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- Warlock Leveling
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- Warrior Leveling
- Arms Warrior
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- Fury Warrior
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- Protection Warrior
- Protection Tanking
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GotWarcraft's Dungeon Leveling Guide

Note that everything on this page is old. It is left here for legacy reasons. To view the main site just click to GotWarcraft.


Undead Warlock enjoying the fireContents


Why level up in dungeons?

Mists of Pandaria is the latest expansion and it brings more dungeons to explore, more loots to discovers, and some pretty cool stuff.

Are you tired of runnning new characters all the way from 1 to 85 or 90 and doing the same old quests that you've done so many times before? Then Dungeon leveling is the solution.

Why DO you want to do the dungeon leveling thing?

Easy: Better XP and better gear and it can be faster (especially if you're the tank) than "regular" leveling.

Plus, if you're on a PvP server you get to miss the experience of high levels flying down to your level 30 zone just to drop by and say "Die!"

Why wouldn't you want to dungeon level?

You miss exploring the world, picking up fly points, seeing opposing players and ganking them, rep points, and so on. Dungeon groups also tend to move at something between a fast and frantic pace, and they'll expect you to keep up.

If you like to group and you don't mind the pace (and the occasional jerk) then Dungeon Leveling is a good way to go.

It's easy enough to get a new character to level 12 or so. Now, imagine avoiding all of those newbie quests where you have to get 5 of these or 10 of those when nothing seems to drop. (How can zhevras run around without hooves, anyway?) And don't you hate it when someone just came through and killed all of the critters you need so you have to wait out a long re-spawn?

Pick up a group and take your level 12 Horde to Ragefire Chasm or your Ally to The Deadmines and rack up some good XP. A change that came about with Cataclysm was to put all the quest-givers just inside the entrance to each dungeon. You now longer have to go all over the place to grab the dungeon quests, you just need to get a group and, hop in, and they're all there.

The nice thing about those quests is that not only do you get more XP for each dungeon quest you complete than for normal quests, but you get better quest rwards and more XP from the Elite mobs you kill in the dungeons.

Once you've leveled up a bit , just go on to the next higher dungeon. (See dungeon chart below.)

Here we will show you the basics to get you started.

For more detailed guide to get from level 1 all the way to level 85, 90, or whatever AND to get the Loremaster achievements AND to get the Dugeon Leveling Guideyou need to get Dugi's Guide.


How it works:

Anyone can do this. All you need is to find a group to complete the dungeons. A 5 person team (made up of a tank, three dps, and a healer) is ideal for optimum speed, and this is what you will get if you use the WoW Dungeon Finder. (This is available for all 5-player dungeons. Hit "I" in-game to bring it up.)

Working with others can be a challenge, depending on your team, but it's always an interesting dynamic to work as a team in a dungeon. You may have to repeat some of the dungeons to gain enough XP to level up, but you can help out someone else at the same time.

You can just run through the dungeons and level up that way, but for the best XP you want to pick up the quests that are specific to each dungeon before you enter and then complete them.

Since Cataclysm launched most of the dungeon quests have moved inside the dungeons. You will be able to pick them up at the entrance.

Once you can do the Heroic Dungeons you can also work your way up through three Achievements by using the Dungeon Finder to finish random heroic dungeons as follows: "Looking For More" - until you have grouped with 10 random players total; "Looking For Many" - until you have grouped with 50 random players total (earring you the title "The Patient"; "Looking For Multitudes" - until you have grouped with 100 random players total. The final Achievement also earns you the Perky Pug non-combat pet.


Dungeon Rewards

Besides the XP gained by quickly killing lots of Elite mobs, you will get the usual pick-up loot off the bodies, such as cloth and other useful bits.

Bosses will drop one piece of blue quality gear and the final boss of any dungeon might drop two items. Your team gets to roll on these.

  • Need means that the item being rolled on is an upgrade for your character (your primary spec.) If you roll need on an item for your secondary spec (your have the dual talent build) then you should ask the group if it's Ok for you to do that.
  • Greed means that you just want the item to sell. Sometimes the random mobs in the dungeon (the "trash") will drop green, and rarely blue, items that can be resold.
  • Disenchant means that someone in your party has a high enough Enchanting skill do disenchant that item into magical parts. The parts can then be used by an enchanter or sold.

If you're using the random dungeon finder then you will get a small amount of cash and a satchel of helpful goods when you complete the dungeon. The satchel will always have a blue item it will often be something your character can use. If you've run the same dungeon several times then that item be simply be a duplicate of what you've seen before. Just sell or disenchant it. You will not get this item if you are running specific dungeons, you have to be using the random tool.

In the Cataclysm dungeons if you are wearing the Tabard of some faction then you will get rep with that faction as you do those dungeons.

Achievements are available for completing each dungeon and for accomplishing things, such as the Pug reward, above.

Quests - all of the quest givers for most of the dungeons have moved to just inside the dungeon entrance. You will be able to grab all of them before you encounter your first enemy. To hand them in you just run back to the entrance, or teleport out and then back in. (Right click the green "eye" icon on your mini-map, you will see an option to teleport out of the dungeon. Once out the option will change to teleport into the dungeon. This will put you at then entry point with all the quest givers. )

Note that some of the quest givers will move to the ending area of the dungeon when you complete it, saving you the trip back to the starting point.

These quests offer much better gear, cash, and XP than regular quests, so do them.


The Dungeons:

Note that with the dungeon finder tool it's really meaningless to call a dungeon Alliance or Horde. If your group ir running/riding to that dungeon (and why would you???) then it has some meaning, especially if you're on a PvP server. Just use the dungeon finder tool. Gather your group and then pick either random or specific dungeons.

Classic Dungeons

Horde Dungeons

Alliance Dungeons

13-18 Ragefire Chasm 15-20 The Deadmines
15-21 The Wailing Caverns 15-21 The Wailing Caverns
18-22 Shadowfang Keep 20-24 Blackfathom Deeps
20-24 Blackfathom Deeps 21-25 The Stockade


Horde & Alliance Dungeons

Razorfen Kraul

Scarlet Monastery Graveyard/Library
Scarlet Monastery Armory/Cathedral
Razorfen Downs
Dire Maul
Blackrock Depths
Blackrock Spire


Burning Crusade Dungeons

Heroic (level 70) modes are available for all of these dungeons.

59 - 62 Hellfire Citadel: Hellfire Ramparts
61 - 63 Hellfire Citadel: The Blood Furnace
62 - 64 Coilfang Reservoir: The Slave Pens
63 - 65 Coilfang Reservoir: The Underbog
64 - 66 Auchindoun: Mana-Tombs
65 - 67 Auchindoun: Auchenai Crypts
66 - 68 Caverns of Time: Old Hillsbrad Foothills
67 - 68 Auchindoun: Sethekk Halls
67 - 75 Auchindoun: Shadow Labyrinth
67 - 75 Coilfang Reservoir: The Steamvault
67 - 75 Hellfire Citadel: The Shattered Halls
67 - 75 Tempest Keep: The Botanica
67 - 75 Tempest Keep: The Mechanar
68 - 75 Caverns of Time: The Black Morass
68 - 75 Magisters' Terrace
68 - 75 Tempest Keep: The Arcatraz



Wrath of the Lich King Dungeons

Heroic modes are available for all of these at level 80.

69 - 72
Utgarde Keep: Utgarde Keep
71 - 73
The Nexus: The Nexus
72 - 74
Azjol-Nerub: Azjol-Nerub
73 - 75
Azjol-Nerub: Ahn'kahet: The Old Kingdom
74 - 76
Drak'Tharon Keep
75 - 77
The Violet Hold
76 - 78
77 - 78
Ulduar: Halls of Stone
78 - 80
Crusaders' Coliseum: Trial of the Champion
Caverns of Time: The Culling of Stratholme
The Nexus: The Oculus
Ulduar: Halls of Lightning
Utgarde Keep: Utgarde Pinnacle
Icecrown Citadel: Halls of Reflection
Icecrown Citadel: Pit of Saron
Icecrown Citadel: The Forge of Souls


Cataclysm Dungeons

Level 85 Heroics are available for all of these dungeons. Links are to the heroic boss guides for these dungeons. Obviously youi're not leveling at 85, but when the next expansion comes out you will be.

80 - 82
Abyssal Maw: Throne of the Tides
80 - 82
Blackrock Mountain: Blackrock Caverns
82 - 84
The Stonecore
82 - 84
The Vortex Pinnacle
Grim Batol
Halls of Origination
Lost City of the Tol'vir
Firelands (coming in patch 4.1)
Shadowfang Keep, Heroic only
Deadmines, Heroic Only



Want to use the instances to get leveled, fast?

Dugi's guide will get your regular leveling going at a very interesting rate and their guide is far superior to the in-game quest helper.

Check out the dugi's guide here and see if it's just the thing for your upcoming collection of 85s. Also, if you click the tab at the top of their page you will see that a new dungeon guide is being worked on and it will be a free addition to their regular guide.

Get leveled fast AND get the Loremaster!


Your Role in the Dungeons

You will be either a Healer, Damage (DPS,) or Protection (Tank.) If you're doing random dungeons with the dungeon finder then your teams will always have one tank, one healer, and three DPS. Your guild team could have five healers, though that might mean that it will take a loooong time to kill that boss.


  • Be aware of your position and that of any nearby mobs or adds. Is there an edge that you can fall off of (and into the lava?) Be aware of it.
  • Let the tank do the pulling unless he says otherwise.
  • Consumables. Mana potions, health potions, buffing foods, etc. Keep a decent stock and use them.
  • Be patient. If someone pulls before the tank is ready or casters/healers have their mana back then the group might in trouble. Let the tank pull.
  • Be aware of what mobs are Crowd Controlled (CC) and don't break the CC.


Your job is to do as much damage as possible to the mobs (opposition.) But if you go crazy then you will do too much damage too soon and the mobs will eat you. Then your group will make snarky remarks and kick you out.

  • Always let the tank attack first. Yes, I know that spell has great range and you love to use it. Let the tank attack first and get the mob's attention. Then you attack.
  • Mobs, especially at higher levels, will often throw out area effect attacks or some form of damage to random targets. Do the best you can to either avoid this or interrupt the spell casting.
  • Aggro can be an issue if you're doing enough damage to pull the mob away from the tank. He might not be able to get it back before it kills you, especially in Cataclysm dungeons.
  • Many DPS types can put out a massive burst of damage when all the stars align. That burst may guarantee that you get all the aggro and die from it. Hold the burst until it's safe, such as when the mob is nearly dead. Dead DPS characters do no damage.
  • Especially in heroics and Cataclysm dungeons you should use your defensive cooldowns as necessary and take survival talents (such as the Rogue's Improved Recuperate.)
  • Note that changes made in the 4.3 patch made it easier for tanks to hold aggro. Let the tank pull and then cut loose.

DPS Tactics:

  • If it has a tail then attack from the side, otherwise from behind
  • Puddles of putrescent goop (poop) on the floor? Move out of it. And yes, the tank should be aware enough to pull the mob out of the poop.
  • Kill the adds! There are a very few cases where you want to run from adds, but 95% of the time you kill them first.
  • Are mobs casting spells? Interrupt (stun, blind, etc.) them, if possible.
  • Marked mobs: Usually the skull on a mob means "kill me first!" Usually the "X" means "kill me next!" Make sure all members of your group know and agree about what the marks mean.
  • Crowd control: Got sheep? Sap? Other? Sometimes the tank will want you to use it, othertimes not. Some tanks aren't sharp enough to deal with it well when you do use it.
  • Do you have aggro? Vanish, fade, feign death, etc. Do Not Run Away! Run back to the tank if you have to run and can't shed the aggro.
  • Is there a Lightwell? Click it!


Your job is to keep everyone Hale and Hearty, but sometimes that's a bit tough. The tank wants to leap into the next group, the ranged DPS wants to pull everything, the melee DPS has issues with staying out of the fire, and you looked away from the screen for three seconds. When you looked back the tank was dead, the group was scattering, and those last heals you cast put out a lot of threat...

  • Your main job is to heal the tank. If the tank is doing his job then then rest of the group shouldn't be taking much damage.
  • If the DPS runs over there to take on some mobs then let him suffer the consequences.
  • Communicate with your group. You are the one group member who has to pay attention to every member of the group. If they're going nuts and you can't keep up then say something. If you're running low on Mana say something.
  • Preserving mana is important, particularly in Cataclysm dungeons. You may want/need to learn about and use Triage.

Healing Tactics

  • Heal the tank.
  • Is massive damage about to hit? Start pre-casting that long heal.
  • Got aggro? Shed it, if you can, or run to the tank.
  • Out of Mana? Say something!
  • Getting interrupted? Get more range, if you can.
  • Mobs casting stuff? Interrupt, if you can, and you don't have to worry about not healing for a moment.
  • Tank goes out of Line of Sight for whatever reason, follow him.
  • DPS goes out of Line of Sight for whatever reason, sucks for them.

The Tank

You're the life of the party and you want 100% of the attention of all the opposition, at all times. Your #1 job is to make sure that happens. Do it well and the DPS has it easy and the healer really only has to worry about you.

  • You have to keep an eye on all the opposition. At times the mobs may break free and chase someone else, do what you can to get them back.
  • It's better to be a bit conservative than to bite off too much to chew. Don't pull big groups unless you know your group can handle it.
  • Listen to your group. The healer might be out of mana, among other possible issues. You're the leader, communication is good.
  • The DPS needs to know whether or not you mind their pulling the mobs or bringing in extras. If you don't care for them doing that then let them die a few times. They'll either learn or leave.

Tank Tactics

  • Mark the #1 target with a skull. Everyone can focus on that and burn it down.
  • Healer mobs are a good choice for that skull.
  • Use your crowd control. Have mobs sapped, sheeped, etc., as necessary.
  • Don't break the CC! Pull mobs away from the CCed mob.
  • Make sure you fight away from CCed mobs.
  • Taking too much damage? Pull the mob (kite) around the place.
  • Puddles of putrescent goop (poop) on the floor? Pull the mob(s) out of it so you and your melee DPS take less damage.
  • Does the mob take damage from the poop? You might be able to position the mob into the stuff for additional damage.
  • Is the mob casting? Interrupt it, if you can.
  • Use your stuns which will help slow down incomming damage or stop a mob from running to the healer.



Suggested Talent Builds & Tips By Class

For suggested builds see the leveling guides linked to with each spec, below.


For most of your low-level game time you will probably find feral useful, because you will be able to dps well, and, if the need arises, you will be able to switch out of cat form and heal. This will allow you to queue in the dungeon finder as dps or healer. See our druid leveling spec for info on leveling as Feral.

Balance Druids will, obviously, be ranged DPS and will also be able to toss out the occasional heal. Restoration Druids, while being pretty sloooowwww at solo leveling will do just fine in the dungeons.


Beast Mastery gives you the most versatility. It allows you to solo when you need to in order to get the dungeon quests, and at the same time allows you to perform well as dps in a team. See our Hunter leveling spec for builds and such.


This one is fairly self-explanatory. An Arcane build is great for good damage output, as well as low threat generation, but Fire and Frost can put down some pretty big numbers as well. See our mage leveling spec page for a leveling build for each flavor of mage.


Retribution is selected for similar reasons to the Druid build. For lower levels (up to mid-40s) Ret allows you to dps, tank, and heal well enough to be an asset to any team. You will be able to queue as dps, healer, or tank, as you prefer, until the mid-40s when you should decide which role you like the most. From that point on you should go with a talent build that supports your chosen role. Holy is a perfectly viable option and Protection Paladins can make excellent tanks.


With the Shadow spec you are able to solo and dps in teams moderately well from about level 20 on. Prior to that, unfortunately, priests are just not very good at anything. You will also be able to queue as a healer or dps in dungeon finder up until you reach mid-40s, at which point you should start to spec for the role you prefer, dps or healer. See our Priest leveling spec for leveling info.


All of the Rogue specs are quite viable for dungeon leveling, as DPS of course. Leveling as Combat is probably the easiest, but Subtlety has brutal openers and Assassination Rogues are pretty nice, too.


Like the Druid build, this leveling shaman spec allows you to do dps and healing. When you reach mid-40s you should start choosing talents tailored to your play style with either dps or healing.


This pure destruction build is aimed at total dps. Let's face it, that's what you're good at. Make sure you use Ritual of Souls at the beginning of every dungeon. Yo might want to get the minor glyph for this spell to reduce the mana cost, too. Our regular Warlock leveling spec is Affliction, but Demonology has its uses, too.


As DPS you can go with either the Arms spec or the Fury spec. Both will do quite nicely. If you want to do the tanking chores then you will want to go with a protection spec.


Dungeon Maps

The maps of most, if not all, of the dungeons are now part of your regular mapping interface. Just hit "m" in-game, while in the dungeon, to bring up the map of the dungeon.

Horde Dungeons

Ragefire Chasm 13-18


The Wailing Caverns 15-21 (also for Alliance)

Shadowfang Keep


Blackfathom Deeps 20-24 (also for Alliance)


Alliance Dungeons

The Dead Mines 15-20

The Wailing Caverns 15-21 (also for Horde)

Blackfathom Deeps 20-24 (also for Horde)

The Stockade 21-25


Horde & Alliance Dungeons

Razorfen Kraul 23-28

Gnomeregan 24-29

Scarlet Monastery Graveyard and Library 27-36


Razorfen Downs 33-38

Scarlet Monastery Armory and Cathedral 34-39

Uldaman 29-45


World of Warcraft Alliance and Horde leveling guides

And Dugi is Ready for Shadowlands and Beyond.



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