Improved Heroic Strike
Heroic Strike deals +1 damage.
Available from the first pointCHART YOUR PROGRESSION
Three trees. Fifty-one points. Build a direction for your next climb and share it with a friend.
Choose a class, then add ranks using +. Remove a rank using −.
TREE 01
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Heroic Strike deals +1 damage.
Available from the first pointThe first enemy attack each turn deals 3% less damage to you (min 1).
Available from the first pointRend applies 2 more Bleed. Rend deals +2 damage. Adds Rend to your deck at the start of each run.
Requires 5 points in earlier rowsCharge grants 10 more Rage. Charge costs 1 less Energy.
Requires 5 points in earlier rowsAttacks deal +1 damage per 10 Rage you hold, up to +1.
Requires 10 points in earlier rowsYour Attacks apply 4 Bleed to their target.
Requires 10 points in earlier rowsHits of 8 or more base damage deal +3 damage.
Requires 15 points in earlier rowsGain 12 Rage at the start of each turn.
Requires 15 points in earlier rowsAttacks deal +4 damage to Bleeding enemies.
Requires 20 points in earlier rowsYour first Attack each turn also hits one other enemy for half its damage, and grants 3 Rage.
Requires 20 points in earlier rowsAttacks deal +2 damage to enemies at 50% HP or less.
Requires 25 points in earlier rowsMortal Strike deals +8 damage. Mortal Strike also applies 4 Bleed to its target. Adds Mortal Strike to your deck at the start of each run.
Requires 25 points in earlier rowsTREE 02
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Your Attacks have a 3% chance to hit for double damage.
Available from the first pointAt the start of each turn, gain 1 Block per 10 Rage you hold, up to 0. Start each fight with 2 more Rage.
Available from the first pointGain 2 Rage whenever you play an Attack.
Requires 5 points in earlier rowsBattle Shout applies 1 more Strength. Adds Battle Shout to your deck at the start of each run. Battle Shout grants 3 more Rage.
Requires 5 points in earlier rowsThe first time you lose HP each turn, heal 2 HP.
Requires 10 points in earlier rowsPiercing Howl grants 8 more Rage. Adds Piercing Howl to your deck at the start of each run.
Requires 10 points in earlier rowsAfter you lose HP, your next Attack deals +1 damage.
Requires 15 points in earlier rowsAfter you play 5 Attacks in a turn, draw 1 card (once per turn).
Requires 15 points in earlier rowsYour Attacks deal 4% more damage, but you take 2% more damage from enemy attacks.
Requires 20 points in earlier rowsWhile you have 30 or more Rage, Attacks deal +1 damage.
Requires 20 points in earlier rowsBloodthirst deals +1 damage. Heal 1 HP whenever you play an Attack. Adds Bloodthirst to your deck at the start of each run.
Requires 25 points in earlier rowsEach Attack you play makes your later Attacks this turn deal +1 damage (stacks).
Requires 25 points in earlier rowsTREE 03
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Shield Block gives +1 Block.
Available from the first pointStart each fight with 1 Armor (every hit you take is reduced by 1, min 1). +2 Max HP.
Available from the first pointStart each turn with 0 Block. When your turn starts, keep 3% of your Block (rounded down).
Requires 5 points in earlier rowsBloodrage grants 10 more Rage. Adds Bloodrage to your deck at the start of each run.
Requires 5 points in earlier rowsOnce per fight, when you fall to 30% HP or less: gain 10 Block and heal 10% of your max HP.
Requires 10 points in earlier rowsWhen your turn starts, keep 10% of your Block (rounded down).
Requires 10 points in earlier rowsWhile you have Block, you have +1 Thorns.
Requires 15 points in earlier rowsWhen an enemy attack is fully absorbed by your Block, deal 1 damage to the attacker.
Requires 15 points in earlier rowsYour first Attack each fight stuns its target for 1 turn.
Requires 20 points in earlier rowsShield Wall gives +0 Block. Adds Shield Wall to your deck at the start of each run.
Requires 20 points in earlier rowsWhile you have 8 or more Block, Attacks deal +1 damage.
Requires 25 points in earlier rowsShield Slam deals +3 damage. Adds Shield Slam to your deck at the start of each run.
Requires 25 points in earlier rowsTREE 01
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Whenever a card heals you, gain 2 Block.
Available from the first pointHoly Light, Flash Of Light, Blessing Of Light and Redemption give +2 Block.
Available from the first pointCards that heal you heal 1 more HP.
Requires 5 points in earlier rowsEvery Blessing and Aura you play grants 2 Block.
Requires 5 points in earlier rowsAdds Consecration to your deck at the start of each run. Consecration deals +4 damage.
Requires 10 points in earlier rowsWhenever a card heals you, deal 2 holy damage to its target (or the first enemy).
Requires 10 points in earlier rowsAdds Lay On Hands to your deck at the start of each run.
Requires 15 points in earlier rowsAdds Divine Favor to your deck at the start of each run.
Requires 15 points in earlier rowsAfter a card heals you, your next Attack deals +1 damage.
Requires 20 points in earlier rowsAdds Holy Shock to your deck at the start of each run.
Requires 20 points in earlier rowsThe first time you lose HP each turn, heal 1 HP.
Requires 25 points in earlier rowsOnce per fight, when you fall to 30% HP or less: gain 10 Block and heal 10% of your max HP.
Requires 25 points in earlier rowsTREE 02
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When your turn starts, keep 5% of your Block (rounded down).
Available from the first pointDevotion Aura and Concentration Aura give +2 Block.
Available from the first pointThe first enemy attack each turn deals 5% less damage to you (min 1).
Requires 5 points in earlier rowsBlessing Of Protection and Blessing Of Salvation give +4 Block.
Requires 5 points in earlier rowsAdds Blessing Of Kings to your deck at the start of each run.
Requires 10 points in earlier rowsWhen an enemy attack is fully absorbed by your Block, deal 1 damage to the attacker.
Requires 10 points in earlier rowsWhile you have Block, you have +1 Thorns. Righteous Fury and Blessing Of Sanctuary give +3 Block.
Requires 15 points in earlier rowsAfter you lose HP, your next Attack deals +1 damage.
Requires 15 points in earlier rowsHammer Of Justice deals +3 damage.
Requires 20 points in earlier rowsWhile you have 8 or more Block, Attacks deal +1 damage.
Requires 20 points in earlier rowsWhile you are at 35% HP or less, enemy attacks deal 10% less damage to you (min 1).
Requires 25 points in earlier rowsAdds Holy Shield to your deck at the start of each run. Whenever an enemy attack costs you HP, deal 3 holy damage to the attacker.
Requires 25 points in earlier rowsTREE 03
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While a Seal is active, your Attacks deal +1 damage.
Available from the first pointSeals you play deal +1 damage.
Available from the first pointJudgement deals +3 damage. Judgement has a 20% chance to keep your Seal active.
Requires 5 points in earlier rowsJudgement applies 1 more Vulnerable. Judgement applies 1 more Weak.
Requires 5 points in earlier rowsYour Attacks have a 6% chance to hit for double damage.
Requires 10 points in earlier rowsWhenever an enemy attack costs you HP, deal 4 holy damage to the attacker.
Requires 10 points in earlier rowsAttacks deal +3 damage to enemies at 50% HP or less. Hammer Of Wrath deals +3 damage.
Requires 15 points in earlier rowsAdds Seal Of Command to your deck at the start of each run. After you play 3 Attacks in a turn, draw 1 card (once per turn).
Requires 15 points in earlier rowsHits of 8 or more base damage deal +2 damage.
Requires 20 points in earlier rowsAll your holy damage is increased by 6%.
Requires 20 points in earlier rowsEach Attack you play makes your later Attacks this turn deal +1 damage (stacks).
Requires 25 points in earlier rowsAdds Repentance to your deck at the start of each run. Your first Attack each fight stuns its target for 1 turn. Your Attacks deal +6 damage to Stunned or sleeping enemies.
Requires 25 points in earlier rowsTREE 01
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Your pet has +2 max HP.
Available from the first pointWhile you are in Aspect of the Hawk, your first Attack each turn deals +1 damage.
Available from the first pointYour pet starts each turn with 2 Block. Start each fight with 0 Armor (every hit you take is reduced by 0, min 1).
Requires 5 points in earlier rowsGain 3 Block on the first turn of each fight.
Requires 5 points in earlier rowsYour pet's hits deal +1 damage.
Requires 10 points in earlier rowsOnce per fight, a fallen pet returns at the start of your next turn with 30% HP.
Requires 10 points in earlier rowsYour pet's hits have a 2% chance to deal double damage.
Requires 15 points in earlier rowsAt the start of each turn, your pet heals 2 HP (you heal 1 if it has fallen).
Requires 15 points in earlier rowsAt the start of each fight your pet attacks 2 times.
Requires 20 points in earlier rowsWhenever your pet hits an enemy, you gain 1 Block.
Requires 20 points in earlier rowsWhile your pet is alive, your Attacks deal +1 damage.
Requires 25 points in earlier rowsWhile your pet is Enraged, its hits deal 15% more damage. Your pet starts each fight with Enrage 1 (+1 damage on every pet hit). Bestial Wrath costs 1 less Energy.
Requires 25 points in earlier rowsTREE 02
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Your first Ranged Attack each turn deals +3 damage.
Available from the first pointYour Ranged Attacks have a 5% chance to deal double damage.
Available from the first pointHunters Mark applies 2 more Marked. Beast Lore applies 1 more Marked.
Requires 5 points in earlier rowsAdds Aimed Shot to your deck at the start of each run. Aimed Shot deals +10 damage.
Requires 5 points in earlier rowsCritical Ranged Attacks deal +6 extra damage.
Requires 10 points in earlier rowsGain 4 Block whenever you play a Ranged Attack.
Requires 10 points in earlier rowsMulti Shot, Volley and Arcane Shot deal +2 damage.
Requires 15 points in earlier rowsYour first Attack each fight stuns its target for 1 turn. Scatter Shot deals +4 damage.
Requires 15 points in earlier rowsYour Ranged Attacks deal +1 damage.
Requires 20 points in earlier rowsYour Attacks deal +1 damage to Marked enemies.
Requires 20 points in earlier rowsYour first Ranged Attack each turn interrupts a casting target and applies Marked 2.
Requires 25 points in earlier rowsYour Ranged Attacks have a further 4% chance to deal double damage. Adds Trueshot Aura to your deck at the start of each run.
Requires 25 points in earlier rowsTREE 03
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Your Attacks deal +4 damage to Elite and Boss enemies. Your Attacks deal +1 damage.
Available from the first pointThe first enemy attack each turn deals 5% less damage to you (min 1).
Available from the first pointA trap that springs also applies Weak 2 to the enemy that sprang it. Adds Freezing Trap to your deck at the start of each run.
Requires 5 points in earlier rowsYour Melee Attacks have a 15% chance to deal double damage. Raptor Strike deals +3 damage.
Requires 5 points in earlier rowsHeal 6 HP whenever an enemy dies.
Requires 10 points in earlier rowsArming a trap gives you 6 Block.
Requires 10 points in earlier rowsAdds Deterrence to your deck at the start of each run. Deterrence gives +4 Block.
Requires 15 points in earlier rowsA trap that springs also deals 4 damage to the enemy that sprang it. Adds Immolation Trap to your deck at the start of each run.
Requires 15 points in earlier rowsAdds Counterattack to your deck at the start of each run. Counterattack deals +3 damage.
Requires 20 points in earlier rowsAttacks deal +2 damage to enemies at 50% HP or less.
Requires 20 points in earlier rowsStart each turn with 2 Block.
Requires 25 points in earlier rowsAdds Wyvern Sting to your deck at the start of each run. Wyvern Sting deals +3 damage. Wyvern Sting applies 5 more Poison.
Requires 25 points in earlier rowsTREE 01
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Finishers that deal damage have a 4% chance to hit for double damage.
Available from the first pointAfter you kill an enemy, your next Attack deals +6 damage.
Available from the first pointAfter you play a finisher, 20% chance to gain 1 Combo Point.
Requires 5 points in earlier rowsAttacks deal +2 damage to enemies at 50% HP or less. Heal 3 HP whenever you kill an enemy.
Requires 5 points in earlier rowsYour Attacks apply 1 Poison to their target. Deadly Poison applies 1 more Poison. Instant Poison applies 1 more Poison.
Requires 10 points in earlier rowsFinishers grant 2 Block per Combo Point spent.
Requires 10 points in earlier rowsCards that build Combo Points deal +2 damage.
Requires 15 points in earlier rowsKidney Shot deals +4 damage. Adds Kidney Shot to your deck at the start of each run.
Requires 15 points in earlier rowsStart each fight with 1 Combo Point.
Requires 20 points in earlier rowsEach turn, your first Attack has a 25% chance to grant 1 Combo Point.
Requires 20 points in earlier rowsAttacks deal +2 damage to Poisoned enemies. Adds Wound Poison to your deck at the start of each run.
Requires 25 points in earlier rowsThe first damaging finisher you play each fight deals double damage. Adds Cold Blood to your deck at the start of each run.
Requires 25 points in earlier rowsTREE 02
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Sinister Strike deals +8 damage.
Available from the first pointEach enemy attack has a 6% chance to miss you entirely.
Available from the first pointEvasion, Feint and Riposte give +4 Block.
Requires 5 points in earlier rowsYour Attacks have a 5% chance to hit for double damage.
Requires 5 points in earlier rowsBlind applies 1 more Weak.
Requires 10 points in earlier rowsWhen an enemy attack is fully absorbed by your Block, deal 5 damage to the attacker. Adds Riposte to your deck at the start of each run. Riposte deals +2 damage.
Requires 10 points in earlier rowsAfter you play 5 Attacks in a turn, draw 1 card (once per turn). Adds Blade Flurry to your deck at the start of each run. Blade Flurry deals +3 damage.
Requires 15 points in earlier rowsYour second and later Attacks each turn deal +1 damage.
Requires 15 points in earlier rowsHits of 8 or more base damage deal +1 damage.
Requires 20 points in earlier rowsFinishers that deal damage (Eviscerate, Kidney Shot) deal +1 damage per Combo Point spent.
Requires 20 points in earlier rowsThe first time you lose HP each turn, heal 1 HP.
Requires 25 points in earlier rowsOnce per fight, at the start of a turn where you hold 5 Combo Points, gain 1 Energy.
Requires 25 points in earlier rowsTREE 03
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Attacks deal +3 damage while you are Stealthed. Start each fight Stealthed for 1 turn.
Available from the first pointBackstab, Ambush, Opportunity and Cheap Shot deal +5 damage.
Available from the first pointPick Pocket deals +3 damage. Start each run with 25 more gold.
Requires 5 points in earlier rowsVanish gives +4 Block. Each enemy attack has a 5% chance to miss you entirely.
Requires 5 points in earlier rowsStart each fight Stealthed for 1 turn. At the start of your turn, gain 2 Block while Stealthed.
Requires 10 points in earlier rowsYour first Attack each turn while Stealthed has a 34% chance to grant 1 Combo Point.
Requires 10 points in earlier rowsAdds Ghostly Strike to your deck at the start of each run. The first enemy attack each turn deals 15% less damage to you (min 1).
Requires 15 points in earlier rowsAttacks deal +1 damage to Bleeding enemies. Rupture applies 1 more Bleed. Garrote applies 1 more Bleed.
Requires 15 points in earlier rowsYour first Attack each turn deals +1 damage.
Requires 20 points in earlier rowsAttacks deal +1 damage to enemies that are Weakened, Vulnerable, Stunned or Asleep.
Requires 20 points in earlier rowsIf you start the fight Stealthed, gain 1 Combo Point.
Requires 25 points in earlier rowsUp to 3 times per fight, the first card you play in a turn that would Exhaust goes to your discard pile instead (not Sprint, Preparation, Adrenaline Rush, Vigor, Premeditation or Distract).
Requires 25 points in earlier rowsTREE 01
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Start each fight with 5 Block.
Available from the first pointSmite, Starshards and Mind Flay deal +1 damage.
Available from the first pointPower Word: Shield gives +4 Block.
Requires 5 points in earlier rowsWhen your turn starts, keep 10% of your Block (rounded down). While you have 8 or more Block, Attacks deal +1 damage.
Requires 5 points in earlier rowsThe first card you play each fight refunds its Energy cost (up to 2).
Requires 10 points in earlier rowsEvery Skill you play gives 2 Block.
Requires 10 points in earlier rowsEvery Skill you play also deals 2 Holy damage to its target (or the first enemy).
Requires 15 points in earlier rowsWhile you have Block, you have +1 Thorns.
Requires 15 points in earlier rowsDraw 1 extra card on the first turn of each fight.
Requires 20 points in earlier rowsPower Word: Shield also heals you for 2 HP.
Requires 20 points in earlier rowsWhen a single hit costs you 8 or more HP, gain 6 Block.
Requires 25 points in earlier rowsFor the first 3 turns of each fight, your cards deal +2 damage and you start each of those turns with 2 Block.
Requires 25 points in earlier rowsTREE 02
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Your healing spells heal 2 more HP.
Available from the first pointRenew applies 2 more Regen.
Available from the first pointYour Holy spells have a 3% chance to hit for double damage.
Requires 5 points in earlier rowsYour healing spells also give 1 Block.
Requires 5 points in earlier rowsAdds Holy Nova to your deck at the start of each run. Holy Nova deals +3 damage.
Requires 10 points in earlier rowsThe first time you lose HP each turn, heal 2 HP.
Requires 10 points in earlier rowsAfter you play a healing spell, your next Attack this turn deals +2 damage.
Requires 15 points in earlier rowsSmite and Holy Fire heal you for 2 HP when played.
Requires 15 points in earlier rowsYour first 1 healing spell each turn refunds 1 Energy.
Requires 20 points in earlier rowsHoly spells deal +1 damage, or +2 while you have Regen.
Requires 20 points in earlier rowsWhen a Holy spell hits for double damage, gain 4 Block.
Requires 25 points in earlier rowsAt the start of your turn, while you have Regen, deal damage equal to your Regen (up to 3) to all enemies. Adds Lightwell to your deck at the start of each run.
Requires 25 points in earlier rowsTREE 03
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At the start of your turn, heal 2 HP for each enemy suffering Poison or Disease.
Available from the first pointEvery Shadow spell you play gives 2 Block.
Available from the first pointShadow Word Pain applies 4 more Poison.
Requires 5 points in earlier rowsAt the start of your turn, each enemy suffering Poison or Disease takes 1 extra damage.
Requires 5 points in earlier rowsMind Blast deals +3 damage.
Requires 10 points in earlier rowsAdds Mind Flay to your deck at the start of each run. Mind Flay deals +3 damage. Mind Flay also applies 3 Poison to its target.
Requires 10 points in earlier rowsShadow spells deal +1 damage, or +2 against Poisoned enemies.
Requires 15 points in earlier rowsThe first Shadow spell you play each fight Silences its target for 2 turns and applies 2 Weak.
Requires 15 points in earlier rowsEach Shadow spell you play makes your later Shadow spells this turn deal +1 damage (stacks).
Requires 20 points in earlier rowsWhile in Shadowform, Shadow spells deal +3 damage and you take 15% less damage (min 1). Adds Shadowform to your deck at the start of each run.
Requires 20 points in earlier rowsShadow Word Pain also applies 2 Marked to its target. Devouring Plague also applies 1 Marked to its target.
Requires 25 points in earlier rowsStart each fight with 1 stack of Vampiric Embrace (Shadow damage heals you for 25% per stack).
Requires 25 points in earlier rowsTREE 01
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Earth Shock, Flame Shock and Frost Shock have a 1% chance to crit for double damage. Earth Shock, Flame Shock and Frost Shock deal +1 damage.
Available from the first pointLightning Bolt and Chain Lightning have a 1% chance to crit for double damage. Lightning Bolt and Chain Lightning deal +1 damage.
Available from the first pointAt the start of each turn, gain 1 Block while an Earth totem stands.
Requires 5 points in earlier rowsYour Fire totems deal +1 damage with every hit.
Requires 5 points in earlier rowsYour first critical spell each turn refunds 1 Energy.
Requires 10 points in earlier rowsYour fire, nature and frost spells have a 1% chance to crit for double damage.
Requires 10 points in earlier rowsEach Shock you play makes later Shocks this turn deal +1 damage (stacks).
Requires 15 points in earlier rowsThe first enemy attack each turn deals 1% less damage to you (min 1).
Requires 15 points in earlier rowsYour critical hits deal 2.25 times damage instead of double.
Requires 20 points in earlier rowsLightning Bolt also applies 1 Vulnerable to its target.
Requires 20 points in earlier rowsFlame Shock applies 1 more Burn.
Requires 25 points in earlier rowsThe first spell you cast each fight is a guaranteed crit.
Requires 25 points in earlier rowsTREE 02
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Heal 1 HP whenever you play an Attack.
Available from the first pointEarth Shock, Frost Shock, Lightning Shield and Rockbiter Weapon give +1 Block.
Available from the first pointWhile a weapon imbue is active, your Attacks deal +1 damage.
Requires 5 points in earlier rowsGhost Wolf gives +1 Block.
Requires 5 points in earlier rowsLightning Shield applies 1 more Thorns.
Requires 10 points in earlier rowsHits of 8 or more base damage deal +1 damage.
Requires 10 points in earlier rowsAfter you play 7 Attacks in a turn, draw 1 card (once per turn).
Requires 15 points in earlier rowsThe first enemy attack each turn deals 2% less damage to you (min 1). Start each fight with 1 Armor (every hit you take is reduced by 1, min 1).
Requires 15 points in earlier rowsAll of your Attacks have a 1% chance to crit for double damage.
Requires 20 points in earlier rowsThe first Attack you play each fight strikes twice and applies 1 Vulnerable.
Requires 20 points in earlier rowsAfter you lose HP, your next Attack deals +1 damage.
Requires 25 points in earlier rowsYour first Attack each turn strikes again for 20% of the damage it dealt.
Requires 25 points in earlier rowsTREE 03
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Your healing spells heal 1 extra HP.
Available from the first pointHealing Wave, Lesser Healing Wave and Chain Heal give +1 Block.
Available from the first pointStart each turn with 1 Block.
Requires 5 points in earlier rowsAt the start of each turn, gain 1 Block per totem standing.
Requires 5 points in earlier rowsThe first time you lose HP each turn, heal 1 HP.
Requires 10 points in earlier rowsPlacing a totem grants 2 Block.
Requires 10 points in earlier rowsAfter you cast a healing spell, the next enemy attack this turn deals 1 less damage (min 1).
Requires 15 points in earlier rowsAt the start of each turn, heal 1 HP while a Water totem stands.
Requires 15 points in earlier rowsYour healing spells have a 4% chance to heal a second time.
Requires 20 points in earlier rowsAfter you cast a healing spell, your next Attack this turn deals +2 damage.
Requires 20 points in earlier rowsYour healing spells cleanse Poison from you.
Requires 25 points in earlier rowsOnce per run, a blow that would kill you leaves you at 10% of your max HP instead.
Requires 25 points in earlier rowsTREE 01
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Arcane Missiles deals +1 damage with every hit.
Available from the first pointThe first enemy attack each turn deals 6% less damage to you (min 1).
Available from the first pointThe first time you lose HP each turn, gain 1 Block.
Requires 5 points in earlier rowsEach Arcane card you play has a 10% chance to grant 1 extra Arcane Charge.
Requires 5 points in earlier rowsArcane Explosion deals +3 damage.
Requires 10 points in earlier rowsStart each fight with 3 Arcane Charges.
Requires 10 points in earlier rowsMana Shield gives +5 Block. Playing Mana Shield grants 1 Arcane Charge.
Requires 15 points in earlier rowsStart each fight with 5 Armor (every hit you take is reduced by 5, min 1).
Requires 15 points in earlier rowsAdds Presence Of Mind to your deck at the start of each run. After you play Presence of Mind, your next Attack this turn deals +6 damage per hit.
Requires 20 points in earlier rowsWhile you hold 5 or more Arcane Charges, the first Arcane hit of each spell on each target deals +2 damage.
Requires 20 points in earlier rowsThe first hit of every Attack spell on each target deals +2 damage.
Requires 25 points in earlier rowsAdds Arcane Power to your deck at the start of each run. While you hold 6 or more Arcane Charges, Arcane hits deal 30% more damage.
Requires 25 points in earlier rowsTREE 02
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Fireball deals +1 damage. Fireball also applies 1 Burn to its target.
Available from the first pointThe first Fire hit on each enemy each turn deals +1 damage.
Available from the first pointEach Fire hit has a 15% chance to set its target ablaze: 3 Burn.
Requires 5 points in earlier rowsFire Blast deals +1 damage. Fire Blast also applies 1 Burn to its target.
Requires 5 points in earlier rowsScorch deals +1 damage. Scorch applies 1 more Vulnerable.
Requires 10 points in earlier rowsFlamestrike deals +5 damage. Flamestrike applies 1 more Burn.
Requires 10 points in earlier rowsStart each fight with 2 Ignite (Combustion and Pyroblast need 3 Ignite for their full burst). At the start of each turn, gain 6 Block plus 1 per 3 Ignite you hold.
Requires 15 points in earlier rowsWhen you play a card of a different school than your previous card this turn, gain 8 Block.
Requires 15 points in earlier rowsFire hits deal +1 damage.
Requires 20 points in earlier rowsFire hits have a 5% chance to crit for double damage. A Fire crit grants 1 Ignite.
Requires 20 points in earlier rowsAdds Pyroblast to your deck at the start of each run. Pyroblast costs 1 less Energy.
Requires 25 points in earlier rowsAdds Combustion to your deck at the start of each run. Combustion and Pyroblast also apply Burn equal to 50% of the Ignite you held (rounded down).
Requires 25 points in earlier rowsTREE 03
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Frost Ward and Ice Barrier give +5 Block.
Available from the first pointFrostbolt deals +2 damage.
Available from the first pointFrost hits deal +3 damage to Weak enemies.
Requires 5 points in earlier rowsFrost hits have a 5% chance to crit for double damage.
Requires 5 points in earlier rowsEach Frost hit has a 15% chance to Freeze its target before the damage (a Frozen enemy loses its next action).
Requires 10 points in earlier rowsFrost Nova deals +1 damage. Frost Nova applies 1 more Weak.
Requires 10 points in earlier rowsAt the start of your turn, gain 2 Block for each Weak or Frozen enemy.
Requires 15 points in earlier rowsFrost hits deal +1 damage.
Requires 15 points in earlier rowsAdds Cold Snap to your deck at the start of each run. Cold Snap deals +4 damage. Playing Cold Snap draws 1 card (once per turn).
Requires 20 points in earlier rowsBlizzard and Cone Of Cold deal +2 damage.
Requires 20 points in earlier rowsFrost hits deal 20% more damage to Frozen enemies.
Requires 25 points in earlier rowsAdds Ice Block to your deck at the start of each run. Playing Ice Block also Freezes every enemy for 1 turn and heals you for 15% of your max HP.
Requires 25 points in earlier rowsTREE 01
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Corruption applies 3 more Poison.
Available from the first pointAt the end of your turn, every Poisoned enemy takes 2 extra shadow damage. Corruption deals +1 damage.
Available from the first pointCurse Of Weakness applies 2 more Weak. Curse Of Tongues applies 2 more Weak. Curse Of Exhaustion applies 2 more Weak.
Requires 5 points in earlier rowsDrain Soul deals +4 damage. Drain Soul also applies 3 Poison to its target.
Requires 5 points in earlier rowsLife Tap heals you 2 HP after it hurts you. Life Tap gives 5 Block.
Requires 10 points in earlier rowsDrain Life, Drain Soul, Drain Mana and Siphon Life heal you 3 more HP. Drain Life, Drain Soul, Drain Mana and Siphon Life give you 3 Block.
Requires 10 points in earlier rowsCurse Of Agony applies 5 more Curse. Siphon Life applies 3 more Curse.
Requires 15 points in earlier rowsWhen a Poisoned enemy dies, 40% of its Poison spreads to another enemy.
Requires 15 points in earlier rowsCorruption, Drain Life and Drain Soul have a 10% chance to trigger Shadow Trance: a free Shadow Bolt on the target.
Requires 20 points in earlier rowsYour shadow damage hits deal +1 damage. Your shadow damage hits deal +0 more damage to Poisoned enemies.
Requires 20 points in earlier rowsDark Pact gives 3 Block. Dark Pact heals your demon 1 HP.
Requires 25 points in earlier rowsAt the end of your turn, heal 1 HP for every Poisoned enemy. Adds Siphon Life to your deck at the start of each run.
Requires 25 points in earlier rowsTREE 02
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Healthstone heals 6 more HP.
Available from the first pointDemon Skin gives +2 Block. Demon Skin applies 1 more Regen.
Available from the first pointYour Voidwalker has +10 max HP.
Requires 5 points in earlier rowsStart each fight with 1 Soul Shard.
Requires 5 points in earlier rowsYour first summon each fight refunds 1 Energy.
Requires 10 points in earlier rowsAt the start of your turn your demon heals 4 HP.
Requires 10 points in earlier rowsSummoning a demon gives you 6 Block.
Requires 15 points in earlier rowsYour demon's attacks deal +2 damage. Your demon's attacks deal +1 damage per 3 Soul Shards you hold, up to +2.
Requires 15 points in earlier rowsDemonic Sacrifice gives 6 Block.
Requires 20 points in earlier rowsWhile your demon lives, your spells deal +2 damage. While your demon lives, you take 1 less damage from every hit (min 1).
Requires 20 points in earlier rowsAt the start of your turn, while you have Armor, gain 2 Block. Adds Demon Armor to your deck at the start of each run.
Requires 25 points in earlier rows25% of the damage you take is redirected to your living demon. Adds Soul Link to your deck at the start of each run.
Requires 25 points in earlier rowsTREE 03
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Shadow Bolt deals +2 damage. Shadow Bolt exposes its target: the next other shadow hit on it this turn deals +1 damage.
Available from the first pointSpells that hit several enemies deal +2 damage to each.
Available from the first pointImmolate applies 2 more Burn. Soul Fire deals +2 damage.
Requires 5 points in earlier rowsAt the end of your turn, every Burning enemy takes 1 extra fire damage.
Requires 5 points in earlier rowsYour Attacks have a 5% chance to crit for double damage.
Requires 10 points in earlier rowsAttacks deal +2 damage to enemies at 50% HP or less. Adds Shadowburn to your deck at the start of each run.
Requires 10 points in earlier rowsGain 2 Block when you play your second Attack each turn.
Requires 15 points in earlier rowsRain Of Fire applies 1 more Burn.
Requires 15 points in earlier rowsSearing Pain deals +1 damage. Searing Pain has +1% crit chance.
Requires 20 points in earlier rowsYour critical hits deal 10% more damage (210% total).
Requires 20 points in earlier rowsYour fire damage hits deal +1 damage.
Requires 25 points in earlier rowsConflagrate leaves 35% of the target's Burn behind instead of consuming all of it. Conflagrate deals +2 damage. Adds Conflagrate to your deck at the start of each run.
Requires 25 points in earlier rowsTREE 01
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Wrath deals +1 damage.
Available from the first pointAdds Natures Grasp to your deck at the start of each run. Natures Grasp applies 2 more Thorns.
Available from the first pointMoonfire applies 1 more Burn.
Requires 5 points in earlier rowsThorns applies 1 more Thorns.
Requires 5 points in earlier rowsOnce each turn, the first card you play that costs 2 or more refunds 1 Energy.
Requires 10 points in earlier rowsYour nature and arcane spells have a 2% chance to crit for double damage. After one of your spells crits, your next spell this turn deals +1 damage.
Requires 10 points in earlier rowsStarfire deals +3 damage.
Requires 15 points in earlier rowsYour spell crits deal 210% damage instead of 200%.
Requires 15 points in earlier rowsYour nature and arcane spells deal +2 damage to enemies with Burn.
Requires 20 points in earlier rowsEach nature or arcane spell you play grants 1 Block.
Requires 20 points in earlier rowsStarfire also applies 3 Burn to its target. Wrath also applies 1 Burn to its target.
Requires 25 points in earlier rowsAdds Moonkin Form to your deck at the start of each run. While in Moonkin Form, your nature and arcane spells deal +4 damage. Moonkin Form costs 1 less Energy.
Requires 25 points in earlier rowsTREE 02
0 points allocated
Claw, Maul, Rake and Shred deal +1 damage.
Available from the first pointFerocious Bite deals +2 damage. Swipe deals +1 damage.
Available from the first pointAttacks you play in Cat Form apply 1 Bleed.
Requires 5 points in earlier rowsBash and Pounce deal +3 damage. Pounce applies 2 more Bleed.
Requires 5 points in earlier rowsStart each fight with 1 Armor (every hit you take is reduced by 1, min 1). Shifting into Bear Form grants 2 Block.
Requires 10 points in earlier rowsAfter you play 4 Attacks in a turn, draw 1 card (once per turn). Cat Form gives +2 Block.
Requires 10 points in earlier rowsYour Attacks have a 4% chance to hit for double damage.
Requires 15 points in earlier rowsYour Attacks deal +1 damage for every 2 Combo Points you hold.
Requires 15 points in earlier rowsAttacks deal +2 damage to Bleeding enemies. Rake applies 2 more Bleed.
Requires 20 points in earlier rowsRip applies 3 more Bleed. Shred and Ravage deal +2 damage.
Requires 20 points in earlier rowsShifting into any form heals 3 HP and grants 3 Block.
Requires 25 points in earlier rowsYour first Attack each turn grants 8 Block in Bear Form, or 2 Combo Points in Cat Form.
Requires 25 points in earlier rowsTREE 03
0 points allocated
Start each fight with 1 Regeneration.
Available from the first pointThe first time you lose HP each turn, heal 1 HP.
Available from the first pointHealing Touch gives +1 Block. Healing Touch heals 1 more HP.
Requires 5 points in earlier rowsAt the start of each turn, gain 1 Block while Regeneration is active.
Requires 5 points in earlier rowsEnrage applies 1 more Strength.
Requires 10 points in earlier rowsAdds Insect Swarm to your deck at the start of each run. Insect Swarm applies 4 more Poison.
Requires 10 points in earlier rowsWhen your turn starts, keep 4% of your Block (rounded down).
Requires 15 points in earlier rowsRejuvenation applies 1 more Regen. Regrowth applies 1 more Regen.
Requires 15 points in earlier rowsAt the start of each turn, heal 1 extra HP while Regeneration is active.
Requires 20 points in earlier rowsOnce per fight, when you fall to 40% HP or less: instantly heal 8 HP and gain 3 Regeneration. Adds Natures Swiftness to your deck at the start of each run.
Requires 20 points in earlier rowsHealing Touch, Regrowth and Frenzied Regeneration heal 1 more HP. Frenzied Regeneration gives +2 Block.
Requires 25 points in earlier rowsAdds Swiftmend and Tranquility to your deck at the start of each run. Swiftmend leaves 4 Regeneration behind after it consumes your Regen.
Requires 25 points in earlier rowsEach next row requires five more points in earlier rows of that same tree. Points in another tree do not unlock a row. You can remove a rank only when every higher-row allocation still meets its requirement.
The game awards one talent point per five cleared floors, one per completed act, and five for a final-boss victory, up to 51 per class. This tool plans the full cap; it does not change your game save or assume you have earned all points.
Shared links include the selected class and ranks. Allocation is validated when a link loads. After a data update, an outdated or invalid allocation will show an error instead of silently loading an impossible build.
Game data: Spires of Azeroth · 68932e1. MIT licensed. Sources & methodology