The Midnight expansion brings Demon Hunters their third specialization, and it's a dramatic departure from what you're used to. Devourer channels Void and Cosmic energy instead of Fel magic, playing as a mid-range DPS spec with most abilities sitting at 25-yard range. Think of it like playing an Evoker with Demon Hunter mobility. This guide covers everything you need to know about playing Devourer effectively, from basic mechanics to advanced resource management.
What Makes Devourer Different
Havoc wants you in melee swinging glaives. Vengeance wants you tanking hits. Devourer? It wants you hanging back, building resources, then unleashing devastating Void attacks from a comfortable distance.
You'll unlock the spec during the Midnight pre-patch with no questline or prerequisites. Just log in, swap specs, and start throwing void beams at things.
The gameplay loop centers on building Fury and Soul Fragments during your normal rotation, then activating Void Metamorphosis to unload massive Collapsing Star attacks. But Void Metamorphosis doesn't work like a normal cooldown. It has no set duration and no cooldown timer. Instead, it lasts as long as you can keep feeding it resources through smart play.
Understanding Your Resources
Devourer runs on two resources that constantly feed into each other: Fury and Soul Fragments. Getting comfortable with how they interact is the foundation of playing this spec well.
Fury
Fury works as your standard builder-spender resource outside of Void Metamorphosis. You start combat at zero and build it through abilities like Consume and by picking up Soul Fragments. Once you hit 100 Fury, you dump it into Void Ray to generate a bunch of Soul Fragments quickly.
Inside Void Metamorphosis, Fury flips from something you spend to something you desperately try to keep. Your Fury constantly drains while transformed, and hitting zero kicks you out. Shadow Priest players will recognize this "race against depletion" style of gameplay. The better you are at generating resources mid-transformation, the longer you stay in and the more damage you deal.
Soul Fragments
These little void spheres pop out of you when you use certain abilities and float around on the ground nearby. Walk over them to pick them up, or use Reap to vacuum them all at once.
Soul Fragments do several things for you. Picking them up gives you Fury. You need 50 of them to activate Void Metamorphosis in the first place. And once you're transformed, you spend 30 of them every time you cast Collapsing Star.
A nice bonus: Soul Fragments regenerate passively between pulls. If you've got some downtime before the next fight, you'll often start with around 25 fragments already banked.
Core Abilities Breakdown
Consume (Main Builder)
Your bread-and-butter filler spell. No cooldown, short cast time, and you can cast it while moving. Each press generates 13 Fury and spawns one Soul Fragment. The animation shows you gathering void energy before blasting your target. Nothing flashy, but you'll be pressing this button a lot when everything else is on cooldown.
Reap (Primary Spender)
An instant-cast scythe swing that sends a curved void projectile at your target. You get two charges and should generally use them on cooldown. The ability automatically sucks up to four nearby Soul Fragments, which saves you from running around collecting them manually.
With the Scythe's Embrace talent, Reap also generates Fury, making it even more valuable. During Void Metamorphosis, Reap transforms into Cull, which hits harder but works the same way otherwise.
Timing your Reaps gets more nuanced during Void Metamorphosis. You'll want to hold off on gathering fragments until your Fury runs low or until you've got enough sitting on the ground to immediately cast Collapsing Star after scooping them up.
Soul Immolation (Resource Cooldown)
A void-flavored Immolation Aura that deals damage to yourself instead of enemies. Over its duration, it generates Fury and produces three Soul Fragments. Very on-brand for a void spec to hurt itself for power.
The base cooldown is one minute, but talents can drop it to 30 seconds with two charges. Alternatively, you can talent it into a passive that randomly procs when you cast damaging spells. Pop this before entering combat to start building resources early.
Void Ray (Fury Dump / Fragment Generator)
This is Devourer's version of Eye Beam. You channel a piercing void laser in a straight line for up to 2.7 seconds. It needs 100 Fury to start and eats 5 Fury every 0.1 seconds until you run dry or the channel finishes. You're rooted in place while channeling, and the range caps at 25 yards.
Outside of Void Metamorphosis, Void Ray is your main way to quickly spawn Soul Fragments. The Eradicate talent creates a satisfying combo here: finishing a full Void Ray resets Reap's cooldown and makes your next Reap blast in a frontal cone for AoE damage. You'll fall into a natural rhythm of Void Ray into empowered Reap, over and over.
During Void Metamorphosis, Void Ray becomes free but gains a cooldown. Instead of costing Fury, it actually slows your Fury drain, giving you breathing room to rebuild resources.
Collapsing Star (Major Finisher)
Your biggest hit and the whole reason you want to stay in Void Metamorphosis as long as possible. This massive AoE nuke costs 30 Soul Fragments and only becomes available while transformed (your metamorphosis button turns into Collapsing Star).
The critical mechanic: each Collapsing Star you cast during a single Void Metamorphosis hits harder than the last one. With the right talents, entering Void Metamorphosis gives you enough fragments for an immediate cast, the ability always crits, and its damage scales with your crit stat.
While casting Collapsing Star, your Fury drain slows significantly. Good players can maintain Void Metamorphosis for 90+ seconds and land seven or more Collapsing Stars depending on target count, stats, and raid buffs.
Void Metamorphosis (Transformation)
This is where Devourer's design really diverges from other DH specs. You don't press a button when it comes off cooldown because there is no cooldown. Instead, you need 50 Soul Fragments to activate it.
Once you transform, the clock starts ticking. Your Fury drains constantly, accelerating over time. Hit zero and you're kicked back to normal form. Your job is to keep generating resources to extend the transformation as long as possible while pumping out Collapsing Stars.
While transformed:
- Your abilities deal more damage
- Void Ray becomes free but gains a cooldown
- Reap upgrades to Cull
- Your metamorphosis button becomes Collapsing Star
- The gameplay shifts from building resources to desperately maintaining them
The void-themed appearance looks distinct from Havoc and Vengeance's Fel transformations.
Optional Melee Abilities
Void Blade
The void version of Fel Blade. You dash to your target and deal damage, working as a gap-closer if you want to get into melee. Various talents build on Void Blade, but the current design lets you choose between staying at range or weaving in and out of melee.
The cooldown sits around 40 seconds with no obvious reduction options. Casting Void Blade refreshes Vengeful Retreat, enabling a combo where you dash in, attack, then immediately backflip to range.
Hungering Slash
This talent transforms Void Blade into an AoE melee attack. Pair it with talents that make Vengeful Retreat deal AoE damage after the combo, and you can dash in, burst, then flip out to continue your ranged rotation.
The Hunt
The Hunt returns for Devourer with a Void theme instead of Fel. You dash to your target, mark them, and unleash a series of cosmic attacks. It sits as a capstone talent on the melee side of the tree and interacts heavily with the Fel-Scarred Hero Talents.
Talent Tree Structure
The Devourer talent tree splits into three clear paths that push you toward different playstyles.
Center Path: Metamorphosis and Collapsing Star
The middle section buffs Void Metamorphosis and Collapsing Star. Most builds will invest heavily here regardless of other choices. The Apex talents here make Collapsing Star always crit, scale its damage with your crit stat, and grant immediate Collapsing Star access when you enter Void Metamorphosis. These talents feel mandatory, which then shapes your other selections around maximizing their value.
Right Path: Void Ray and Reap Synergy
The right side powers up your ranged rotation through Void Ray and Reap while generating more Soul Fragments. Eradicate anchors this path, creating the satisfying loop of Void Ray into empowered AoE Reap. Other talents reward channeling Void Ray fully.
This path supports pure ranged gameplay where you stay at 25 yards and rely on Consume, Void Ray, and Reap for damage outside of Void Metamorphosis.
Left Path: Melee Integration
The left side focuses on Void Blade, Hungering Slash, and The Hunt. Going down this path commits you to a hybrid style where you periodically dash into melee for burst damage before retreating. During Void Metamorphosis, abilities on this path transform:
- Void Blade becomes Pierce the Veil
- The Hunt becomes Predator's Wake
- Hungering Slash becomes Reaping Toll
These upgraded abilities hit much harder during Void Metamorphosis, giving you a reason to stay transformed during AoE.
Hero Talent Options
Adding Devourer forced a reorganization of Demon Hunter Hero Talents. Fel-Scarred got renamed to Scarred (since Devourer doesn't use Fel), and a new Annihilator tree was added.
| Specialization | Hero Talent Options |
|---|---|
| Havoc | Scarred and Aldrachi Reaver |
| Vengeance | Aldrachi Reaver and Annihilator |
| Devourer | Annihilator and Scarred |
Annihilator
Annihilator builds and spends stacks of a buff called Voidfall. Spending stacks calls down void meteors on your target for AoE damage. Passive bonuses tied to your Voidfall stacks include haste and damage reduction (up to 6%).
The capstone talent massively buffs every third Voidfall meteor, making it bigger and hit way harder. Various abilities trigger meteor strikes, and other talents boost Collapsing Star and Consume. Annihilator fits naturally with the ranged playstyle.
Scarred (formerly Fel-Scarred)
Scarred interacts with Void Blade, Hungering Slash, and The Hunt to trigger Void Surges. This creates tight synergy with the left side of the talent tree, essentially forcing players who want melee talents into the Scarred Hero Talent path.
This interdependence means your Hero Talent choice might be locked in based on which talents you want to use rather than pure preference.
Rotation and Gameplay
Pre-Combat Setup
Hit Soul Immolation before engaging to start generating Fury and Soul Fragments. If you've got downtime between pulls, your Soul Fragments will passively regenerate to around half the 50 needed for Void Metamorphosis.
Opening Sequence (Ranged Annihilator Build)
- Pop Soul Immolation before combat
- Engage and start building Fury with Consume
- Spend your two Reap charges to gather Soul Fragments
- With Scythe's Embrace, this combo often gets you to 100 Fury
- Channel Void Ray to generate Soul Fragments fast
- Use your Eradicate-empowered Reap for AoE damage
- Keep alternating Void Ray and Reap until you hit 50 Soul Fragments
- Activate Void Metamorphosis
Void Metamorphosis Phase
With the right talents, entering Void Metamorphosis gives you enough Soul Fragments for an immediate Collapsing Star. After casting it:
- Rebuild fragments through Consume (called Devour while transformed) and other abilities
- Use Void Ray on cooldown since it's free and slows your Fury drain
- Time your Cull usage carefully. Hold off until your Fury runs low or you've got enough fragments for another Collapsing Star
- The Feast of Souls talent stacks a damage buff (up to 20 stacks) based on fragments gathered, so grabbing a bunch right before Collapsing Star maximizes your damage
- Use every Eradicate proc
- Cast Collapsing Star whenever you hit 30 Soul Fragments
- Keep going until your Fury runs out
Post-Metamorphosis
After dropping out of Void Metamorphosis, go back to the builder phase:
- Spam Consume to generate Fury and fragments
- Dump Fury into Void Ray when you hit 100+
- Use Reap on cooldown
- Pop Soul Immolation when it's available
- Build toward 50 Soul Fragments to transform again
AoE Considerations
AoE gameplay gets complicated because of how Eradicate works. The talent heavily rewards staying outside of Void Metamorphosis to maximize Void Ray casts (since Void Ray gains a cooldown while transformed).
Current observations suggest:
- For pure AoE, consider shortening Void Metamorphosis or skipping it entirely
- Cancel Void Metamorphosis immediately after casting Collapsing Star in AoE situations
- Void Ray plus Eradicate-empowered Reap deals solid AoE damage outside of meta
- Most of your transformed kit focuses on single-target damage besides Collapsing Star, creating some design tension
Fel-Scarred and the melee talent path might provide better AoE incentives for staying transformed, though this remains uncertain.
Funnel Damage Potential
Devourer can funnel damage well. When you're focusing a priority target with adds nearby, hitting multiple enemies with Void Ray generates extra Fury and Soul Fragments. Testing shows roughly 15% increased damage through this funnel effect, with exact numbers depending on talents and target count.
Stats and Gearing
Primary Stat
Devourer uses Intellect as its primary stat instead of Agility. This sets it apart from Havoc and Vengeance, which both scale with Agility.
Existing Warglaives can swap between Intellect and Agility based on your active spec, so you won't need to farm completely new weapon sets.
Critical Strike Priority
Based on how the Apex talents work, crit looks very valuable for Devourer. Collapsing Star always crits, and its damage scales with your crit stat. This suggests prioritizing crit in your secondary stats, though specific stat weights need more testing.
Mastery
Devourer's mastery boosts all Cosmic damage, with additional bonus damage during Void Metamorphosis. It also increases your movement speed, which fits the spec's mobile playstyle nicely.
Weapons
Devourer can equip:
- Warglaives (your go-to choice)
- Fist Weapons
- One-Handed Axes
- One-Handed Swords
- Two-Handed Scythes (cosmetic only, no mechanical difference)
Movement and Mobility
Demon Hunters are famous for mobility, and Devourer keeps that reputation while adapting it for ranged gameplay.
Shift
Devourer swaps Fel Rush for Shift, which works more like Heroic Leap or Infernal Strike. You target a location with your cursor and near-instantly zip there. This gives you more precise positioning control than Fel Rush's linear dash.
Shift can stack multiple charges, making Devourer extremely mobile for a ranged spec.
Vengeful Retreat
The backflip stays available. Combined with Void Blade refreshing its cooldown, melee-focused builds can dash in, combo, and immediately flip back to range.
One frustration: Vengeful Retreat can sometimes push you just beyond 25-yard range, canceling your next cast. This issue has been widely reported and will hopefully get addressed.
Cast-While-Moving
Most Devourer abilities work while moving:
- Consume casts while moving
- Reap is instant
- Soul Immolation works while moving
You only need to stand still for Void Ray and Collapsing Star. This mobile casting combined with mid-range positioning gives you tons of flexibility during movement-heavy fights.
Wings of Wrath
A new talent called Wings of Wrath increases your glide speed by 40%. Combined with mastery's movement speed bonus, gliding approaches ground mount speed. Given the 1.5-second cast time to mount up, gliding can actually beat mounting for short distances.
Defensive Capabilities
Devourer leans more on passive healing and avoidance than active mitigation, which can make you feel squishy compared to other melee-adjacent specs.
Blur
Your primary defensive cooldown:
- 25% damage reduction for 10 seconds
- Two charges
- One-minute cooldown
Compared to what other specs get, this is fairly weak. No immunity, no major damage reduction.
Passive Defenses
Various talents provide passive survivability:
- 6% increased max health
- 6% reduced magic damage taken
- Annihilator's Voidfall stacks give up to 6% additional damage reduction
- Damage reduction when you successfully interrupt a spell
- Soul Immolation can remove a disease or curse every 30 seconds (talent choice)
Self-Healing
Your self-healing comes mainly from:
- Leech effects
- Soul Fragment collection (each fragment heals about 1% of your max health)
Also, Cosmic damage doesn't count as fire damage, so talents like Charred Warblades don't work with Devourer abilities.
Sunder
A high-risk, high-reward defensive talent that competes with damage options:
- One-minute cooldown
- Deals damage equal to 25% of your missing health to the target
- Heals you for half of your missing health
- Works best when you're nearly dead
The timing challenge makes Sunder tricky. Wait too long and you're dead. Use it too early and you waste most of its value.
Utility Toolkit
Devourer keeps all the standard Demon Hunter utility and adds a few unique options.
Group Defensive: Darkness
Darkness remains one of the best group defensives in the game:
- Three-minute cooldown
- Creates a zone providing 100% damage avoidance
- Lasts up to 8 seconds
- In raid encounters, drops to 15% proc chance but still very strong
Crowd Control
Devourer packs a lot of CC options:
- Void Nova: AoE stun
- Sigil of Misery: Disorient effect, usable for skipping packs in dungeons
- Imprison: Single-target hard stop
- Consume Magic: Purge magic effects from enemies
Interrupt
You get a melee-range interrupt by default, but talents can extend its range up to 35 yards. For a ranged spec, having a 35-yard interrupt is excellent.
Chaos Brand
The Demon Hunter debuff that increases magic damage taken by enemies stays available, keeping the class's raid utility intact.
Void Elf Demon Hunters
Midnight introduces Void Elf Demon Hunters as a new race/class combination. The thematically perfect pairing unlocks during the pre-patch through a short quest chain.
This addition is Alliance-only. Horde players are still limited to Blood Elves for Demon Hunters, though story reasons for this will apparently be revealed in the expansion.
| Alliance | Horde |
|---|---|
| Night Elves | Blood Elves |
| Void Elves | — |
Void Elf Racial Traits
Spatial Rift (Active)
Tear a rift in space, then reactivate to teleport through it. 30-yard range, 3-minute cooldown. Extra mobility on top of Devourer's already excellent movement kit.
Passive Traits:
- Chill of Night: Reduces Shadow damage taken by 1%
- Entropic Embrace: Your abilities have a 33% chance to increase damage and healing by 5% for 12 seconds (60-second internal cooldown)
- Ethereal Connection: Reduces Void Storage and Transmogrification costs by 50%
- Preternatural Calm: Spell casts aren't delayed by taking damage
The Entropic Embrace proc gives meaningful DPS value, while Preternatural Calm works well with channeled abilities like Void Ray.
Ranged vs. Melee Playstyles
Devourer offers two distinct approaches depending on your talent choices.
- Safe 25-yard positioning
- Avoid melee mechanics
- Most abilities work while moving
- Void Ray + Eradicate combo delivers consistent damage
- More polished in current build
- Void Ray and Collapsing Star root you briefly
- Lose some melee synergies
- Buffed abilities during Void Metamorphosis
- Burst AoE damage from dash-in combos
- Keeps signature Demon Hunter aggressive feel
- Void Blade's 40-second cooldown limits combo frequency
- Vengeful Retreat can push you out of ability range
- Requires talent points away from ranged synergies
- Less positioning flexibility
The current design creates clear paths: choosing melee talents basically requires Fel-Scarred Hero Talents, while ranged focus pairs naturally with Annihilator.
Strengths and Weaknesses
Major Strengths
- Great Mobility: Shift charges plus cast-while-moving abilities make this one of the most mobile ranged specs in the game
- Strong Utility: Darkness, multiple CC options, 35-yard interrupt talent, Chaos Brand
- Engaging Gameplay: The resource-chase mechanic during Void Metamorphosis rewards skillful play
- Funnel Potential: Multi-target situations boost your single-target damage through extra resource generation
- Build Flexibility: You can go pure ranged or hybrid melee depending on preference
- Cool Aesthetics: The void-themed abilities and Void Metamorphosis look great
Potential Weaknesses
- Squishy: Limited active mitigation compared to other specs
- AoE Design Issues: Eradicate may push you to avoid Void Metamorphosis in AoE, creating awkward priority conflicts
- Underwhelming Melee Talents: Void Blade's long cooldown with no reduction options makes hybrid melee feel less rewarding
- Stationary Casts: Void Ray and Collapsing Star require standing still
Skill Expression and Mastery
The difference between average and excellent Devourer play comes down to Void Metamorphosis management.
Timing Cull/Reap Usage
Knowing when to gather Soul Fragments during Void Metamorphosis directly affects how many Collapsing Stars you can cast and how long you stay transformed. Gather too early and you waste potential. Wait too long and your Fury runs out.
Feast of Souls Stacking
The talent stacks up to 20 times based on fragments gathered. Collecting a bunch of fragments right before Collapsing Star maximizes your damage.
Extending Metamorphosis
Good players can stay transformed for 90+ seconds through proper cooldown usage, smart Void Ray timing, and disciplined resource management. More transformation time means more Collapsing Stars.
Cooldown Alignment
Using Soul Immolation, Void Ray, and other cooldowns at the right moments during Void Metamorphosis extends your duration and boosts fragment generation.
Conclusion
Devourer represents a major expansion of Demon Hunter identity. It brings a mid-range option that keeps the class's signature mobility while introducing completely new gameplay patterns. The build-and-spend system combined with the unique Void Metamorphosis mechanic creates interesting decisions throughout every fight.
For players who like Evoker's 25-yard playstyle but want Demon Hunter mobility and utility, Devourer delivers. The spec rewards smart resource management with extended Void Metamorphosis durations and higher Collapsing Star counts.
Pure ranged with Annihilator or hybrid melee with Fel-Scarred, both paths offer meaningful build diversity while keeping that Demon Hunter class fantasy alive. Just with Void energy instead of Fel.