Pullwise

S2 · Week 3
At the keyboard · Blood Death Knight

Spellbook

Every button that matters, in plain English.

180 abilities · 178 awaiting review · 2 with sources that disagree

The engine

Death and Decay
Costs 1 Rune and places a damaging area at the target location which persists for 10 seconds.
When A lot of the Blood Death Knight toolkit centers around staying inside of Death and Decay.
Changed Patch 12.0.5: Death and Decay damage increased by 130%
Rune Strike1 Rune
Costs 1 Rune and deals moderate damage; it is replaced once you choose a specialisation (Heart Strike for Blood).
When Replaced by Obliterate once you pick up that talent, usually at level 13 or 15.
Death Strike
Deals damage to the target and heals you for 25% of the damage taken in the previous 5 seconds; through Mastery: Blood Shield a percentage of that healing is also applied as a physical damage absorption shield.
When Death Strike costs Runic Power and is almost the only use of Runic Power for Blood Death Knights.
Changed Patch 12.0.5: Death Strike heal reduced to 20% of all damage taken in the last 5 seconds (was 25%)

The engine — Blood

Death's Caress6-second cooldown
Grants 2 Bone Shield charges when used.
When It has a travel time and should be cast while running in for the pull.
Changed It also picked up a 6-second cooldown to compensate
Heart Strike
Damages the target as well as another nearby target for 1 Rune; with Cleaving Strikes it strikes up to 5 targets while you stand in Death and Decay, and it applies a 20% snare. It is copied by Dancing Rune Weapon for 5 bonus Runic Power per active weapon through Blood Strike.
When Cast it to consume runes as a filler.
Changed Heart Strike damage increased by 25%
Marrowrend
Hits the target for a light amount of physical damage and grants you 3 charges of Bone Shield; it is copied by Dancing Rune Weapon for 3 additional Bone Shield charges per active weapon.
When Use it while at 5+ or fewer Bone Shield charges when an apex Dancing Rune Weapon proc is active, and use it anyway if you cannot wait for a proc; game bonus charges from Dance of Midnight procs without overcapping.
Changed Marrowrend damage increased by 50%
Blood Boil10 yards
Deals damage to all enemies within 10 yards and applies Blood Plague to them.
When Cast it to avoid overcapping on stacks.

Cooldowns

Raise DeadSources disagree
Summons a Ghoul for one minute; the ghoul auto-attacks your current target and frequently casts Gnaw, a 1-second stun.
When Cast Raise Dead on cooldown for some extra damage.
2 readings of spell id
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  • Method46584
Soul Reaper15 second cooldown
Voidbound emissaries have 1% health and a large shield, making them ideal targets for Soul Reaper.
When Removes the need to press Putrefy manually in execute.
Changed Removed going from The War Within into Midnight
Reaper of SoulsKilling MachineObliteration

Cooldowns — Blood

Dancing Rune Weapon
When Line it up with burn phases along with a potion, but do not sit on it: avoid holding it for longer than 15 seconds for its parry value. It is primarily a resource and throughput cooldown.
Changed Dancing Rune Weapon now increases Parry by 30% (was 25%)
Consumption
When Cast it if talented, on cooldown, and always after your Dancing Rune Weapon has run out.
Changed Core Changes going from The War Within into Midnight
Bonestorm
Listed among the abilities removed going from The War Within into Midnight.
Changed Removed going from The War Within into Midnight

Hero-tree signatures

Vampiric Strike
Death Strike has a 35% chance to change Heart Strike into Vampiric Strike, which deals Shadow damage instead of Physical, heals you for 1% of your maximum health, and gives you 1 stack of Essence of the Blood Queen.
When Cast Vampiric Strike to gain Runic Power.
Changed Vampiric Strike damage increased by 25%
Reaper's Mark
When Cast it on cooldown, and pre-cast Death and Decay before it if Death and Decay is not already ticking under your target, since Death and Decay is the biggest source of guaranteed stacks.
Changed Reaper's Mark damage to the primary target increased by 20%
Exterminate
Changed Exterminate damage to the primary target increased by 20%
Rider's Champion
Each Rune spent gives you a 10% chance to summon one of the Four Horsemen: Mograine, Whitemane, Trollbane or Nazgrim.
When Mograine puts up a following Death and Decay for 10 seconds giving 5% damage and crit; Whitemane's Undeath is a 24 second disease; Trollbane repeatedly casts Chains of Ice; Nazgrim grants 5% Strength increasing by 1% per Rune spent.
Undeath
Apocalypse Now20 seconds
Summons all 4 Horsemen for 20 seconds after casting Frostwyrm's Fury, or extends the current duration by 20 seconds if a Horseman is already out.
When Mograine does not recast his Death and Decay when extended, but all other Horsemen recast their abilities.
Frostwyrm's Fury

Emergencies & utility

Death CoilCosts 30 Runic Power
Exists in your spellbook and should remain there, as it is more inefficient than Death Strike at everything Death Strike does.
When Very situational: burning Runic Power while standing at range for a long time, which is extremely rare and in most cases a sign of misplay.
Changed Patch 12.1: Runic Power spenders now extend the duration of plagues by 1 second (was 1.5 seconds)
Death Grip
Grips an enemy to you and also taunts it; just like Dark Command this taunt comes with a 3s fixate and 300% threat boost.
When Use Death Grip or Death's Caress if Bone Shield is about to expire, or if you will not be in range of a target before you get back in melee range.
Raise Ally30 Runic Power
Costs 30 Runic Power and battle resurrects a targeted dead ally, bringing them back to life even in combat.
When In a Mythic+ dungeon you may be the only player to bring this utility; consider timing and positioning so the resurrected player is not in a dangerous cleave or a dungeon-wide damage event.
Lichborne10% Leech
Turns you undead for 10 seconds, making you immune to charm, fear and sleep and granting 10% leech.
When You can activate it to break any of these crowd controls, making it a useful tool if you are accidentally hit by a mechanic that applies one.
Changed Midnight: Lichborne is no longer a defensive cooldown and only provides charm, fear, and sleep immunity as well as a small amount of Leech
Chains of Ice
A costly but very potent ranged snare: at the cost of one Rune you apply a 70% slow for 8 seconds.
When Generally your primary way of slowing a target; great when you need to kite dangerous mobs or kill a fleeing enemy.
Anti-Magic Shellimmunity
Grants a magic absorption shield equal to 40% of your maximum health for 5 seconds; while it holds you are immune to most magical debuffs and each 1% of the shield consumed grants 0.873 Runic Power.
When Timing is critical when other magic damage can eat the shield first; effects that increase your maximum health, such as Vampiric Blood, increase its value even after they fade.
Dark Command
Your taunt: puts you at the top of an enemy's threat table and forces it to fixate on you for 3 seconds, during which you generate 300% bonus threat.
When The ideal time to hit it with Death Strike for a guaranteed threat lead.
Runeforging
Applies a powerful Runeforge to your weapon, acting as a usually better enchant; you do this at the Runeforges in Acherus.
When You do this in the Acherus Hold at the Runeforges.
Also Rune of the Stoneskin Gargoyle
Rune of SanguinationRune of the Fallen CrusaderRune of Hysteria
Death Gate
Summons a gate that teleports you to Acherus, where you can Runeforge your weapon and practise your rotation on target dummies; using it again brings you back.
When Using Death Gate again brings you back to your original location.
Summon Gargoyle
Path of Frost1 Rune
Costs 1 Rune and grants everyone in your group the ability to walk on water; it breaks on any damage taken.
When Has some niche use cases.
Icebound Fortitude2 minute cooldown
Available on the class tree for all Death Knights: for the next 8 seconds you take 30% less damage and are completely immune to Stun effects; it can also be used while stunned to remove the stun.
When Use it before high damage from pre-determined boss abilities, when healers cannot reach you, or for abilities that mirror or scale with raw damage taken before absorbs and self-healing.
Mind Freezethree second lockout
Interrupts your target if they are casting and locks them out of that school of magic for three seconds.
When Use a focus macro so you can transition between kicking your focus and your current target, and make sure your UI shows your focus target's casts clearly.
Blinding Sleet5 seconds
Disorients all targets in a 12yd cone in front of you for up to 5 seconds; when they take damage the disorient fades and they are instead slowed by 50% for 6 seconds.
When Be aware of the orb spawn timer for the Ascendant affix and position so you can stop multiple orbs with sleet.
Control Undead2 minutes
Allows you to take control over any non-CC-immune undead enemy, turning it into your pet and possibly granting you access to some of its abilities.
When A macro that dismisses and re-uses it on your pet lets you re-control without re-targeting, and re-enables pet combat assist.
Vampiric Blood30%; 10 seconds
Increases your maximum health and healing received by 30% for 10 seconds.
When It can be used reactively, but you gain more benefit proactively with a specific plan for what you will mitigate with it.
Death Pact
Heals you for 50% and applies a 30% healing absorption effect; while it holds all of your received healing is absorbed by it, and both effects snapshot your maximum HP at cast.
When A panic-button heal with a downside that often provides the breathing room your healers need; improved by Death Defiance.
Anti-Magic Zone
Places a shadowy zone on the floor for 6 seconds; the zone reduces all magic damage taken by players inside by 15%.
When Can be crucial in cooldown plans for both Raid and Mythic+; its cooldown can be decreased with an extra point in Assimilation.
Asphyxiate45s5 seconds
Stuns your target for 5 seconds.
When Can be used in conjunction with Coldthirst and Death Grip to lock down individual targets.
Gorefiend's Grasp15 yards
Grips all enemies within 15 yards to your target; the target can be you, an ally, an enemy, or any other entity that can be attacked.
When It is incredibly dangerous to cast on yourself; always cast it on somebody or something else.
Changed Core Changes going from The War Within into Midnight: the silence is now built into Gorefiend's Grasp
Abomination Limb
When Can be taken instead of Gorefiend's Grasp providing there are delayed spawns of new adds that need to be controlled.
Death Chain30-second cooldown
A PvP talent: a nice damage increase when pulling 3 or more enemies, though its 30-second cooldown prevents it from being used on every pull.
Dark Simulacrum
A PvP talent with limited value in PvE content.
Strangulate
A PvP talent with limited value in PvE content.
Tombstone
Removed; this results in having less major defensive cooldowns against large tank hits.
Changed Removed going from The War Within into Midnight
Rune Tap
Removed; not a huge loss since this was a very niche talent and not played very often.
Changed Removed going from The War Within into Midnight
Blood Tap
Listed among the abilities removed going from The War Within into Midnight.
Changed Removed going from The War Within into Midnight

Mobility

Death's Advance
Provides a small speed boost and prevents you from being slowed below 100% of your movement speed for 10 seconds, and grants immunity from knockbacks and pushbacks.
When It also has a passive effect that prevents your movement speed from being reduced below 70%.
Wraith Walkup to 4 seconds
Breaks all roots currently on you, renders you immune to subsequent root effects while channelling, and increases your movement speed by up to 4 seconds.
When Casting any other ability during this will cancel Wraith Walk.
On a Paler Horse
Does not work at all in raids.
When A huge increase to questing speed, but it does not work in instanced content such as Raids, Dungeons, Battlegrounds and Arenas.
Death Charge100% movement speedSources disagree
The choice you always take over On a Paler Horse, greatly increasing your mobility and allowing you to break roots and slows.
When Allows you to keep fighting while on the mount.
2 readings of spell id
  • Method444347
  • Method444010

Passives

On a Pale Horse
A passive that increases your mounted movement speed by 20%; it does not stack with other movement speed abilities such as Crusader Aura.
When A nice speed boost, especially in areas where flying is disabled.
Crimson Scourge25% chance
Allows each auto-attack hit on a plagued target a 25% chance to reset the cooldown of Death and Decay; this can only happen if Death and Decay is not already active on the floor.
When Press Death and Decay when Crimson Scourge procs or if you need to cleave 4+ targets.
Mastery: Blood Shield
Your mastery: every time you use Death Strike a percentage of the raw healing done is duplicated as an absorption shield on yourself, and it also increases your attack power.
Riposte
A passive ability, currently invisible in your spellbook, that automatically grants you 100% of your critical strike rating as parry rating.
Dance of Midnight
When The effect has a 3 second internal cooldown, so you are strongly incentivized to prioritize the proc; Heart Strike glows when it is available.
Changed Apex Talent: Dance of Midnight (Rank 2) has been updated – Damage taken for each active Dancing Rune Weapon is reduced by 6% (was 4%)
Runic Attenuation
Grants a very high chance to generate 5 Runic Power each time you successfully auto-attack a target, working out to an average of 50 RP per minute, increased by your Haste.
When Adds a good amount of resources to the rotation.
Improved Death Strike
A very important talent to make your Death Strike much stronger.
Cleaving Strikes2 to 5 targets; 10%
Increases the maximum number of targets Heart Strike will hit from 2 to 5 while you are standing in your Death and Decay; it also buffs Vampiric Strike specifically by 10% due to a bug.
When Average uptime without Death's Echo is around 93%; with Death's Echo you never drop the Death and Decay buff when playing correctly.
Gloom Ward15%
Increases all absorption effects cast on you by 15%, including your own and effects from others such as Life Cocoon and Anti-Magic Shell.
When Incredibly powerful, as it increases the absorb of spells like Anti-Magic Shell and Power Word: Shield.
Changed Core Changes going from The War Within into Midnight
March of Darkness
Grants an additional 25% movement speed, 60% in total, for the first three seconds of Death's Advance.
Unholy Momentum2% rank 1; 4% rank 2
Grants you 2% (rank 1) or 4% (rank 2) additional haste.
When Free stats are free stats, and since there are very few DPS increasing nodes in the class tree this one is a must take.
Changed Core Changes going from The War Within into Midnight
Enfeeble
Grants a chance for your ghoul's auto-attacks to reduce the damage the target deals to you by 12% for 6 seconds and to snare them by 30%.
When A nice passive defensive gain.
Bone Collector
Gain 1 charge of Bone Shield when pulling an enemy.
Coldthirst
Reduces the cooldown of Mind Freeze by 3 seconds, and if you successfully interrupt a spell you gain 10 Runic Power.
When Can be used in conjunction with Asphyxiate and Death Grip to lock down individual targets.
Proliferating Chill
Causes Chains of Ice to cleave to the nearest enemy target.
When It only affects enemies in close proximity to your primary target and lacks many uses in PvE.
Permafrost
Grants you a shield equal to 40% of all auto-attack damage you deal; it stacks and refreshes on each auto-attack but is capped at 20% of your maximum health.
When Provides a good deal of tankiness, both passive absorption and prevention against one-shot mechanics.
Changed Permafrost grants a shield equal to 50% of damage dealt (was 40%)
Veteran of the Third War20% stamina
Increases your stamina by 20%.
When Makes you tankier overall.
Brittle6% for 5 seconds
Causes your ticks of Blood Plague to have a chance to weaken the target, increasing all your damage dealt to them by 6% for 5 seconds.
When Not the biggest DPS increase, but one of the few DPS nodes in the class tree.
Blood Bond
While you are below 50% health and your ghoul is active, you deal 4% of its health in damage to heal yourself for 1% of yours every second.
When A solid self-heal gain.
Changed Patch 12.0.5: New Talent Blood Bond
Ossuary
While above 5 charges of Bone Shield your Death Strike costs less Runic Power.
Improved Vampiric Blood
Increases the duration of Vampiric Blood by 2 seconds and its healing amplification and maximum HP increase by 5% per rank.
When Swapping these points over from Improved Heart Strike means you need to take Relish in Blood to path downwards on the right side of the tree.
Improved Heart Strikeup to 15% per rank
Increases the damage dealt by Heart Strike by up to 15% per rank.
Relish in Blood10 Runic Power
Grants you a small heal and 10 Runic Power when you consume a Crimson Scourge proc.
Changed Relish in Blood healing increased by 25%
Icy Talons
With this you obtain a new buff to upkeep.
When Very important to maintain, not only for auto attack damage but for triggering Killing Machine, Icy Death Torrent and The Long Winter from critting with auto attacks.
Death Notes30 Runic Power
Significantly reduces the cost of Raise Ally.
When A nice quality-of-life talent that helps you react faster to player deaths when you would otherwise lack the Runic Power.
Changed Core Changes going from The War Within into Midnight
Death Defiance30 seconds
Reduces the cooldown of Death Pact by 30 seconds and increases all healing received while its healing absorption effect is active.
When A significant buff to Death Pact with more frequent uses, effectively needing to heal only 20% of your health instead of 30%.
Changed Midnight: a new talent to reduce the cooldown of Death Pact and increase the speed the healing absorb gets removed
Unholy Bond
When Easily the most important DPS talent in the class tree.
Leeching Strike0.5% of maximum HP
Causes each Heart Strike damage event to heal you for 0.5% of your maximum HP.
Heartbreaker
Causes each hit of your own Heart Strike to grant an additional 1 Runic Power per point; the copies cast by Dancing Rune Weapon do not count.
Foul Bulwark
Increases your maximum HP by 1% for each charge of Bone Shield you currently have.
Hemostasisup to 5 stacks
Each target hit by Blood Boil grants a stacking buff up to 5 stacks; casting Death Strike consumes all stacks to increase its damage and healing, but not the blood shield generated through Mastery: Blood Shield.
When Remember to press Death Strike before Hemostasis reaches beyond 5 stacks.
Perseverance of the Ebon Blade4% for 6 seconds
Reduces all damage taken by 4% for 6 seconds when you consume a Crimson Scourge proc.
Changed Perseverance of the Ebon Blade now reduces damage taken by 4% when consuming Crimson Scourge. Duration increased to 10 seconds (was 6 seconds)
Bloodworms
Grants a chance to spawn Bloodworms, which deal light physical damage and burst after 15 seconds or when you drop below 50% HP, healing you for 15% of your missing HP.
Ice Prison4-second root
Turns Chains of Ice into a 4-second root, which also roots the nearest enemy with Proliferating Chill, but adds a 12-second cooldown to Chains of Ice.
Death's Reach35 yards
Increases the range of Death Grip to 35 yards and causes its cooldown to reset each time you deal a killing blow to a target that yields experience or honor.
When Useful whenever you need to grip adds; the cooldown reset is mostly useful while levelling since you need the killing blow.
Changed Patch 12.0.5: Death's Reach is now a choice talent against Asphyxiate
Assimilation8 second duration
Reduces the cooldown of Anti-Magic Zone to 3 minutes and increases its duration to 8 seconds.
Anti-Magic Barrier
Lowers the cooldown of your Anti-Magic Shell and makes it stronger.
When Useful for any situation with heavy magic damage or frequent magic debuff applications.
Grip of the Dead90% snare
Snares enemies by 90% when they enter Death and Decay; every second from the time they first take damage from Death and Decay the snare is reduced by 10%.
When Extremely valuable in Mythic+ as it allows you to kite better and avoid unnecessary melee swings.
Improved Bone Shield10% Haste
Increases your Haste by 10% while at least one charge of Bone Shield is active.
Insatiable Blade
Reduces the cooldown of your Dancing Rune Weapon.
Deadly Reach
Death Strike cleaves two additional enemies for 75% of its normal damage and generates one more Coagulopathy per additional enemy hit.
When One of two flex points on the spec tree; it can be moved to Bloodworms for pure single target.
Changed Core Changes going from The War Within into Midnight: Deadly Reach makes your Death Strike now hit 2 additional targets
Rapid Decomposition
Causes Blood Plague and Death and Decay to tick 15% faster, and Blood Plague leeches 50% more health from enemies.
Changed Rapid Decomposition increases Blood Plague healing by 85% (was 50%)
Suppression
Increases your avoidance by 3%; when you are impacted by a crowd-control effect you gain an additional 6% avoidance for 6 seconds.
Blood Scent3% leech
Increases your leech by 3%.
Unholy Endurance2 seconds
Causes Lichborne to last 2 seconds longer.
When A small defensive gain to the cooldown.
Changed Patch 12.0.5: Unholy Endurance now reduces the cooldown of Lichborne by 30 seconds (was reduces damage taken)
Boiling Point
Heart Strike has a chance to cause your next Blood Boil to deal 50% bonus damage and cast again 3 seconds later; these echoes trigger all effects a regular Blood Boil would.
When Cast Blood Boil when you have a Boiling Point proc.
Changed Core Changes going from The War Within into Midnight
Lifeblood20%; five seconds
Casting Death Strike heals you for 20% of the value of its original healing, ticking instantly and lasting five seconds.
Everlasting Bond
Causes Dancing Rune Weapon to summon a second Dancing Rune Weapon to mirror all your abilities and increases its duration by 4 seconds.
Voracious
Increases the healing done by Death Strike by 20%, increases its minimum healing to 10.5% of your maximum HP, and grants 15% leech for 8 seconds after using Death Strike.
Changed Voracious grants 15% Leech (was 12%)
Blood Feast
When Anti-Magic Shell absorbs damage it also duplicates the amount absorbed as a direct heal on you.
Osmosis15%
Increases all healing received, not including absorbs, by 15% while Anti-Magic Shell is active.
Insidious Chill
Your new raid utility debuff: each auto-attack applies a debuff lasting 30 seconds and stacking to 4 times, reducing the target's auto-attack speed by 5% per stack.
When You are strongly recommended to tab-target all available targets and keep these stacks rolling.
Runic Protection6% armor
Increases armor by 6%; its critical strike reduction is irrelevant for tank specialisations as that is already passive for all tanks.
When A small defensive boost.
Blood Drawonce every 2 minutes
Triggers once every 2 minutes when you drop below 30% health: it deals damage to enemies within 8 yards and heals you for the damage dealt, reduces damage taken by 10% for 8 seconds, and reduces the cost of Death Strike by 10 Runic Power for 8 seconds.
Plague Infusion0.25 seconds
Critically striking with Blood Plague has a chance to reduce the remaining cooldown on a charge of Blood Boil by 0.25 seconds.
Bloody Reflection
Up to once every three seconds while Blood Shield is active you have a chance to deal a small amount of damage to the next enemy that damages you; in addition the cap on Mastery: Blood Shield is increased to 65% of your maximum health.
When Can be taken to raise the Mastery: Blood Shield cap if you are consistently reaching it; verify this before taking the talent.
Iron Heart
You generate 20% more Mastery: Blood Shield and it lasts 2 seconds longer; the cap on Mastery: Blood Shield is not increased.
Bloodied Blade
When One of two flex points on the spec tree; it can be moved to Consumption for pure single target, or swapped to Improved Vampiric Blood for more defensive value.
Coagulopathy
You deal 5% more damage to enemies afflicted by Blood Plague, and each enemy hit by Death Strike grants a buff increasing the damage of all Blood Plagues by 10%, stacking up to 4 times.
Rune Mastery
Spending a rune can occasionally grant you 3% strength per rank for 8 seconds; the number of runes spent per ability does not affect the chance.
Subduing Grasp
When you attempt to grip an enemy it deals 6% less damage to you for 6 seconds; using Death Grip to trigger it may lead to enemies becoming taunt immune because Death Grip taunts.
When Can be planned around as an additional defensive.
Will of the Necropolisbelow 30% health
Causes a portion of all damage taken while below 30% health, or that would bring you below 30%, to be reduced by a percentage; the behavior is non-trivial and explained on a separate page.
When For example, if a hit takes you from 60% to 10%, the portion below 30% is reduced by 35%.
Blood Mist
When you cast Dancing Rune Weapon you gain 5% more parry rating for 8 seconds and pulse damage instantly and every second while the effect is active, gaining 2 Runic Power per enemy hit up to a maximum of 10 Runic Power per second.
Changed Core Changes going from The War Within into Midnight
Sanguine Ground
Causes you to deal 5% more damage and receive 5% more healing and absorption effects from all sources while you are in your Death and Decay.
Bloodshot
Increases all damage you deal by 8% and reduces all damage taken by 4% while Mastery: Blood Shield is active; Death Strike always benefits from this.
Changed Bloodshot now also reduces damage taken while Blood Shield is active by 4%
Red Thirst
Provides a huge cooldown reduction for your Vampiric Blood.
Null Magic10%; 35% faster
Reduces magic damage taken by 10% and makes most magic debuffs on you fade 35% faster.
When The reduced duration does not work on the vast majority of raid debuffs, as that could simply break too many things.
Unyielding Will
Makes Anti-Magic Shell remove harmful magic debuffs on you, but increases its cooldown by 20 seconds.
When Can be incredibly powerful for raid mechanics but requires a good use case to justify the 20 second cooldown increase.
Death's Echosecond charge
Grants an additional charge of Death and Decay, Death Grip and Death's Advance, making them easier to use and juggle correctly.
When A nice increase in utility with the extra mobility and the additional grip.
Vestigial Shell
When you cast Anti-Magic Shell the two nearest friendly targets, pets included, get a Lesser Anti-Magic Shell; that lesser shell is only a magic absorb and gives none of Anti-Magic Shell's other benefits.
When A nice defensive boost to your party, especially in Mythic+.
Sanguinary Burst
When Blood Mist expires it deals damage and heals you for 18% of the damage it deals; this burst is increased by 2% for every point of Runic Power spent during it.
Changed Sanguinary Burst heals you for 18% of damage dealt (was 15%)
Purgatoryevery 4 minutes
A Cheat Death every 4 minutes.
Carnage
Changed The reset behavior was changed on 12.0.1 to trigger off effectively any type of damage as long as Mastery: Blood Shield is active
Umbilicus Eternus
Tallies all damage dealt by Blood Plague while Vampiric Blood is active; when Vampiric Blood fades the total is quintupled and applied to you as a shield, capped at your maximum HP before any additional amplification effect.
When Can be taken in Mythic+ to patch up inconsistencies or to add to existing cooldown plans.
Changed Umbilicus Eternus absorbs damage equal to 6 times damage dealt by Blood Plague (was 5)
Essence of the Blood Queen
The central focus of the San'layn tree: every stack grants 1% Haste for 20 seconds and each stack refreshes the duration, up to 5 stacks or 7 with Frenzied Bloodthirst. The Haste gained is multiplicative, so the more Haste you have the better the buff is.
When San'layn's only drawback is uptime-related; hold a Vampiric Strike before downtime begins to keep it rolling.
Newly Turned
Choice node 1: when you use Raise Ally, both you and the person resurrected gain a 20% health absorption shield.
When Significantly improves Raise Ally, which otherwise resurrects people at 60% health.
Vampiric Speed
Choice node 1: the movement speed of Death's Advance and Wraith Walk is increased by 10%, and casting either gives the four nearest friendly players a 20% movement speed buff for 5 seconds.
When Useful group utility that helps your allies' movement.
Blood-Soaked Ground
Choice node 2: while standing in your Death and Decay you take 5% less Physical damage and have a 5% increased chance to trigger Vampiric Strike.
When Increases the value of using Death and Decay between Dark Transformations to extend Essence of the Blood Queen.
Changed Blood-Soaked Ground now reduces physical damage taken by 8% (was 5%)
Desecrate
When Named as a talent that turns Death and Decay into a DPS ability.
Vampiric Aura2% leech
Choice node 3: your leech is increased by 2%; when you cast Lichborne it doubles and the 4% bonus is given to the four nearest friendly players.
When Minor defensive buff as well as some group utility.
Bloody Fortitude
Choice node 3: increases the damage reduction of Icebound Fortitude by up to 20%, snapshotting its value on your current HP at the time of the hit and at full value at 0% health; a killing blow also reduces Icebound Fortitude's cooldown by 3 seconds.
When Solid defensive boost that is especially powerful during leveling.
Thrill of Blood
Essence of the Blood Queen also grants 0.2% Blood Shield mastery and 0.1% bonus AP per stack, tripled during Gift of the San'layn.
When Taken in the San'layn builds.
Infliction of Sorrow
When Vampiric Strike hits an enemy with Blood Plague, the duration of Blood Plague is increased by 3 seconds and it instantly deals 20% of its damage.
When Great synergy with Blightfall where you build up a long plague duration and then burst them.
Frenzied Bloodthirst
Increases the maximum stacks of Essence of the Blood Queen by 2, and you deal 5% more damage per stack with Death Strike.
When Taken in the San'layn builds.
Changed Frenzied Bloodthirst's Death Strike and Death Coil damage bonus reduced to 5% per stack (was 6%)
The Blood is Life10 seconds
Vampiric Strike has a chance to spawn a Blood Beast, which attacks your target for 10 seconds and explodes for a portion of the damage it dealt; the explosion also heals you.
When Paired with Pact of the San'layn.
Changed Blood is Life now accumulates 15% of the damage dealt from the Blood Beast (was 25%)
Visceral Strength
Consuming Crimson Scourge procs grants you 12% strength for 12 seconds.
When This makes Sudden Doom procs significantly stronger.
Changed Visceral Strength now grants 10% Strength (was 12%)
Inevitableup to 30%
Blood Plague deals up to 30% bonus damage based on the target's missing health.
When Removes the Clawing Shadows ramp-up time that otherwise exists.
Incite Terror
A debuff, applied by casting Vampiric Strike or Heart Strike on the target, that increases shadow damage taken by 1% per stack for 15 seconds up to 5 stacks with each stack refreshing the duration; Vampiric Strike itself deals 4% more damage per stack.
When A maintenance buff generally kept up by doing the normal rotation.
Pact of the San'layn15% of Shadow damage
Choice node 4: Blood Beasts now store 15% of the Shadow damage you deal.
When A big increase in DPS during Dark Transformation that scales quadratically with number of targets.
Changed Pact of the San'layn now stores 15% of all Shadow damage dealt (was 10%)
Sanguine Scent
Choice node 4: the chance to trigger Vampiric Strike is increased by 15% if the target is below 35% health.
When Increases our execute as it triggers a lot more Vampiric Strikes when the target is low.
Transfusion20%; 8 seconds
Casting Vampiric Strike increases the damage of any active Dancing Rune Weapon by 20% for 8 seconds; individual applications can overlap and this is a buff on the Dancing Rune Weapon unit itself.
When Makes it extremely important to always have stacks of Lesser Ghoul during your Gift of the San'layn window.
Gift of the San'laynincreased by 200%
While Dancing Rune Weapon is active Heart Strike is replaced with Vampiric Strike, and the Haste bonus of Essence of the Blood Queen, the damage bonus of Frenzied Bloodthirst and the mastery bonus of Thrill of Blood are increased by 200%.
When Unless you can game free bonus damage from Hemostasis in AoE or a 12% strength buff from Visceral Strength, cast nothing but a single Blood Boil and then chain Vampiric Strike and Death Strike until it runs out.
Wave of Souls
Applying Reaper's Mark fires Wave of Souls from you to your target and back; enemies critically hit take 5% increased damage per stack up to 2 stacks, and the wave always critically strikes when it returns to you.
When The returning wave always critically strikes, so you are guaranteed at least one stack of the damage debuff.
Wither AwayPatch 12.1
Blood Plague deals damage every 1.5 seconds instead of every 3 seconds, and the second scythe from Exterminate applies Blood Plague to all enemies it hits.
When Incredibly powerful in single target and even stronger in AoE.
Bind in Darknesstwo stacksfour on a crit
Blood Boil's damage becomes Shadowfrost and is recoloured blue; any Shadowfrost damage source grants two stacks to Reaper's Mark, four if it crits.
When Big synergy with Dark Talons, which makes all your Runic Power spenders Shadowfrost damage.
Frigid Resolve
Permafrost stacks twice as fast, though its cap is not increased, and it also tallies up 10% of any damage dealt by Exterminate.
Soul Rupture10%
When Reaper's Mark explodes, 10% of the damage dealt to the target is dealt to nearby enemies.
When Helps add AoE value to the ability.
Grim Reaper
Applying Reaper's Mark grants 3 stacks of Bone Shield, and when Reaper's Mark explodes it deals up to 30% additional damage based on the missing health of the target.
When The free Killing Machine makes it nicer to use with Pillar of Frost and the second effect gives some execute damage.
Pact of the Deathbringeronce every 2 minutes
Choice node 1: once every 2 minutes you can trigger Death Pact at 50% effectiveness; Reaper's Mark reduces the cooldown of this effect and of Death Pact by 5 seconds.
When Useful defensively with an instant heal on a big hit, though the cooldown reduction only brings Death Pact from 2 minutes to 1 minute 50 seconds.
Rune Carved Plates
Choice node 1: up to 7.5% damage reduction against Physical and Magic damage at 1.5% per stack; spending a rune grants a stack of magic damage reduction for 5 seconds and regenerating a rune grants a stack of physical damage reduction, with each new stack refreshing the duration.
When With optimal play you can maintain 5 stacks at all times as long as you are not forced off a target.
Deathly BlowsPatch 12.15%
Death Strike deals 5% bonus damage.
When Helps you gain the Bonegrinder buff quickly in your Pillar of Frost window.
Swift and Painful
In single target, Reaper's Mark grants you 10% strength for 8 seconds when it detonates, and Wave of Souls is 100% more effective against the target Reaper's Mark was cast on.
When A 20% damage increase if both hits of Wave of Souls crit your target.
Dark Talons4 on a crit
Choice node 3: Marrowrend and Heart Strike randomly cause you to gain 3 more Icy Talons stacks, and Death Strike grants 2 stacks of Reaper's Mark, 4 if it critically strikes, as long as Icy Talons is active.
When Great synergy with Killing Machine proc chance, Icy Death Torrent, Smothering Offense and The Long Winter, and with Bind in Darkness.
Reaper's Onslaught
Choice node 3: reduces the cooldown of Reaper's Mark to 30 seconds but causes it to only grant one Exterminate stack.
When Brings you to a 30 second cooldown cycle which does not fit your 45 second Pillar of Frost window.
Death's Messenger
Choice node 4: the cooldown of Lichborne and Raise Dead is reduced by 30 seconds.
When Some extra defensive value from Lichborne and a small DPS upgrade from the lower Raise Dead cooldown.
Expelling Shield10% for 6 seconds
Choice node 4: if an enemy directly hits you with a Magic spell, no DoTs and no AoE, while Anti-Magic Shell is active, their casting speed is reduced by 10% for 6 seconds.
When Generally useless for DPS Death Knights.
Echoing Fury
Casting Dancing Rune Weapon grants you one Exterminate charge; apex talent procs do not trigger this talent.
When Allows you to generate lots of free Killing Machines in your Pillar window.
Bone Shield
When Keeping Bone Shield up is pivotal; use Marrowrend when you have seven or fewer stacks unless you need the Runic Power from Heart Strike, and watch its duration on encounters with no melee attacks or long downtime.
Blood Debt
When Aim to consume 10 stacks by casting Marrowrend.
Blood Plague
Necrotic Aura
A PvP talent that can be very strong when completing open-world content in a group but has very limited value in solo play.
Murderous Intent
A PvP talent that can be very strong when completing open-world content in a group but has very limited value in solo play.
Decomposing Aura
A PvP talent with limited value in PvE content.
Walking Dead
A PvP talent with limited value in PvE content.
Last Dance
A PvP talent that drastically reduces the duration and cooldown of Dancing Rune Weapon.
When When playing San'layn in open world content it can help maintain Essence of the Blood Queen, but it is generally recommended to avoid this talent.
Shattering Bone
Removed; it no longer deals passive damage to enemies when losing Bone Shield stacks.
Changed Removed going from The War Within into Midnight
Reinforced Bones12 charges
With this you can now have a maximum of 12 charges of Bone Shield.
Blood Fever
Together with Bind in Darkness it transforms Blood Boil to deal Shadowfrost damage and gives Blood Plague a chance to deal extra Shadowfrost damage, contributing more stacks to Reaper's Mark.
Painful Death
With Exterminate, this talent combination makes Reaper's Mark empower your next 2 Marrowrend casts.
Dark Succor
A passive granting a free Death Strike whenever you kill an enemy that grants honor or experience, and increasing that Death Strike's healing by 10%.
When You need the killing blow, so you will not get many procs in Raids and Mythic+; it is mainly a levelling passive.
Whitemane's Famine24 second duration
When Obliterate or Frostscythe damages a target affected by Undeath it gains 1 stack and infects another nearby enemy.
When Allows you to quickly spread the debuff in AoE via Frostscythe.
UndeathObliterateFrostscythe
Hungering Thirst
Passively increases Frost Fever, Frost Strike and Frostbane damage.
When Taken in the Rider builds.
Frost FeverFrost StrikeFrostbane
Mograine's Might
Standing in Mograine's Death and Decay increases your damage and critical strike by 5%.
When The 5% damage increase only comes from Mograine's Death and Decay, so watch for when Mograine spawns and stand on top of him.
Nazgrim's Conquest5%
Nazgrim grants you 5% Strength, increasing by 1% for every Rune spent while he is active.
When Very powerful for packs of mobs where weaker ones die quickly and early.
Changed Patch 12.1: fixed an issue causing Nazgrim's Conquest to grant additional Strength when Magus of the Dead is sacrificed for Lord of the Dead, and it no longer grants Strength from critters and low level targets
Fury of the Horsemen
Increases the duration of your Horsemen when spending Runic Power, with synergy with Ride or Die! and Let Terror Reign.
When A solid way of improving the overall uptime of the Horsemen.
A Feast of Souls
The build currently played has incredible synergy with it, allowing for huge Frost Strikes and Frostbanes during your burst.
When Good synergy with Apocalypse Now, and it also has good uptime outside your main cooldown windows.
Frost StrikeFrostbane
Horsemen's Aid
Depends on the value of Anti-Magic Shell during the fight; it can be incredibly potent, allowing you to pre-immune debuffs or absorb high amounts of magic damage.
When There is no auto pick between this and Pact of the Apocalypse, as it just depends on the fight.
Pact of the Apocalypse
Grants you 5% damage reduction per Horseman out, or a 20% damage reduction during your cooldowns with Apocalypse Now.
When Solid passive damage reduction that increases significantly during your cooldowns.
Trollbane's Icy Fury
Trollbane's repeatedly cast Chains of Ice gets shattered by Obliterate or Frostscythe through this talent.
When Make it a higher priority to trigger, because Trollbane can only reapply it once it has been consumed.
ObliterateFrostscythe
Mawsworn Menace15%; 5 seconds
Increases Obliterate damage by 10% and increases the duration of Remorseless Winter by 2 seconds.
When Works very well with Frozen Dominion and Gathering Storm in multi-target scenarios.
ObliterateRemorseless Winter
Ride or Die!6 seconds
Pillar of Frost summons Trollbane for 6 seconds.
When Guarantees Whitemane after Dark Transformation, which lowers the Epidemic target threshold by one.
Pillar of Frost
Let Terror Reign125% effectiveness
Casting Frost Strike or Frostscythe orders Trollbane to cast his own Frost Strike or Frostscythe alongside you at 100% effectiveness while active.
When Taken in the Rider builds.
Changed Patch 12.1: Whitemane Death Coil damage reduced by 25% and Whitemane Undeath damage reduced by 25%
Frost StrikeFrostscythe
Unholy Armaments5%; 10%; 20%
Increases the damage of abilities cast by the Horsemen by 5%.
When Taken in the Rider builds.
Sources disagreechecked Sep 3, 2026Sources: Icy Veins — Blood Death Knight Tank Spell List and Glossary - 12.1 - World of Warcraft - Icy Veins (no update date shown) · Icy Veins — Frost Death Knight DPS Spell List and Glossary - 12.1 - World of Warcraft - Icy Veins (no update date shown) · Icy Veins — Unholy Death Knight DPS Easy Mode - 12.1 - World of Warcraft - Icy Veins (no update date shown) · Icy Veins — Unholy Death Knight DPS Rotation, Cooldowns, and Abilities - 12.1 - World of Warcraft - Icy Veins (no update date shown) · Icy Veins — Unholy Death Knight DPS Spell List and Glossary - 12.1 (updated 2026-08-10) · Maxroll — Unholy Death Knight Mythic+ Guide 12.0.7 - World of Warcraft (updated August 17, 2026) · Maxroll — Unholy Death Knight Raid Guide 12.1 - World of Warcraft (updated August 17, 2026) · Method — Method Unholy Death Knight Guide - Playstyle And Rotation - Midnight 12.1 (no update date shown) · Method — Method Unholy Death Knight Guide - Talents - Midnight 12.1 (no update date shown) · Icy Veins — Blood Death Knight Tank Easy Mode - 12.1 - World of Warcraft - Icy Veins (no update date shown) · Icy Veins — Blood Death Knight Tank Mythic+ Tips - 12.1 - World of Warcraft - Icy Veins (no update date shown) · Icy Veins — Blood Death Knight Tank Rotation, Cooldowns, and Abilities - 12.1 - World of Warcraft - Icy Veins (updated Aug 10, 2026) · Icy Veins — Frost Death Knight DPS Mythic+ Tips - 12.1 - World of Warcraft - Icy Veins (no update date shown) · Icy Veins — Unholy Death Knight DPS Mythic+ Tips - 12.1 - World of Warcraft - Icy Veins (no update date shown) · Maxroll — Blood Death Knight Raid Guide 12.1 - World of Warcraft (updated August 17, 2026) · Maxroll — Frost Death Knight Mythic+ Guide 12.1 - World of Warcraft (updated August 17, 2026) · Maxroll — Frost Death Knight Raid Guide 12.1 - World of Warcraft (updated August 17, 2026) · Method — Method Blood Death Knight Guide - Playstyle And Rotation - Midnight 12.1 (no update date shown) · Method — Method Frost Death Knight Guide - Playstyle And Rotation - Midnight 12.1 (no update date shown) · Method — Method Frost Death Knight Guide - Talents - Midnight 12.1 (no update date shown) · Method — Method Blood Death Knight Guide - Talents - Midnight 12.1 (no update date shown) · Maxroll — Blood Death Knight Mythic+ Guide 12.1 - World of Warcraft (updated August 17, 2026) · Icy Veins — Blood Death Knight Tank Spec, Builds, and Talents - 12.1 - World of Warcraft - Icy Veins (no update date shown) · Icy Veins — Frost Death Knight DPS Rotation, Cooldowns, and Abilities - 12.1 - World of Warcraft - Icy Veins (updated Aug 31, 2026) · Icy Veins — Frost Death Knight DPS Easy Mode - 12.1 - World of Warcraft - Icy Veins (no update date shown) · Icy Veins — Unholy Death Knight DPS Spec, Builds, and Talents - 12.1 - World of Warcraft - Icy Veins (no update date shown)