Tinker Demolition is pure ordnance: bombs, rockets, and a wall of Fire and Physical damage that levels everything in its path. Drop your charges, pop your gadgets, and let the fireworks do the work.
Dealing direct Fire damage now applies Napalm to your target. Napalm (Damage): Fire damage taken is increased and healing received is reduced by 3% for 8 seconds, stacking up to 10 times.
The closest retail analog is Survival Hunter, but fully ranged instead of melee. The class fantasy is identical: you live and die by explosives — Sticky Bomb and Bomb Toss are your Wildfire Bomb, Oil-Spill Pylon is your Flare/Tar Trap, and Napalm stacking into empowered drones and shots mirrors Survival's bleed-and-bomb proc chains; the 'damage to a Sticky-Bombed target detonates extra mines and amplifies the explosion' engine (Gazlowe's Wisdom, I Need More Explosions!) is mechanically the same idea as Survival's bomb chains. It diverges by dropping melee entirely — everything is gun- and gadget-based — and bolting on a thin raid support layer (The BIG Guns! attack-power buff, Bomb Toss' armor shred) that Survival doesn't have, landing on Survival's bomb identity crossed with a ranged deployable-summoner, minus any equivalent to Survival's melee mobility.
How is this number calculated?
Measured scope: Zul'Gurub, all difficulties — High Priest Venoxis, High Priestess Jeklik, High Priestess Mar'li, Bloodlord Mandokir, High Priest Thekal, High Priestess Arlokk, Jin'do the Hexxer, Hakkar, Gri'lek, Gahz'ranka.
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss and the same group format: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss and the same format: a two-minute fight and a seven-minute one aren’t comparable, and a flex raid doesn’t give the same support as a 25-man.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured spec. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade.
How is this number calculated?
Mythic dungeons only — Ascension CoA has no Mythic+ tier yet (229 tracked encounters).
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss: 92.4% of dungeon fights are played in 5-player groups, and splitting by group size as well would discard more usable damage rows (4.5% lost against 1.4% when comparing by boss alone) for zero additional publishable spec — group size is therefore not part of the comparison.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured Dungeon spec — this column has its own distribution, it doesn’t reuse Raid’s cutoffs. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade.
Each performance above links to its own real combat report. Ascension Logs, however, doesn’t offer a rankings page covering every Mythic dungeon — unlike Raid, there’s no « View the source rankings » button here.
Ranking updated on August 17, 2026
These talents are a PvE configuration. The Arena and Battleground grades shown above rate the specialisation’s PvP potential — not this tree.
Your damage rides ranged spells and projectiles (Bomb Toss, Rocket Launcher, Spider Bomb) that need to land first, so Hit comes first. Critical Strike and Haste come next since they directly feed your loop — Boom Hour, Buster Scope, and Short Fuse all scale off crit, and Explosives Expert refunds mana on every direct crit from you or your summons. Agility and Attack/Spell Power sit at the base, since your damage blends physical scaling (bombs, rockets) with Fire scaling (Napalm, drones).
See also: the Ascension CoA builds hub · the Ascension talent builder
Talent data: ascension.gg
· Spec tiers & analysis: ascensionsidekick.com
Editorial rewrite, interactive talent tree, tooltips and fact-checking: KAMI LABS




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