of Gul'dan, Illidan absorbed the dead warlock's knowledge and memories and had his intelligence significantly bolstered as a result. His penchant for leadership is such that at the peak of his military power his forces consisted of vast armies of Night Elves, Fel Orcs, Naga, Satyrs, Corrupted Furbolgs, Broken Draenei, and Blood Elves, all united under his goal of fighting against the Burning Legion either through their own desire to do so or with Illidan's promises of power motivating them. Illidan has even gone so far as to turn many demons away from the Burning Legion and bind them to his service, using the Shrine of Lost Souls to sate their thirst for magic from that place instead of fel in exchange for their loyalty, as well as freeing some of them from their addiction to fel magic entirely as a result. Through his command he successfully lead an assault on Outland an claimed the planet for himself, utilizing the former ruler Magtheridon as a source of fel blood to create fel orcs for his army. From this base of operation he was able to begin his true war against the Burning Legion, training an army of elven demon hunters in his own image and leading further assaults on other Legion-controlled worlds, including killing the pit lord Azgoth and destroying the dreadlord home planet Nathreza. Illidan eventually played an incremental role in the assault on Argus, leading his forces in the battles of the Broken Shore and Tomb of Sargeras before taking the role he had planned for since the day he accepted the Legion' power; acting as the jailer of Sargeras. Illidan also possesses multiple spells that can temporarily expand his already vast intellect even further.
* **Combat Skills:** As the creator of the Demon Hunter class and all of the skills and martial techniques used by Demon Hunters, Illidan is a veritable master of martial combat. While each Demon Hunter begins their training by personally slaying a demon, eating its heart, and drinking its blood, Illidan has personally fought and killed countless demons from every rank in the Burning Legion, taking on entire armies of Fel on his own without being touched once, with many Fel being entirely capable of killing him should he make a single misstep in combat. Even before he became a Demon Hunter, Illidan was highly skilled in combat, such as needing only a few seconds to devise a means of killing Felhounds, which devour magic and are immune to conventional magical attacks, despite him having little formal martial combat training at the time. Illidan has also clashed with numerous master-level fighters over the course of his life, including the likes of Maiev Shadowsong and Arthas Menethil, with the latter noting that their duel was the only time in Arthas' entire combat history where he was ever brought close to dying. In addition to his martial skill, Illidan, as with all Night Elves, is all highly skilled in stealth and infiltration, using a mix of his natural stealth capabilities and his magic to be able to seamlessly blend in with darkness and become undetectable, a trait he also passed on to his Demon Hunter students.

## Equipment

* **Stave:** An unknown stave Illidan wielded during his time with the Moon Guard. It possesses a large purple gem at one end and a brass crescent on the other, serving as both a martial weapon and a focus through which he can cast spells.
* **Moon Guard Robes:** Illidan's armor set during his time with the Moon Guard. A light set of leather robe armor.
* **The Twin Blades of Azzinoth:** The Twin Blades of Azzinoth are a pair of fel green warglaives wielded by Illidan Stormrage. Azzinoth was a doom guard commander who Illidan slew 10,000 years ago. Illidan took Azzinoth's twin warglaives and trained himself to use them. He has become exceedingly efficient with the weapons. When Illidan used the twin warglaives they were usually connected, but could be disconnected to form separate weapons. Once disconnected they could be reconnected to form a single weapon once more. The ancient soulbinds linking Illidan to the twin blades allows Illidan to summon them to him. It is unknown if this can be done from anywhere or if Illidan has to be within a certain distance from the weapons to call them.
* **Skull of Gul'dan:** The Skull of Gul'dan was a powerful demonic artifact created from the skull of the orc warlock Gul'dan. Used for a plethora of demonic activity, from opening portals to corrupting the northern forests of Ashenvale, its powers were finally consumed by Illidan Stormrage. Although already consumed by Illidan, the skull still holds power and is in Illidan's possession. Consuming The Skull of Gul'dan doubles Illidan's base attack damage and allows him to deal chaos damage, which is fully effective against all types of armor (including the Divine Armor of Tichondrius). In addition, it metamorphoses Illidan in a powerful demon with a ranged attack. It also increases Illidan's strength, agility, and intelligence.
* **Eye of Sargeras:** The Eye of Sargeras was a powerful gem-like artifact previously used by the Avatar of Sargeras. It was hidden in the Tomb of Sargeras by Aegwynn when she defeated it. With the aid of the naga, Illidan Stormrage later managed to retrieve the artifact and tried to use it in an attempt to destroy the Frozen Throne, but the intervention of Maiev Shadowsong resulted in the Eye's destruction instead.
* **Orb of Kil'jaeden:** An artifact given to Illidan by Kil'jaeden to aid him in killing the Lich King and destroying the Frozen Throne. Adds 6 bonus fire damage to the attack of a wielder when carried. The wielder's attacks also become ranged when attacking air and do splash damage to nearby enemy units.
* **Sargerite Keystone:** The Sargerite Keystone (also referred to as Sargeras' keystone) is a fel-corrupted titan device imbued with the power of Sargeras himself, who created the device. It allows one to travel to any world.
* **Demon Soul:** The Demon Soul, also known as the Demon Stone and formerly as the Dragon Soul, was an artifact of great power created by Deathwing shortly before the War of the Ancients. Though it appeared to be a featureless golden disk, it was, in fact, a talisman of immense power that could be used to destroy or enslave other dragons. The artifact was forged by Deathwing's goblin slaves, fused with the taint of the Old Gods and finally mixed with the blood of Deathwing himself.

## Weaknesses

* Can be permanently killed if he dies within the Twisting Nether however or in an area saturated with fel.