Voodoo is a ranged Shadow-school caster that wields hexes, Voodoo zones and dark Loa invocations. It's a control-heavy spec: its kit carries 5 crowd-control effects, from Amphibimorph, which transforms an enemy into a frog unable to attack or cast, to Malignant Jinx, which silences the target's next spell cast. You shape the fight by laying down hexes and zones early, then let the curses do the work.
Stack a Loa's buff to 5 stacks for the strong payoff — switching Loa mid-fight resets those stacks, so the choice is made ahead of time rather than reactively.
Damaging abilities now leave behind Puppeteer's Threads on enemies for 10 seconds. Puppeteer's Threads (Debuff): damage taken from the Witch Doctor stores 10% of its value. When the effect ends, the damage stored is dealt instantly.
Closest to Augmentation Evoker. Both are fundamentally damage-dealers whose "support" value is delivered through buff/debuff windows and redirect-style cooldowns rather than sustained HPS: Voodoo's party-damage auras (Dark Loa's Blessing) and stacking self-buff De Other Side mirror Ebon Might/Prescience-style empowerment, and War Golem's ally-spell-redirect is functionally the same idea as an Evoker soaking damage for the group via a temporary construct. Like Augmentation, it barely casts heals — the only ally heal it can take is the class kit's Healing Ward, a stationary drop that pulses healing to nearby allies — and it wins fights by amplifying/protecting teammates while parking a large chunk of its kit in personal DPS.
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.
This is a Spirit-scaling caster, not a plain Intellect/SP caster. Voodoo Power converts Spirit into both spell damage AND spell hit rating, and the core nukes carry huge flat Spirit coefficients (Bad Juju, Hexfire); Staff of the Coven and The Price of Power stack more Spirit%. So Spirit is the top scaling attribute (it even helps reach the hit cap) and belongs near the front, not buried behind Intellect. Intellect takes the caster badge only because Spirit isn't a badge option. Haste is still valued for extra DoT/hex ticks (Quickened Curses, Juju Injection, Alchemical Enhancement), Crit behind it via De Other Side/Juju Spirits.
See also: all Ascension builds · the talent tree 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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