San'layn
- Blood Beast auto-attack damage increased by 1400%.
- Blood-Soaked Ground now reduces physical damage taken by 8% (was 5%).
$ cat wow/patch/2026-08-06.24293281
Released 2026-08-06. Curse of Ula'tek Content Update Notes. 90 class and spec changes. Source: official post
29 buffed · 34 nerfed · 27 adjusted
San'layn
Deathbringer
San'layn
Developers' notes: The following changes to Fury generation are a small overall increase, paced more smoothly and relying less heavily on Immolation Aura's talent effects.
Developers' notes: Our goal for Balance in Curse of Ula'tek is to emphasize its core gameplay of building, spending, and pooling Astral Power. In Midnight, Balance had high Astral Power generation and a lot of free spender procs, which meant there weren't many GCDs left after casting spenders. In Curse of Ula'tek we've reduced Astral Power generation and the number of free spenders but increased the damage each spender does. The intent is to provide more time to react to Astral Power gain and make pooling Astral Power outside Eclipse to spend inside Eclipse more impactful. We've also adjusted some talent power to increase build diversity. Developers' notes: Elune's Chosen should always use Starfire as its builder over Wrath, so we are restoring their Starfire single target bonus and reducing their single target damage through a small reduction to Starsurge. Developers’ notes: With the increased number of builders that Balance is casting in Season 2, this talent is overperforming its intended value.
Elune's Chosen
Keeper of the Grove
Developers' notes: Feral updates in Curse of Ula'tek are aimed at talent diversity. We'd like Chomp to be stronger for players who enjoy it, and we're adjusting some other talents to get their power closer and open up more build options. Additionally, Feral struggles to compete in AOE and cleave damage in raids due to talent availability. Much of its AOE damage comes from Rampant Ferocity, which it does not take in raid builds. To make it easier to take Rampant Ferocity in raid builds we are swapping its position with Merciless Claws in Gate 1. This will make it harder to take Merciless Claws in some builds, so we are compensating both that and other Curse of Ula'tek talent power reductions with some damage bonuses.
Developers' notes: Our goals with these Guardian Druid updates are largely to address issues with the specialization's damage composition and ability breakdown. In particular, we're reworking Lunation in order to resolve its adverse rotational pressure, and our adjustments to Gory Fur and Wild Guardian are intended to incentivize more balance between Rage spenders as well as distribute the impact of the Apex talent across a longer duration and a broader portion of the kit.
Elune's Chosen
Developers' notes: We're making several quality-of-life adjustments to Restoration Druid in this update with a goal of addressing usability issues with Tranquility, Nature's Swiftness, and Incarnation: Tree of Life. We're also making a few adjustments to Swiftmend to bring back some of its power as a punchy single-target heal. Finally, we'd like to address issues with Abundance by redesigning it with a clear threshold of when you should be using Regrowth.
Developers’ notes: Wingleader’s cooldown reduction mechanic strongly incentivized spreading Bombardment applications across multiple targets. We feel that this gameplay is unintuitive in isolation, and additionally creates unhealthy behaviors such as Disintegrate clipping and Mass Disintegrate/Eruption pooling. This redesign is intended to retain the multitarget focus of the talent, while addressing those issues. We are increasing some of Scalecommander’s sources of area damage to compensate for the lessened cooldown reduction the new Wingleader will provide.
Scalecommander
Developers' notes: The additional stopping power created by Duplicate-cast Upheavals was more warping to dungeon gameplay than desired, and could be frustrating in some situations due to its uncontrolled timing.
Chronowarden
Scalecommander
Developers' notes: Devastation's Apex talent, while powerful, hasn't been as gameplay-affecting as we had hoped. We've redesigned the Rank 3 effect to override Dragonrage with a limited number of uses of a new, powerful spell, Unbound Flame, once Dragonrage is over. Additionally, Rising Fury and Risen Fury have been streamlined into one buff effect.
Flameshaper
Scalecommander
Developers’ notes: We love the orb-slingin’ playstyle of Spellslinger Mage, and want to preserve the distinct difference in game feel between the two hero specializations. However, Orb Mastery overtaking Clearcasting usage and pushing Arcane Missiles out of the rotation has shown to have a negative impact on overall talent selection and excitement. These changes are aimed at keeping Arcane Orb as a powerful highlight of the Spellslinger playstyle, while allowing Arcane Missiles to remain an integral part of Arcane Mage’s identity. Additionally, the new defensive talent Refractive Images is intended to provide Arcane Mages with a unique survivability benefit to complement Frost’s Cold Snap / Glacial Bulwark, and Fire’s Cauterize. We're also redesigning Arcane Mage's Apex Talent to provide a more exciting visual moment and a greater impact on your talent build and rotation. Arcane Pulse has also been redesigned to focus its identity as a significant area damage event and a way to quickly regain charges in AOE.
Spellslinger
Sunfury
Developers' notes: We are making a few adjustments to Windwalker's damage profile to reduce the gap between their steady-state damage and high-end burst capabilities.
Conduit of the Celestials
Lightsmith
Developers' notes: We’re making a few updates to Holy Paladin with the intent of increasing talent diversity, shrinking the performance gap between Light of Dawn and their other spenders, increasing their overall damage output, and increasing the viability of Beacon of Virtue within dungeon content.
Developers' notes: For Discipline in Curse of Ula'tek, our changes are aimed at reducing the spec's reliance on procs for effective healing, improving sources of consistent damage, and improving Hero talent balance. We felt the spec was too reliant on Shadow Mend and Void Shield procs for effective healing, so we're updating Shadow Mend to be a passive upgrade to Flash Heal and adding a deterministic way to gain access to Void Shield. Additionally, Smite contributes a low amount of damage despite being frequently cast, so we're increasing its damage and updating the talent tree for easier access to Greater Smite. Developers' notes: We updated Penance to apply Atonement going into Midnight but have felt this has not been playing well as it causes too much friction between casting Penance on allies that need healing, allies that need Atonement applied, and enemies you want to deal damage to.
Oracle
Voidweaver
Developers' notes: We are adding a benefit to channeling Divine Hymn to make it easier to use. If you already have Guardian Spirit active on yourself, Divine Hymn will add 5 seconds to its duration. If Divine Hymn's channeling is ended early, it will remove whatever time is remaining from the amount that it added. Developers' notes: We want to address Benediction’s performance by spreading its availability beyond Apotheosis and Prayer of Mending. Additionally, we are increasing the throughput of Benediction, so its impact is felt and contributes more to Holy’s overall throughput. Lastly, we want to further lessen how expensive the rotation of Holy is by specifically targeting Flash Heal and Prayer of Healing.
Archon
Developers' notes: For Shadow in Curses of Ula'tek, we're intending to improve Voidform gameplay and are adding an additional source of multi-target damage to reduce the spec's reliance on Psychic Link in AoE situations. For Voidform, we're updating Void Volley to be a limited use ability that can be used a set number of times during Voidform which leaves more room in the rotation while giving you the chance to use it at its most opportune moment. We've also updated Voidform support talents to have more noticeable effects to align with our goals. Developers' notes: Insanity generation from this talent has been high relative to other passive sources, and we've been feeling there's too much Insanity being generated overall to where it can become difficult to spend Insanity and keep up with rotational procs. We're bringing the Insanity generation of this talent down to help balance the Insanity economy.
Archon
Developers' notes: The changes to Outlaw in Curse of Ula'tek are intended to improve talent build diversity and flexibility. We've increased the power of some underperforming talents and pulled back some that could feel "locked in". Killing Spree's damage has been increased significantly because the damage it did wasn't sufficiently stronger than using other abilities during its channel would have been. The talent should now increase your overall damage about as much as other comparable talents. Developers’ notes: Much of Killing Spree’s value is the combo points it generates, so when players can spend more combo points on Killing Spree than their maximum, such as through Supercharger, the value of those extra points is diminished. Killing Spree’s duration now maxes out at the time required to generate maximum combo points, and any extra combo points spent increase the damage of the ability by a proportional amount. Developers' notes: We don't want players to feel obligated to use off-hand daggers to maximize the value of this talent. Zero In now has a 30% chance to not proc if triggered by a weapon with 1.8 Speed, giving it the same proc rate when attacking with daggers vs. other one-handed weapons. Developers’ notes: Audacity and Hidden Opportunity are not as strong as other talent options, so we’re adding some effects to them to make them more competitive.
Developers' notes: We've made some updates to Subtlety's resource economy in Curses of Ula'tek, including the removal of a double-generation bug that made the desired intent and combat feel unclear. Base effect rate and Energy generation of Shadow Techniques are being increased to make moments outside of Shadow Dance feel less starved, while preserving the same proc rate and combo point generation within Shadow Dance. Energy generation should still grow during cooldowns, but not nearly as drastically as before.
Developers' notes: In a previous tuning hotfix for Elemental Shaman, Farseer Spirits received a small change so they scale with the Elemental Fury talent. We are changing several other places where they weren't scaling the same as the Shaman's abilities.
Farseer
Developers’ notes: We’re adjusting several talents and doing some tuning for Restoration Shaman to improve upon several underperforming talents or interactions that don’t feel very rewarding. We’re also improving the Chain Heal ability from the Farseer Ancestors to increase their healing capabilities. Developers' notes: We’re lowering some of the larger bonuses that Healing Rain receives from the Totemic Hero Talents and increasing Healing Rain’s baseline healing amount. Developers' notes: This change should allow more flexibility for the player to move Healing Rain around when that is desirable.
Farseer
Totemic
Developers' notes: Nocturnal Yield doesn’t offer much choice when it comes to how a Warlock chooses to spend their Nightfall. Instead, it is usually best spent on Seed of Corruption, regardless of target count. This can have adverse effects on talents that benefit from Shadow Bolt or Drain Soul. We like the feeling of occasional free Seeds of Corruption though and are merging that functionality into Shard Instability. In place of Nocturnal Yield, we are introducing a new talent called Impetuous Wrath that will serve as another means of Affliction accessing additional priority damage. Developers' notes: Patient Zero warps the damage profile of Seed of Corruption heavily. The specific use-case for Seed of Corruption as a tool is to supply damage in multi-target situations and having the ability to increase priority damage dilutes its identity. Hedonic Gorging is a new talent that hooks into the common throughline of health leech between Drain Life, Siphon Life, and Dark Harvest. The intention for this talent is for most of the throughput to reside in Siphon Life and Dark Harvest while the increase to Drain Life is meant to be smaller and a bit of flavor.
Developers' notes: Ravager is a unique ability and we want the Ravager itself and its positioning to be important, but the current design puts more emphasis on its value as an AOE damage amp rather than the Ravager itself. We're redesigning Ravager slightly to address this, as well as to increase Ravager's value in all combat situations. Developers' notes: Protection’s free Revenge counter-attack mechanic has existed for a long time, and we love it, but we don’t love how wildly its frequency and impact vary depending on what content you are doing. In dungeons, Revenge! triggers very frequently, contributing to many buttons being highlighted at once and overwhelming the rotation, but in raids and solo content, Revenge! frequency is so low as to feel weak and exacerbate Rage starvation issues. Our goal here is to shrink the gap between these extremes and make sure Revenge! procs feel meaningful while not crowding your rotation.
Colossus
Developers' notes: The goal of this change is to make Dream Breath a flexible heal that can once again serve as a powerful heal over time effect or a burst heal when charged. This also further differentiates it from spells like Verdant Embrace and Merithra's Blessing, which have filled a similar role as an on-demand burst heal. Additionally, we're updating Consume Flame to be much more relevant and impactful, which it should be as Flameshaper's capstone talent.
Flameshaper
Developers' notes: Hand of Frost in combination with Frost's Hero Talents was providing more burst than we'd like.
Developers' notes: In Curse of Ula'tek, we've decided to increase player health and enemy damage by 25% for max level players. We've made similar adjustments at the start of Midnight and also in early Dragonflight. Our intent is for damage to be less spiky and for healing gameplay to be more satisfying. When healing is too bursty, enemies have to be tuned to deal spiky damage which requires quick reactions to survive, and we feel that leads to unsatisfying and more stressful gameplay. While we are increasing overall creature damage with this change, we are hand tuning encounter abilities to deal appropriate damage alongside these changes to meet our goals. We're also making adjustments to several healing and absorb spells for DPS and Tank specializations so that they retain their relative impact. Developers' notes: We've been monitoring the changes made to the diminishing returns system for crowd control effects in PvP during Season 1 and are pleased with the reduction in the number of repeat CC effects a player can be affected by before they become immune to those effects, lowering it from 3 to 2. At this time we also decreased the amount of time it takes before this immunity or reduction resets, and we wanted to make updates to that portion of the system to continue to reduce the total amount of time that players are not in control of their characters. As a result, we're increasing the reset timer from 16 seconds to 20 seconds for Season 2.
Developers' notes: We’re increasing the strength of several rotational abilities that were underperforming in the overall breakdown. Additionally, we’re improving Frost Death Knight’s consistent damage outside of cooldown windows. Obliteration gameplay and tuning during Pillar of Frost remain strong, allowing us to redistribute some power into the rest of the kit.
Deathbringer
Rider of the Apocalypse
Developers' notes: With Curse of Ula’tek, we’re aiming to smooth the gap between cooldown and non-cooldown throughput. Additionally, we’re taking a look at the current summon density of Unholy Death Knight. For its rework in Midnight, Unholy Death Knight was reimagined as a summoner of the Scourge and we're very happy with how it landed. However, combined with the previous summoning powers from the Rider of the Apocalypse Hero Talent tree, the amount of summons are exceeding the numbers we're comfortable with. It is paramount for us to provide a clear game space for our players, and we felt there was no design space left for us to give more summoning powers without ignoring this core principle.
Rider of the Apocalypse
Developers' notes: This will allow Devourer Demon Hunters to acquire and use daggers with Intelligence on them.
Developers' notes: We're reducing the scaling of Devourer's Mastery: Monster Within to help other stats to compete and compensating with an overall ability damage buff. Between that and a few more targeted changes, we expect damage during Void Metamorphosis to be slightly reduced while damage outside of Metamorphosis is significantly increased.
Annihilator
Dark Ranger
Developers' notes: Beast Mastery Hunters felt a bit weak outside of Bestial Wrath damage windows, so we're increasing their steady-state damage by boosting Kill Command, Cobra Shot, and Barbed Shot. We're increasing the duration of Beast Cleave to 10 seconds, so you should be able to maintain 100% uptime in area damage situations as long as you are using Wild Thrash when it is available.
Dark Ranger
Pack Leader
Developers' notes: Marksmanship Hunter's last round of changes reintroduced Explosive Shot as a button players can opt into, but it didn't flow well with how the spec was playing. In Midnight Season 2, we're making changes to Explosive Shot's design and some of its supporting talents. The Headshot talent has also been a source of frustration, so we're removing it and adjusting how Deathblow works to make it more predictable when you should follow up an Aimed Shot cast with a Kill Shot or Black Arrow. Finally, we're adjusting Markmanship's Apex Talent nodes to no longer make Aimed Shot a guaranteed critical strike to reduce the emphasis on Aimed Shot modifiers. Developers' notes: We are pivoting the design of Explosive Shot quite a bit to attempt to find a stronger identity. The changes to the core Explosive Shot as well as the Explosive Shot related talents should give it a distinct feel to play with compared to your other main abilities. Developers' notes: Our goal with our Deathblow updates for Marksmanship Hunters is to make it clear to you when you should follow up an Aimed Shot with a Kill Shot or Black Arrow cast rather than having the uncertainty of which button to press. Rapid Fire’s 100% chance to get the Deathblow effect is unchanged, you should always be able to follow-up a Rapid Fire with a Kill Shot or Black Arrow.
Dark Ranger
Sentinel
Developers' notes: The previous version of the Lethal Barbs talent favored dual wielding the fastest attack speed weapons. We're changing it to be a very high chance to generate 3 Focus, which should normalize the Focus gain and allow you to wield your preferred weapon types.
Pack Leader
Sentinel
Developers' notes: We've made some adjustments to Mage defensives with the goal of improving Mage survivability as a whole. To accomplish this, we are unifying the functionality of Improved Barrier to give all specs an additional charge of their Barrier spell, plus one “rider” effect that is spec-specific. Developers' notes: We're redesigning Rondurmancy to lean into making your 3 orbs better, rather than giving you 5 orbs, to align more closely with the inspirations for Sunfury and reduce visual clutter on your character. We're also uncapping Mana Cascade to match other "applications may overlap" effects.
Spellslinger
Sunfury
Developers' notes: Our goal with these changes is to shift the relative value of Fire's steady-state damage versus Combustion window burst. It is important that time spent outside of Combustion remains meaningful and impactful to your overall performance.
Developers' notes: We're making a few adjustments to Mistweaver Monk with the intent of incentivizing Mastery as a more viable secondary stat and shifting some throughput out of Spinning Crane Kick and into Ancient Teachings. Developers' notes: Morning Breeze’s value is being adjusted down in accordance with the Mastery: Gust of Mist increases in Curse of Ula'tek. This should leave the talent’s effectiveness at a similar overall level.
Developers' notes: With these changes we're intending to reduce the opportunity cost associated with taking Sentinel and broadening the suite of defensive talent options. We're also transferring some power out of strong cooldown windows and into baseline throughput, with the goal of reducing associated threat pain points and improving the feel of combat outside of cooldowns.
Lightsmith
Developers' notes: In addition to addressing the throughput spikes during cooldown windows, with Curse of Ula'tek we are aiming to smooth out the rotation by reducing the pressure on consuming Art of War/Righteous Cause effects. Alongside these changes, we are also removing some interactions with the Skyfury buff that deeply impacts the rotation and Holy Power economy. We believe this is a healthier direction for Retribution Paladin that will allow for more choice and player agency. Developers' notes: We want to address the unintuitive rotational priority that the tier set can create under specific situations.
Templar
Class
Fatebound
Deathstalker
Developers' notes: Elemental Shaman have higher burst during their Ascendance window with the changes in Midnight than we would like. We don’t want Ascendance to stop being a noticeable damage amplifier, but the combination of effects that boosted your Elemental Overload damage from both Ascendance and Apex talents all compounded with each other. We’re spreading a lot more damage into your spells to deal consistently higher damage while still getting a nice spike during Ascendance. Developers' notes: Supercharge and Power of the Maelstrom both were extra, random Elemental Overloads. We feel that the other changes will make your damage more consistent, while still allowing other parts of your talent tree to still increase the quantity or power of Elemental Overload spells.
Farseer
Stormbringer
Developers' notes: We’re happy with Enhancement Shaman’s gameplay going into Curse of Ula’tek. Our goal with these changes is to preserve that gameplay while improving performance outside of cooldown windows, where damage can feel weak. Strong interactions between Windfury procs and Maelstrom Weapon generation were making it difficult for the downtime between cooldowns to breathe.
Stormbringer
Totemic
Developers' notes: We're updating Blackened Soul to give Hellcaller a better tool for focusing damage into a priority target, increasing the overall flexibility of the hero talent tree rather than have it only excel in situations where multiple targets are present. However, we are keeping the functionality of Malevolence the same, so it remains a cool and impactful tool in Hellcaller's toolkit.
Hellcaller
Diabolist
Developers' notes: Rend is an iconic and core Warrior ability with a different relationship to each spec. Our approach to Rend in Midnight hasn't worked out as we hoped, so we're making changes to how each spec applies and interacts with Rend in Curse of Ula'tek. Developers' notes: Demolish's variable cooldown has proven to be more frustrating than interesting, so we're changing it to align closely with Colossus Smash, enabling Arms Colossus Warriors to coordinate their use for maximum devastation. Developers' notes: Thunder Clap's base damage increased significantly in Midnight, causing overall Thunder Clap damage to rise significantly for Mountain Thane, which in turn devalued Thunder Blast. We're moving the Crashing Thunder damage bonus into Thunder Blast itself to keep Thunder Blast feeling special and powerful.
Colossus
Mountain Thane
Developers' notes: Arms’ AOE damage profile is dominated by Cleave, and we’d like to spread the damage across more abilities. We’re updating Dreadnaught to be purely AOE damage which will allow us to tune it solely for AOE. This should help Arms’ AOE rotation not feel so dominated by Cleave and help give Slayer better options for AOE. Developers' notes: We feel like the original design’s effect was difficult to feel and eroded the uniqueness of Tactician. We think this design will be much more rotationally impactful and provide some additional interactions for Slayer and Execute-focused builds. Developers' notes: Ravager is a unique ability and we want Ravager itself and its positioning to be important, but the current design puts more emphasis on its value as an AOE damage amp rather than Ravager itself. We're redesigning Ravager slightly to address this, as well as to increase Ravager's value in all combat situations. Developers' notes: Stacks of Sweeping Strikes from the Sweeping Strikes ability and Broad Strokes will stack normally, regardless of the order in which they were used.
Colossus
Slayer
Developers' notes: Whirlwind has historically been a core part of Fury gameplay, even in single-target situations. We'd like to open the door for Whirlwind to be a useful ability in single target again. Developers' notes: Rampaging Ruin is intended to help alleviate the AOE target cap on Fury's rotational AOE abilities. The current design ended up being very difficult to figure out when it was best to use Rampaging Ruin, the new design should make the choice much more intuitive. Developers' notes: The intent behind Bloodbath is that the majority of the damage bonus comes from the bleed. The existing tuning hasn’t been delivering on that, so we’re moving some of Bloodbath’s increased damage from the initial hit to the bleed. This change should be net neutral for Bloodbath’s overall damage.
Mountain Thane
Rider of the Apocalypse
Fel-Scarred
Developers' notes: We are adding a new dispel protection passive for Balance Druids so they don't need to commit a PvP talent to protecting their Moonfire and Sunfire. This is similar to what has been done for other specializations like Elemental Shaman, and should increase their viability in arenas and battlegrounds.
Developers' notes: Unburdened Flight was frustrating for other players to deal with, particularly on capture the flag battlegrounds. With this new design, slowing an Evoker with Hover active will still have the effect of canceling out the Evoker's speed bonuses. The goal is to balance Evoker's kiting capabilities while still keeping them mobile and slippery.
Dark Ranger
Voidweaver
Colossus
Developers' notes: We've observed player survivability in battlegrounds making combat less enjoyable, so we're making a change to reduce healing received which should allow for healers and off-healing abilities to be less powerful. Developers' notes: We would like to speed up gearing for players who are participating late in the PvP season, so we are increasing Conquest gains from Spoils of War. Developers' notes: In Curse of Ula'tek, we've decided to reduce the effectiveness of a large number of movement speed reductions in PvP. We have found in the past that when players have access to strong snares with a high uptime, there are less opportunities for enemies to use positioning and escape tactics. Our primary target has been strong snares that are auto applied during normal combat rotations, with some of the activated reductions retaining their strength. In general, we've reduced movement speed reductions 'a tier' down, with 70% reduced to 50%, 50% to 30%, and so on.
BATTLEGROUNDS
SOLO SHUFFLE AND BATTLEGROUND BLITZ
Developers’ notes: Restoration Druid is receiving several quality of life adjustments and buffs in this update. As a result, we're lowering some of the extra healing they were receiving in PvP combat.
Templar
Colossus
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