Vengeance Demon Hunter Tank Rotation, Cooldowns, and Abilities — Midnight Season 1
On this page, you will learn how to optimize the rotation of your Vengeance Demon Hunter, depending on the type of damage you will be tanking. We also have advanced sections about cooldowns, procs, etc. in order to maximize your survivability and DPS. All our content is updated for World of Warcraft — Midnight Season 1.
Rotation for Vengeance Demon Hunter
Welcome to the rotation guide for Vengeance Demon Hunter. Below, you will find the general priority of your abilities, as well as how your talent choices will affect the Rotation. Further down, you can find out more about several core mechanics that have a large impact on your gameplay, as well as information about several strong cooldowns, and how you want to consider their uses and what value they add to your core toolkit. In the final section, you will also find advice on how to best approach your defensive toolkit.
Your Rotation will vary a lot depending on both the regular talent choices you make. They are further impacted by the Hero talent tree you use. To start, select your Hero talent tree and your talent choices below. If a talent is not presented below, it likely does not affect your Rotation enough to be mentioned. The links below will default the talent choices to those present in our recommended talent builds.
Vengeance Demon Hunter Rotation
The
icon below means it is the recommended choice.
| Active Talents | Passive Talents |
|---|---|
Core Goals For Vengeance Demon Hunter
Vengeance Demon Hunter, at the most basic level, plays like a very standard builder and spender specialization. Your core rotation centers around building
Soul Fragment using builders such as
Fracture or
Immolation Aura with
Fallout talented, and then spending them using
Soul Cleave, and
Spirit Bomb when it is available. Both of these spenders deal increased damage depending on the amount of souls you consume with them which rewards good soul management.
Beyond this, Vengeance has a very simple relationship with our longer, offensive cooldowns, such as
Sigil of Flame and
Sigil of Spite. We want to get as much out of these powerful spells as possible during an encounter or dungeon, which you most easily do simply by using them close to as soon as you are able to. While there are tools to amplify some of these abilities, such as
Fiery Demise, the case is almost always that more uses beats out waiting for better uses.
Rotational Goals for
Aldrachi Reaver
When you play
Aldrachi Reaver, your goals shift a bit from the baseline version of Vengeance Demon Hunter to make better use of the core mechanic
Art of the Glaive. To activate
Art of the Glaive, you want to make sure to maximize your use of builders. This does not necessarily mean to use
Fracture as soon as a charge is available, but you want to make sure it and other Soul Fragment generators spend as little time as possible without recharging cooldown.
Make sure to use your empower in the correct order, which thanks to the new talent
Bladecraft is to always use
Fracture first and
Soul Cleave second, no matter the situation.
Since the main focus of
Aldrachi Reaver lies almost entirely on generating souls it also means that spending them is more of a filler part of your rotation. Due to the large amount of damage amplifiers to
Soul Cleave and Physical damage in general
Aldrachi Reaver has slightly less incentive to use the new version of
Spirit Bomb, and can choose to hold it to activate
Soul Barrier defensively if desirable. If you do not need the defensive value it will be worth to press
Spirit Bomb for damage, especially on large target counts.
Some other things to keep in mind is that
Wounded Quarry makes it extremely important to spend as much time as possible auto-attacking any target since it increases the chances you have to generate Soul Fragments.
Thrill of the Fight increases your Haste by 6% and increases the damage of your next
Reaver's Glaive by 30%. This buff lasts for 30 seconds and you should have 100% uptime once in combat. If you do not then it is likely a good indicator that you are doing something wrong in your rotation.
Rotational Goals for
Annihilator
Annihilator at its core differs slightly in its goals from
Aldrachi Reaver, but in practice it plays very similarly. You generate
Voidfall through
Fracture, which makes it one of your most important spells, and something you want to strive to keep on cooldown at all times. Once you reach three stacks of
Voidfall you can spend them to release a burst of damage using
Soul Cleave, or
Spirit Bomb with
Meteoric Fall talented.
Another core part of
Annihilator is the ways it empowers
Metamorphosis, through talents such as
Mass Acceleration,
Dark Matter, and
World Killer. This makes
Metamorphosis into a very powerful cooldown, with a large damage burst tied to it, which also applies to
Metamorphosis casts you get from your Apex
Untethered Rage. These things combined with the cooldown reduction through
World Killer, which will lower the average cooldown of your normal
Metamorphosis to somewhere between 60 and 80 seconds.
One important factor is that
Voidfall Meteors deal Shadowflame damage, which is enhanced by talents such as
Fiery Demise, which means there is a lot of damage to be gained stacking burst of
Voidfall, and casts of
Metamorphosis, with
Fiery Brand for maximum damage. This means the spec is punished to some degree defensively if you want to deal optimal damage.
Single-Target Opener for Vengeance Demon Hunter
- Pre-place
Sigil of Flame 1 second before you pull - Cast
Metamorphosis and
Infernal Strike - Cast
Fiery Brand - Cast
Immolation Aura - Cast
Sigil of Spite - Cast
Reaver's Glaive - Use
Fracture - Cast
Fracture - Cast
Soul Cleave - Use
Fracture - Cast
Fracture - Cast
Spirit Bomb - Cast
Soul Carver - Cast
Metamorphosis - Cast
Fracture - Cast
Soul Cleave - Cast
Spirit Bomb - Continue with your rotation
Single-Target Rotation for Vengeance Demon Hunter
This priority list describes what spells to use in which priority to maximize damage. As a tank you have to consider the Defensive value of certain cooldowns, and if you need to save one for a brief period of time you simple follow the list without considering that spell.
- Cast
Reaver's Glaive unless you are currently performing an
Art of the Glaive combo already - Cast
Fracture buffed by
Art of the Glaive as the first ability in the combo - Cast
Soul Cleave buffed by
Art of the Glaive as the second ability in the combo - Cast
Sigil of Spite on cooldown to activate
Art of the Glaive if
Reaver's Glaive is not available - Cast
Fiery Brand - Cast
Fiery Brand when you are close to reaching two stacks of
Fiery Brand, or you need a defensive for some mechanic Cast
Fiery Brand spenders when any of the following criteria are met - Click for Full List- You need
Fiery Brand defensively - You are about to cast
Metamorphosis - You have 3 stacks of
Voidfall - You are about to reach 2 charges of
Fiery Brand
- You need
Metamorphosis unless you currently have 2 or more stacks of
Voidfall- Cast
Spirit Bomb with 5+ Soul Fragments if you have 3 stacks of
Voidfall - Cast
Soul Cleave with at least 3 Soul Fragments if you have 3 stacks of
Voidfall - Cast
Fracture if you have 2 charges, or you are about to reach 2 charges - Cast
Sigil of Spite on cooldown - Cast
Soul Carver on cooldown - Cast
Spirit Bomb on cooldown with at least 5
Soul Fragments, hold shortly if you plan on using
Fiery Brand within roughly 5 seconds - Cast
Spirit Bomb with at least 5
Soul Fragments - Cast
Immolation Aura on cooldown - Cast
Soul Cleave if you have 5 or more
Soul Fragments, and
Spirit Bomb is on cooldown - Cast
Fel Devastation - Cast
Fel Devastation with 3 or fewer
Soul Fragments - Cast
Sigil of Flame, ideally without overcapping Fury - Cast
Soul Cleave with a least 3 or more
Soul Fragments - Cast
Fracture - Cast
Felblade - Cast
Soul Cleave with 2 or fewer
Soul Fragments - Cast
Throw Glaive as a filler or when you are not in range
of your enemy
AoE Opener for Vengeance Demon Hunter
- Pre-place
Sigil of Flame 1 second before pull - Cast
Metamorphosis and
Infernal Strike - Cast
Fiery Brand - Cast
Immolation Aura - Cast
Sigil of Spite - Cast
Reaver's Glaive - Cast
Fracture - Cast
Soul Cleave - Cast
Sigil of Spite - Cast
Spirit Bomb - Cast
Sigil of Spite - Cast
Soul Carver - Cast
Metamorphosis - Cast
Fracture - Cast
Spirit Bomb - Continue with your rotation
AoE Rotation for Vengeance Demon Hunter
This priority list describes what spells to use in which priority to maximize damage. As a tank you have to consider the Defensive value of certain cooldowns, and if you need to save one for a brief period of time you simple follow the list without considering that spell.
- Cast
Reaver's Glaive unless you are currently performing an
Art of the Glaive combo already - Cast
Fracture buffed by
Art of the Glaive as the first ability in the combo - Cast
Soul Cleave buffed by
Art of the Glaive as the second ability in the combo - Cast
Sigil of Spite on cooldown to activate
Art of the Glaive if
Reaver's Glaive is not available - Cast
Fiery Brand when you are close to reaching two stacks of
Fiery Brand, or you need a defensive for some mechanic - Cast
Fiery Brand Cast
Fiery Brand spenders when any of the following criteria are met - Click for Full List- You need
Fiery Brand defensively - You are about to cast
Metamorphosis - You have 3 stacks of
Voidfall - You are about to reach 2 charges of
Fiery Brand
- You need
Metamorphosis unless you currently have 2 or more stacks of
Voidfall- Cast
Spirit Bomb with 5+ Soul Fragments if you have 3 stacks of
Voidfall - Cast
Soul Cleave with at least 3 Soul Fragments if you have 3 stacks of
Voidfall - Cast
Fracture if you have 2 charges, or you are about to reach 2 charges - Cast
Soul Carver on cooldown - Cast
Immolation Aura on cooldown, preferably without overcapping
Soul Fragments from
Fallout - Cast
Immolation Aura on cooldown - Cast
Fel Devastation, ideally with as many enemies affected by
Fiery Brand as possible - Cast
Spirit Bomb on cooldown with at least 5
Soul Fragments, hold shortly if you plan on using
Fiery Brand within roughly 5 seconds - Cast
Spirit Bomb on cooldown with at least 5
Soul Fragments - Cast
Fel Devastation - Cast
Soul Cleave if you have 5 or more
Soul Fragments, and
Spirit Bomb is on cooldown - Cast
Sigil of Flame, ideally without overcapping Fury - Cast
Soul Cleave with a least 3 or more
Soul Fragments - Cast
Fracture - Cast
Felblade - Cast
Soul Cleave with 2 or fewer
Soul Fragments - Cast
Throw Glaive as a filler or when you are not in range
of your enemy
Tier Set for Vengeance Demon Hunter
Season 1 brings a new Tier Set for Vengeance Demon Hunter, which
revolves heavily around our core builder spell
Fracture. The Tier Set is
a decent damage boost but brings no defensive benefits. It also has no significant
impact on our rotation. This means that you are not incentivized to drop too many
item levels on item slots to get your Tier Set. The bonuses from the Tier Set are:
Demon Hunter Vengeance 12.0 Class Set 2pc —
Fracture damage increased by 35%.
Demon Hunter Vengeance 12.0 Class Set 4pc —
Fracture has
a 30% chance to explode, dealing additional Fire damage to all nearby enemies.
Combat Assistant for Vengeance Demon Hunter
Patch 11.1.7 added the Combat Assistant to the game, which lets you either highlight spells according to a predetermined priority list set by Blizzard, or condense this into a Single-Button Assistant. These rotations have some issues, both in that they cannot fully adjust based on your talents, and that certain spells behave in odd ways at lower target counts.
The Single-Button Assistant also comes with a built-in Global Cooldown penalty,
increasing your Global Cooldown by 25%, making it an even bigger damage
and defensive value loss. It will also not use defensive cooldowns such as
Metamorphosis and
Fiery Brand. The Single-Button Assistant
is currently broken and does not use
Fracture right now, effectively breaking
it completely for both Hero Talents, until this is fixed it is highly
recommended to not use it in any situation.
Vengeance Demon Hunter Gameplay Mechanics
To give more insight into how certain mechanics for Vengeance Demon Hunter works, and how to get as much out of every part of our kit, we have created this section for deeper explanations of how certain core parts of Vengeance interacts with your gameplay at every level so you can further improve when you are playing Vengeance Demon Hunter.
Vengeance Demon Hunter Mechanics
Apex Talents for Vengeance Demon Hunter
The Vengeance Demon Hunter Apex Talents have two functions, to empower our spenders
in
Soul Cleave and
Spirit Bomb, and to make casting them have a chance
to give us extra uses of
Metamorphosis with slightly shorter duration.
Below is a list of what each individual point does, followed by a section where we
discuss how it will affect our gameplay.
Untethered Rage — Consuming
Soul Fragments with
Spirit Bomb or
Soul Cleave have a chance to grant
Untethered Rage, giving a second charge of
Metamorphosis
which will last 10 seconds. The chance increases with the amount of
Soul Fragments
consumed.
Untethered Rage — Two point node. The first point allows
Spirit Bomb and
Soul Cleave to consume an extra
Soul Fragment. Each point further increases the damage bonus from
consuming
Soul Fragments by 5% per
Soul Fragment, for 10% total.
Untethered Rage — When a cast of
Spirit Bomb or
Soul Cleave does not grant
Untethered Rage, you gain 1 stack
of
Seething Anger, granting 1% Agility and a higher chance of activating
Untethered Rage. The stacks last for 12 seconds and do not refresh
duration after getting a
Untethered Rage proc.
These are all strong effects, and generally recommended in all content forms once
it is available. They have relatively passive, but yet noticeable effects on gameplay,
with
Untethered Rage and
Untethered Rage giving us extra uptime on
Metamorphosis which lets us use defensives for damage more liberally
since we have much higher defensive uptime.
Untethered Rage is also very interesting since it increases the amount
of
Soul Fragments consumed by our spenders, which in turn increases the
chance for
Untethered Rage to activate.
For
Annihilator the Apex nodes is especially interesting since activating
Metamorphosis granted by
Untethered Rage still activates
effects like
Mass Acceleration and
Dark Matter. Making it an
even more potent effect.
Soul Fragment Management
Soul Fragments are a core part of Vengeance Demon Hunters kit, being
both our main source of self-healing, as well as fuel for increasing the damage
of our spenders
Soul Cleave and
Spirit Bomb, and core to the
entire design of
Aldrachi Reaver. This section will describe how Soul
Fragments work and some things to consider when playing to make your rotation
smoother.
Soul Fragments spawn as small orbs around your character, and will expire
after 30 seconds if not consumed. To consume a Soul Fragment you either have to
absorb them with a spell like
Soul Cleave or
Spirit Bomb, walk
over it manually, or generate enough Soul Fragments such that you go over 6 Soul Fragments.
If you go over 6 Soul Fragments you will automatically consume Soul Fragments until
there is only 6 left, starting with the oldest Soul Fragment, this is often referred
to as "overcapping" Soul Fragments.
At a baseline consuming a
Soul Fragments will heal you for 6% of the damage
you have taken in the last 5 seconds, or 1% of your maximum Health, whichever number
is largest. One noteworthy caveat is that damage that is not sourced to any particular
enemy, usually referred to as "environmental" damage, does not count to damage you
have taken in the last 5 seconds. This includes things like Fall damage and rarely certain
abilities in Raids and Dungeons, often without any real logic.
In Midnight both our spenders
Soul Cleave and
Spirit Bomb deal increased damage based on the amount of Soul Fragments consumed,
up to 2 for
Soul Cleave and up to 5 for
Spirit Bomb, further increased to 3
and 6 respectively if you talent into the second Apex Talent point
Untethered Rage. This means that you ideally always consume the maximum
amount of Soul Fragments when you cast these spells. To make sure of this you generally
want to try and reduce the amount of Soul Fragments you overcap from different sources as
often as possible without holding
important rotational abilities and cooldowns. This might sound more complex
than it necessarily is, usually keeping your builders on cooldown and using
spenders otherwise will usually work out to overcap few souls while buffing your
spenders most of the time.
Defensives as Offensive Cooldowns
Vengeance is somewhat unique in that almost all of our defensive cooldowns
also have strong offensive value tied to them.
Fiery Brand reduces damage
we take by 40%, while also dealing a fair bit of damage, and buffs Fire damage through the
Fiery Demise talent. This makes it a potent defensive and offensive cooldown,
especially for
Annihilator which deals a lot of Fire damage. This means
that you generally want to align it with bursts of Fire damage, while also
maintaining a high spread of defensive uptime alongside our other major defensive
cooldown.
Metamorphosis increases your current and maximum health
by 40%, and your Armor by 200% for 15 seconds, or 20 seconds with
Vengeful Beast
talented.
Vengeful Beast also increases the damage of several spells
during the duration of
Metamorphosis. Alongside this it is also
linked to several strong
Annihilator talents, making it an even stronger
cooldown which you want to at least partially align with
Fiery Brand.
One thing to keep in mind with all this is that you need to consider how aggressive you can be in any one situation. In some situations you might not expect any high damage bursts for a while, and you can get away with some defensive overlap for more damage. In other cases you will need to save defensive cooldowns for dangerous mechanics to survive. Doing this is one of the hardest parts of playing Vengeance Demon Hunter to its fullest potential and unfortunately it is not possible to give an easy guide on what situation counts as which, it is something you will have to pick up with time as you get more and more experience tanking.
Voidfall
Voidfall is the new core mechanic for the
Annihilator Hero
Specialization and affects the way Vengeance Demon Hunter plays to a certain degree.
The way
Voidfall works is that you have a 35% chance to get a stack
when you cast
Fracture, and when you reach 3 stacks you can spend those
stacks to drop Meteors that deal damage on all targets near your active target.
As a baseline you drop 1 Meteor per cast of
Soul Cleave, but if you talent
into
Meteoric Fall both
Soul Cleave and
Spirit Bomb will
spend all 3 at once.
There is one major part of
Annihilator and
Voidfall management
that you generally need to keep in mind. You can only at most have 3 stacks of
Voidfall, so whenever you reach 3 stacks you want to spend them
before you use any spell that generates more, either
Fracture or
Metamorphosis with
Mass Acceleration talented. This
means that you do not want to use
Metamorphosis offensively if
you have 2 stacks of
Voidfall, and should instead fish for 3 stacks by
using
Fracture on cooldown and spending the stacks before using
Metamorphosis.
Infernal Strike
In addition to your Rotation, you can also make use of our movement cooldown
Infernal Strike which is off the global cooldown to deal
additional damage. The new talent
First In, Last Out also adds a defensive
aspect to
Infernal Strike.It is recommended to always keep at least 1 charge in reserve, however, unless the fight requires no movement whatsoever, in which case you
can use up both charges.
One way you can go about doing this without actually manually pressing
Infernal Strike all the time is to create a macro to use it where you are
standing and combining it with
Immolation Aura, since they have a the
same cooldown time, which is linked below.
Infernal Strike on Player
Vengeance Demon Hunter Cooldowns
Major Cooldowns
Metamorphosis
Metamorphosis is our strongest defensive cooldown, as well
as our strongest offensive cooldown, especially for
Annihilator. This
means that you want to use it as many times as you can, while making sure you
cover important mechanics with defensives. Often this can mean that you use it
close to on cooldown, but holding briefly to align it with a dangerous Boss mechanic
in a Raid encounter, or holding it because the Mythic+ pack is about to die and
you want it for the next set of enemies you are fighting.
For
Annihilator you want to align at least a portion of
Metamorphosis with
Fiery Brand to maximize damage, which
can mean using
Fiery Brand 5-10 seconds before
Metamorphosis
comes off cooldown, which only causes some overlap while still buffing the
Voidfall
stacks you get from
Mass Acceleration, and the damage burst from
Dark Matter.
Fiery Brand
Fiery Brand works such that you apply a 12 second buff to yourself which
reduces all damage taken by 40%, as well as applying a DoT effect to your target enemy.
This enemy will be affected by
Fiery Demise and spread the DoT effect
to nearby enemies through
Burning Alive if talented. It is still strong
for
Aldrachi Reaver, especially in large AoE situations where it will
increase the funnel damage from
Wounded Quarry by 30% making for a significant
burst potential on priority targets paired with
Fury of the Aldrachi.
If you play with the
Down in Flames talent, you will also have two
charges as a baseline, which means that you can to some extent use one charge
offensively while holding the second charge in case of defensive needs. Juggling
this alongside
Metamorphosis will also allow far higher spread
of cooldown uptime.
Finding a good balance of using
Fiery Demise offensively and the damage
reduction part defensively is something you will pick up over time and is a big
part of mastering Vengeance Demon Hunter.
Sigil of Spite
Sigil of Spite is a fairly straightforward ability, you place it on the
ground and it deals damage to all enemies hit, and spawns 3 Soul Fragments should
you hit at least 1 enemy. And for
Annihilator that is all it does.
For
Aldrachi Reaver it is a bit different, since it also activates
Reaver's Glaive, as long as you do not have one ready at the moment. This
means you want to use
Sigil of Spite as close to on cooldown as possible,
as long as you make sure you do not have a
Reaver's Glaive available.
Utility Sigils
Vengeance is known for the efficient enemy control it can achieve
through its sigils, with
Sigil of Silence,
Sigil of Misery, and
Sigil of Chains. We will go through the use cases for all three in here
as well as some things to keep in mind. All three sigils effects will be 2 seconds
longer if you talent into
Chains of Anger.
Sigil of Silence will do what the name suggests, any normal enemies hit by
the sigil will be Silenced for 2 seconds, interrupt any spells being cast and preventing
the enemies from starting new casts for the duration.
Sigil of Silence only works
entirely on normal enemies the same level as you, elite enemies of higher levels and
bosses are immune to the Silence effect, however they can still be interrupted if
they are actively casting an interruptible spell.
Sigil of Misery will Fear all enemies locking them in place for 15 seconds.
It has the same restriction as
Sigil of Silence and only works on normal enemies.
One noteworthy feature of
Sigil of Misery is that if you use it on enemies that
are not in combat with anything, they will ignore any other players that run past them
and only be in combat with you, which means if you use
Shadowmeld as a Night
Elf, or a
Umbral Essentia potion your entire group can run past a full pack of enemies and drop combat with them to skip them. Outside of this it can be used to stop
enemies from casting spells briefly, although it risks syncing up enemy auto-attacks
which can be lethal in really hard content.
Sigil of Chains replaces
Sigil of Misery and has a slightly shorter
cooldown, instead of fearing enemies it will grip all normal enemies hit into the
center of the Sigil and slow them by 70% for 6 seconds. It can be very useful to stack
or slow enemies that either are hard to move or enemies you want to stop from reaching
some area because of a mechanic. One minor risk in harder content is that
Sigil of Chains risks syncing up enemy auto-attacks which can be lethal in really hard content.
Active Mitigation for Vengeance Demon Hunter
As a Vengeance Demon Hunter, you have one active mitigation ability,
Demon Spikes.
Demon Spikes should be used frequently to avoid and reduce Physical
damage taken, even against simple auto-attacks. Try to generally always keep at
least one of its charges rolling unless you are about to enter a longer period
of downtime with
Fiery Brand and
Metamorphosis
on cooldown. During situations like that, you want to use
Demon Spikes to
bridge the gap.
If you play with the
Feed the Demon talent you can macro
Demon Spikes
to a common spell like
Fracture and maintain full uptime of
Demon Spikes
with relative ease.
Changelog
- 16 Mar. 2026: Updated for Midnight Season 1 release.
- 26 Feb. 2026: Updated for Midnight.
- 10 Feb. 2026: Removed note about bugs since most gameplay altering bugs are fixed.
- 19 Jan. 2026: Updated for the Midnight Pre-Patch.
- 30 Nov. 2025: Updated for Patch 11.2.7.
- 05 Oct. 2025: Reviewed for Patch 11.2.5, no changes needed.
- 05 Sep. 2025: Updated to make Tier Set bonus baseline and updated numbers for the Combat Assistant.
- 04 Aug. 2025: Updated for Patch 11.2.
- 17 Jun. 2025: Updated Talent Switches with recommendations and Mythic+ Split up between Weekly and Pushing Higher Key levels.
- 15 Jun. 2025: Updated for Patch 11.1.7.
- 21 Apr. 2025: Updated for Patch 11.1.5 with a fix to the Mythic+ pre-sets.
- 24 Feb. 2025: Updated for Patch 11.1.
- 15 Dec. 2024: Reviewed for Patch 11.0.7, no changes needed.
- 21 Oct. 2024: Reviewed for patch 11.0.5, no changes needed.
- 09 Sep. 2024: Reviewed for season 1 of The War Within, no rotational changes have been made.
- 29 Aug. 2024: Updated rotations and matched talent build buttons to new recommended talent builds.
- 28 Aug. 2024: Fixed a formatting error.
- 21 Aug. 2024: Updated for The War Within.
- 23 Jul. 2024: Reviewed for The War Within Pre-Patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Reviewed for Season 4.
- 19 Mar. 2024: Updated a line to better reflect current single target priorities
- 31 Jan. 2024: Fixed minor errors for a couple of spells.
- 15 Jan. 2024: Reviewed for Patch 10.2.5.
- 19 Dec. 2023: Updated a few rotational nuances.
- 10 Nov. 2023: Updated so AoE Rotation now shows full rotation.
- 08 Nov. 2023: Updated Rotation Switches for the Heretic Build.
- 06 Nov. 2023: Updated for Patch 10.2.
- 04 Sep. 2023: Reviewed for Patch 10.1.7.
- 10 Jul. 2023: Updated for Patch 10.1.5.
- 19 Jun. 2023: Updated Tier set interaction.
- 01 May 2023: Updated with changes to rotation in patch 10.1
- 20 Mar. 2023: Reviewed for Patch 10.0.7.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 11 Dec. 2022: Updated with minor changes to make things a bit more clear.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 10 Nov. 2022: Updated with minor changes for Dragonflight Pre-Patch.
- 24 Oct. 2022: Updated for Dragonflight Pre-Patch.
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This guide is written by Meyra, a Vengeance main with a love for pushing Mythic+ keys and showcasing Proof of Concept keys with 5 tanks or other non-standard group compositions. They are a distinguished member and frequent contributor to Vengeance theory in the Demon Hunter class discord, and also occasionally stream Vengeance and other tank content on Twitch.
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