Unholy Death Knight DPS Rotation, Cooldowns, and Abilities — The War Within (11.2)
On this page, you will learn how to optimize the rotation of your Unholy Death Knight in both single-target and multiple-target situations. We also have advanced sections about cooldowns, procs, etc. in order to minmax your DPS. All our content is updated for World of Warcraft — The War Within (11.2).
Unholy Death Knight Rotation
Welcome to our Rotation page for Unholy Death Knights. Here, we will go over everything you will need to know to optimally play your spec for Raiding and Mythic+ scenarios.
Single-Target Opener for Unholy Death Knight
The opener is the sequence of abilities you use right at the start of an
encounter. We have split the opener into two discreet sections, as it changes
significantly if you have opted for the San'layn Hero Talents.
Use the toggles below to make sure you have the right talents selected,
and the opener will update to display it properly!
Single-Target Openers for Unholy Death Knight in The War Within
- Use
Army of the Dead as you run towards the boss.
- Use
Festering Strike
- Use
Apocalypse + Potion
- Use
Raise Abomination.
- Use
Summon Gargoyle.
- Use
Dark Transformation + Potion
- Use
Vampiric Strike 2 times(
Death Coil with any
Sudden Doom procs)
- Use
Unholy Assault + Racial + Trinket
- Use
Legion of Souls.
- Use
Army of the Dead as you run towards the boss.
- Use
Raise Abomination.
- Use
Festering Strike.
- Use
Summon Gargoyle.
- Use
Death Coil 2 times.
- Use
Unholy Assault + Racial + Trinket + Potion
- Use
Apocalypse
- Use
Dark Transformation
- Use
Legion of Souls.
When it comes to timing your trinkets, you can just macro
them with Unholy Assault in all your openers.
If you are lucky enough to receive Power Infusion, ask for it when you
use
Unholy Assault in the opener!
Rotations for Unholy Death Knight in The War Within
Single-Target Rotation for Unholy Death Knight
- Cast
Soul Reaper if the target is below 35%.
- Use
Clawing Shadows if the target has Trollbane's
Chains of Ice on it.
- Use
Scourge Strike if the target has Trollbane's
Chains of Ice on it.
- Cast
Outbreak to maintain
Virulent Plague on the target.
- Use
Vampiric Strike when it procs.
- Use
Death Coil when you have 80+ Runic Power or a
Sudden Doom proc or your
Death Rot debuff is about to run out.
- Use
Scourge Strike if your
Plaguebringer buff is about to run out.
- Use
Clawing Shadows if your
Plaguebringer buff is about to run out.
- Use
Festering Strike to apply
Festering Wounds on the target. Do this if the target has 2 or fewer
Festering Wounds.
- Use
Scourge Strike when there is at least 1
Festering Wound on the target.
- Use
Death Coil.
Now, we will take this priority list and put it into a wordier description!
- Cast
Soul Reaper whenever you can make the secondary effect trigger. In execute, Soul Reaper is your highest priority, and you should save Runes so that you can use it as much as possible! It is, however, not worth casting
Soul Reaper if the target dies before the explosion!
- Ensure
Virulent Plague uptime. If you have not taken any talent that buffs Virulent Plague (
Plaguebringer,
Ebon Fever or
Superstrain), only apply Virulent Plague if you can get 15 seconds worth of the DoT. If you have taken
Unholy Blight but no other disease-talent, only use
Dark Transformation/
Apocalypse to apply the DoT (this is only relevant for specific
Rider of the Apocalypse builds).
- Use
Death Coil to avoid capping Runic Power or to spend your procs of
Sudden Doom.
Sudden Doom is a very powerful proc, and you do not want to waste any. If you have
Harbinger of Doom talented, you can allow yourself to stack up two charges before you spend them. However, most of the time, you simply use them as soon as possible to avoid any potential waste. We also do not want to overcap Runic Power (generating Runic Power when we are at 100), so we use
Death Coil to avoid this. Finally,
Death Rot can sometimes be at risk of falling off (10 seconds duration), and we need to prioritise
Death Coil to avoid this.
- Use
Festering Strike to build up
Festering Wounds on the target. We want to aim for between 2 and 5 wounds at all times to allow for
Infected Claws to generate wounds without overcapping us, and for procs of
Sudden Doom to come without us hitting 0. This means that we hit
Festering Strike when we reach 2 or fewer
Festering Wounds on the target!
- Use
Scourge Strike/
Clawing Shadows to burst your wounds. This is used in sync with
Festering Strike to keep your wound count at a healthy level. You go up to 4-5 and then use Scourge Strike/ Clawing Shadows to drop down to 2 again. You use
Scourge Strike as a high-priority to keep up your
Plaguebringer buff as well if you are running that talent! Finally, if you are running
Rider of the Apocalypse, you use
Scourge Strike/
Clawing Shadows at a high priority if your Trollbane has
Chains of Ice on the target to burst it ASAP. This is higher priority than managing your
Festering Wounds so it is fine to burst Chains even at 0 Wounds. This is also true when running
San'layn and you get a
Vampiric Strike proc. It is very high priority and you do not care about
Festering Wounds on the target.
- Use
Death Coil as your filler spell when you have nothing else to do!
When you want to deal AoE damage in your Single Target build, it is all
about leveraging Death and Decay/
Defile. In conjunction the
Cleaving Strikes talent, this creates nice Cleave windows where you
leverage your
Scourge Strike/
Clawing Shadows /
Vampiric Strike to deal AoE
damage. Simply put, whenever you want to do AoE, pop down
Death and Decay/
Defile and spam
Scourge Strike/
Clawing Shadows/
Vampiric Strike. Do not worry about your
Festering Wounds;
ignoring them is actually only a small Single Target priority loss.
When it comes to how you prioritise your Runic Power spending in AoE it gets
a bit more complicated. San'layn generally run
Improved Death Coil
for the cleave and use
Death Coil at up to 5 targets.
Rider of the Apocalypse
generally do not use
Improved Death Coil and use
Death Coil
at up to 3 targets.
This priority does not include any cooldowns. Instead, that is something we cover further down in this guide. Any cooldown will come at the top of the priority list!
Rotation during
Dark Transformation with
San'layn
With the San'layn Hero Talents, your rotation is significantly
impacted during your
Dark Transformation windows.
Scourge Strike now
Vampiric Strike
and
Death Coil gain a significant amount of value, both from the raw extra damage by being
transformed into
Vampiric Strike, the extra damage coming
from
Infliction of Sorrow (in conjunction with Season 3 tier set) and
Frenzied Bloodthirst.
Stacking and maintaining
Essence of the Blood Queen
brings even further value. Due to this, we drop
all spells but Scourge Strike and Death Coil (still using
Festering Scythe in Single Target in M+ build).
Finally, we prioritise
Death Coil vs
Vampiric Strike depending on our
active tier set, as Season 2 and Season 3 tier sets buff different parts of the window:
- Use
Death Coil.
- Use
Festering Scythe when you get a proc.
- Use
Vampiric Strike.
- Use
Vampiric Strike.
- Use
Death Coil.
This rotation ends up being very spammy, as we only press two buttons (3 with scythe)
for the entire duration of Dark Transformation! Once our Dark Transformation
finishes, we use one Scourge Strike to "burst" our big DoT, reapply our Diseases, and continue with the core rotation.
During this time, we will also do something
called "vamp fishing," where we aim to extend our
Essence of the Blood Queen
buff to the next window. You can find more info about this in the next section.
Rotation during Summon Gargoyle for Unholy Death Knights
When Summon Gargoyle cooldown is active, our priority changes. Any
Runic Power we spend buffs the minion we summon, and the idea is to leverage
this as much as possible. Using
Death Coil, therefore, ends up being much
higher on our priority list! Essentially, you use
Death Coil as soon as
you can, either by going above 30 Runic Power or getting a proc of
Sudden Doom (and being above 20 Runic Power). We also try to push our
Festering Wounds down to 0 to get as much value as possible from
Festermight.
Vampiric Strike Fishing
When playing with the San'layn Hero Talents, the maintenance of the
Essence of the Blood Queen buff is an important aspect to master. We quickly
stack this buff 7 times during our
Dark Transformation windows (due to
unlimited
Vampiric Strikes)
and then aim to extend it to our next Dark Transformation window (where we
can easily maintain it again). Dark Transformation itself lasts around 20-35 seconds
so we only really need to gain a single proc inbetween uses to bridge the 10-25 seconds
gap!
The two important changes in priority comes from Death and Decay and
Death Coil. We want to use
Death and Decay to benefit from
Blood-Soaked Ground as much as possible, as well as prioritising
Death Coil as much as possible. This will maximise the chance of
getting a proc before the buff runs out! Once we get a proc, we simply use
the Vampiric Strike that it triggers, extending the buff to our next Dark Transformation
window. At this point, you will be reverting to the standard rotation.
Mythic+ Rotation for Unholy Death Knight
Unholy's AoE rotation is all about high Plaguebringer
uptime, lots of
Festering Wound generation and bursting, as well as lots
of
Scourge Strike/
Vampiric Strike/
Clawing Shadows spamming. The idea is to ensure your DoTs are
doing as much damage as possible, generating and bursting a ton of Wounds in AoE, and
spending the Runic Power you generate on
Epidemic/
Death Coil.
How exactly you spend your Runic Power here ends up being quite a complicated
topic. We have a number of talents that interact with Death Coil to boost
its damage in AoE. This is primarily
Improved Death Coil as well
as
Frenzied Bloodthirst with
San'layn as well as the Season 3
tier set with
Rider of the Apocalypse. In general terms and with the builds
we play, we do
Epidemic at 5 targets with San'Layn and 3 targets with
Rider.
As we approach a given pack, we execute essentially the same opener every single time, just skipping parts of it if we do not have the cooldowns ready. This is what it looks like:
- Use
Army of the Dead as you run towards the pack.
- Use
Raise Abomination.
- Use
Festering Strike (ideally on a mob as your tank is gathering up the pack). Skip this if
Apocalypse is on Cooldown.
- Use
Apocalypse (use
Outbreak if
Apocalypse is on Cooldown)
- Use
Dark Transformation (use
Outbreak if
Dark Transformation is on Cooldown)
- Use
Unholy Assault
- Use
Legion of Souls,
Death and Decay if Legion of Souls is on Cooldown.
- Use
Legion of Souls,
Defile if Legion os Souls is on Cooldown.
Death and Decay
Defile
- Use
Vampiric Strike 2 times(
Death Coil/
Epidemic with any
Sudden Doom procs)
- Use
Unholy Assault
- Use
Festering Scythe when you get a proc
- Use
Death Coil when you get a proc of
Sudden Doom
- Use
Epidemic when you get a proc of
Sudden Doom
- Spam
Scourge Strike/
Clawing Shadows/
Vampiric Strike to burst your
Festering Wounds
- Use
Death and Decay to refresh your
Cleaving Strikes buff.
- Use
Defile to refresh your
Cleaving Strikes buff.
- Use
Death Coil when you do not have any Runes
- Use
Epidemic when you do not have any Runes
- Use
Outbreak when your DoTs fall off.
- Use
Soul Reaper if you can trigger the execute effect (not if the target dies before the explosion).
The Unholy AoE rotation essentially has a "opener" phase followed by a "burst" phase. In the opener phase, we use all our cooldowns as we enter the pack. The exact order here depends on your talents as well as what is currently available. Use the buttons above to ensure it represents your current build! After this, we enter a burst phase where we spend the majority of the time:
- We maintain
Cleaving Strikes by using
Death and Decay/
Defile whenever it runs out.
- We refresh our DoTs with
Outbreak when they fall off.
- We spam
Scourge Strike/
Clawing Shadows/
Vampiric Strike as much as possible.
- We weave in
Epidemic/
Death Coil when we get procs of
Sudden Doom or we cannot use
Scourge Strike/
Clawing Shadows/
Vampiric Strike.
- We use procs of
Festering Scythe when we get them.
- We use
Soul Reaper when possible to leverage
Reaping.
The burst phase lasts until the pack is dead, and we then start the next pack with an opener phase.
You might notice the lack of standard Festering Strikes in this rotation! As a
general rule, we almost never press it in our Mythic+ rotation. It is only ever
if we need to set up
Festering Wounds for
Apocalypse. Since
Cleaving Strikes uptime is so high, we just end up spamming
Scourge Strike and
Epidemic/
Death Coil all the time.
Rotten Touch
Rotten Touch adds an additional effect to
Sudden Doom,
increasing the damage the target takes from
Scourge Strike/
Clawing Shadows by 60% for 10 seconds. When picked up, you can expect
around 90% uptime on your target. Due to this, you really only want to use
Scourge Strike if the target has the debuff on it. Play around this by
going low on
Festering Wounds when the target has the debuff, so you
can spend 1-2
Festering Strikes when the target does not have it. This
gives you time to get a new proc of
Sudden Doom and add the debuff on
the target again.
Cooldown Usage for Unholy Death Knight
For raids, we always combine our cooldowns as much as possible. This works out nicely as they all align on a 45-second cycle. A cooldown plan for a 4-minute boss fight would look like the following:
- 00:00 —
Army of the Dead/
Raise Abomination/
Legion of Souls,
Dark Transformation/
Apocalypse,
Summon Gargoyle,
Unholy Assault
- 00:45 —
Dark Transformation/
Apocalypse
- 01:30 —
Dark Transformation/
Apocalypse,
Unholy Assault,
Raise Abomination/
Legion of Souls
- 02:15 —
Dark Transformation/
Apocalypse
- 03:00 —
Army of the Dead/
Raise Abomination/
Legion of Souls,
Dark Transformation/
Apocalypse,
Summon Gargoyle,
Unholy Assault
- 03:45 —
Dark Transformation/
Apocalypse
Due to everything aligning perfectly like this, it is crucial that you use your cooldowns as soon as they come up. Any delay means that your 1.5 and 3-minute burst window will be delayed, potentially making you miss out on a ton of value.
In Mythic+, the name of the game is cooldown efficiency. It is so easy to lose out on a ton of value by holding your cooldowns "for that one big pack that comes soon." As a general rule, use your cooldowns as much as possible. It is by far the easiest way to improve your DPS in Mythic+!
Dark Transformation
Dark Transformation transforms your ghoul for 15 seconds, causing
its Claw ability to cleave all enemies near your pet. If you talent
into
Apocalypse, Dark Transformation instead becomes part of the Apocalypse
button (with the same effect)!
You should use this ability on cooldown. If you have talented into
Commander of the Dead, always ensure you time
Dark Transformation
with
Summon Gargoyle,
Army of the Dead and
Legion of Souls.
For Mythic+, it is important to use this cooldown early in a pull, allowing
lots of time to apply Festering Wounds that you can then burst in
your
Death and Decay window. It will generally be the first cooldown you
press.
Unholy Blight an extra effect to the cooldown, applying
Virulent Plague and
Unholy Blight on all enemies around your
pet for 6 seconds. Great way of applying DoTs to M+ pulls or maintaining your
disease on boss targets. With builds that do not require much on Diseases,
Dark Transformation is your only way of applying them!
This cooldown significantly changes your rotation when running
San'layn, make sure to read up in the above rotation section
to understand how!
Unholy Assault
Unholy Assault instantly applies 4
Festering Wounds to your
target, deals some moderate damage, and provides 20% damage buff for 20
seconds.
Unholy Assault is a strong damage buff as well as a very efficient
way of applying
Festering Wounds. It should be used on cooldown in
single-target, timed with your other cooldowns to leverage the damage buff. In
AoE, it should be used early in a pull to boost your initial burst window.
The reason we delay Unholy Assault when running San'layn is to
overlap it with our highest burst phase. Sanlayn very much ramps over the
duration of your
Dark Transformation with buffs such as
Essence of the Blood Queen stacking up and your
Virulent Plague
increasing in duration (increasing
Infliction of Sorrow damage).
Defile/ Death and Decay
Defile/
Death and Decay is primarily an AoE cooldown and is used to
enable
Scourge Strike/
Clawing Shadows/
Vampiric Strike cleave via
Cleaving Strikes. You also use it in Single Target when running
San'layn
to fish for
Vampiric Strike procs.
When running Desecrate, you can re-cast
Death and Decay when it
is active. This is done when the tank moves heavily with the enemies, allowing you
to keep cleaving as you gain the full remaining duration of
Cleaving Strikes
when using
Desecrate. You can also leverage
Desecrate at the start
of a pack to quickly apply
Festering Wounds. Simply double-press it
to get your Wound cycle going!
Apocalypse
Apocalypse summons 4 members of the
Army of the Dead and
bursts up to 4
Festering Wounds. It also generates 2 Runes on use.
It replaces
Dark Transformation when talented, inheriting all the
effect of Dark Transformation.
The number of wounds consumed by Apocalypse should generally be 4,
so you make the most out of the
Festering Wound damage and
Festermight
stacks.
Raise Abomination
Raise Abomination (replaces
Army of the Dead) summons an
Abomination that fights your target for 30 seconds. It also applies a
Festering Wound every time it auto-attacks and infects all targets
around it with your diseases. Use it once you reach the boss (exact timings depends on Hero-Talents) and then on
cooldown, aligning with all your other CDs. It will start attacking instantly, so
there is no need to worry about summoning animation like with
Army of the Dead.
Soul Reaper
Soul Reaper initially strikes the target for ~70% of a naked
Scourge Strike. After 5 seconds, if the target is below 35% health, it
hits against 3.5
Scourge Strikes worth of damage. It is crucial as
an Unholy Death Knight to trigger as many of these extra hits as possible. Use
Soul Reaper whenever your target will reach 35% HP within the next 5
seconds. This means using it at ~36% Raid Boss HP. For adds, it generally means
using it earlier. Timing it properly is very rewarding!
San'layn significantly disrupts how many Soul Reapers you
actually use during a fight. It drops it from the priority during
Dark Transformation which ends up being more than 50% of the encounter.
With Reaping,
Soul Reaper also gives 10% minion damage
when it explodes. This makes even better in Single Target and worthwhile to use
to snipe enemies in Mythic+, as it will buff your AoE damage from your minions.
It does have to trigger on the enemy, it does not work if the target dies before
the explosion!
Summon Gargoyle
Summon Gargoyle calls down a Gargoyle to hit your target for 25
seconds. Every 1 Runic Power spent when this cooldown is active increases its
damage by 1%. It also generates 50 Runic Power on use.
Once you have activated Summon Gargoyle, your highest priority, above
all, will be pressing
Death Coil to ramp up its damage. Ideally, you
should be full on Runic Power already as you press the cooldown (remember that
it provides 50 Runic Power, so you only need to aim for a maximum minus 50).
You also want to ensure that you leverage all your other cooldowns that
synergize with
Summon Gargoyle when you use it. This includes
Dark Transformation with
Commander of the Dead and
Unholy Assault. In reality, you will get these big 3-minute burst
windows where you use
Summon Gargoyle and
Army of the Dead/
Raise Abomination in combination with everything
else!
Legion of Souls
Big Cooldown (replaces Army of the Dead) that is especially strong in AoE, deals AoE damage over 12
seconds and applies up to 6
Festering Wounds to everything it hits (over the duration).
Also provides
Cleaving Strikes for its duration. Importantly, the damage
scales with our other minion-buffing spells so making sure to combine it
with
Dark Transformation/
Apocalypse when you have
Commander of the Dead
for instance!
Used on Cooldown
in conjunction with Dark Transformation/
Apocalypse and
Unholy Assault.
Army of the Dead
Army of the Dead summons several ghouls to fight at your side for 30
seconds. It is a major cooldown that will end up being a significant part of
our overall damage in any situation.
Use Army of the Dead as you run into any engagement, allowing the
ghouls to spawn (they spawn over 4 seconds and are stunned an additional 4
seconds before starting combat). Ensure to time it with any other cooldown that
increases its damage, such as
Dark Transformation with
Commander of the Dead and
Unholy Assault. Always use
Army of the Dead at least 5 seconds before using any other cooldown to
buff it (except
Dark Transformation, which can be used immediately).
Make sure to leverage this cooldown as much as possible in Mythic+. Even if it is primarily a Single Target burst CD.
Combat Assistant for Unholy Death Knights
Patch 11.1.7 introduced the Combat Assistant functionality for all specs in the game. This comes in the form of two tools that you can use to assist your rotation. The Assisted Highlight feature will light up the spell that you are supposed to use next, helping you determine what button you need to press. The Single-Button Assistant will provide you with a single button that automatically pressed the appropriate spell. The Single-Button Assistant has a GCD penalty of 0.2 seconds every time you press it, artificially slowing down your rotation. This penalty means that you will always do less DPS when using the Single-Button Assistant compared to what you could have done with a perfectly executed rotation.
One major aspect to consider here is the lack of major cooldowns in the Combat Assistant.
The Assisted Highlight and Single-Button Assistant will not highlight/use your
major offensive Cooldowns ( Raise Abomination). Instead it is on you to ensure that you use those appropriately.
So how good is the rotation I can get from
these assistants? If we assume that you handle your cooldown usage perfectly, the
Assisted Highlight is roughly 5-10% less DPS on Single Target (depending on build, it does worse
on San'layn) and 11-25% worse in AoE. With the Single-Button Assistant, the numbers are
10-20% in Single Target and 20-30% in AoE. Do bear in mind that this is compared to absolutely
optimal play. A player with less experience with the rotation might see a significantly smaller loss,
or even a gain when using the assistants.
Keeping Track of your Resources
Since Death Knights have multiple resources that they need to track, it is very helpful to customize your UI to easily track your resources. Unholy Death Knights have a very clunky opener, so being able to easily focus on your rotation and resources can help you maximize your damage and positioning.
Optional Read: Mastering Your Unholy Death Knight
To help you better understand how to play the Unholy specialization, we will explain some concepts in more detail below.
Runes and Runic Power
Death Knights use a dual resource system of runes and Runic Power. While it is quite straightforward in how it works, we will explain it here for the sake of completion.
Runes
You have a total of 6 Runes, which are available by default. Some of your abilities have Rune costs, and whenever you use an ability that consumes one or more Runes, those Runes will immediately begin recharging. The exact amount of time it takes a Rune to recharge depends on how much Haste you have.
Whenever a Rune is consumed, you gain 10 Runic Power (more on that below).
At most, 3 of your runes can be charging up at the same time. It is therefore optimal to keep at least 3 runes on cooldown to maximise the recharge rate over the course of the fight.
Runic Power
Runic Power is a resource that resembles Rage, in the sense that it decays when out of combat, but does not decay during combat. As mentioned above, consuming Runes generates 10 Runic Power per Rune spent, and this is the primary means of generating Runic Power, although some abilities also help with this. You can have a maximum of 100 Runic Power.
In general, spending Runic Power should only be done when three or more Runes
are charging up, or when you are about to cap Runic Power. This is not the
case when Summon Gargoyle is active (when using this talent) or
during
Dark Transformation with
San'layn, during
which time you should try to maximize your Runic Power expenditure.
Runic Corruption
Runic Corruption has a chance of proccing whenever we spend Runic
Power. It can also proc when we consume
Sudden Doom and
Dark Succor.
The proc will always return a total of 0.9 Runes, regardless of haste. The
proc also stacks on itself, adding any new duration to the previous remaining
one. All this means is that you do not need to pay attention to this process.
Virulent Plague
Virulent Plague is a Shadow damage DoT that is applied to targets
using
Outbreak,
Unholy Blight or
Raise Abomination. If the target dies while
afflicted with
Virulent Plague, it erupts for Shadow damage to all
nearby enemies. The power of the DoT varies significantly depending on your talents.
From almost not being worthwhile to maintain when you pick up zero synergy to being a 100% uptime priority once you pick up the right talents.
Festering Wounds
Each time you use Festering Strike/
Festering Scythe, between 2 and 3 stacks of a
debuff called
Festering Wound is applied to the target. The debuff
lasts for 30 seconds (and each added stack refreshes its duration) and does
nothing if left alone. However, using
Scourge Strike/
Clawing Shadows/
Vampiric Strike or
Death Coil with a
proc of
Sudden Doom on a target that has
Festering Wounds on them consumes a stack, causing the target to take
Shadow damage. All of the stacks are consumed if the target dies.
Bursting Sores will cause any
Festering Wounds that burst
to deal AoE damage around them. This scales well in AoE and is the
primary
source of our damage in Mythic+.
The ideal number of stacks on Single Target at which to spend Festering Wounds is 2-5.
If you have two or fewer stacks, you should instead generate some more using
Festering Strike.
Anti-Magic Shell Usage
Anti-Magic Shell absorbs 100% of all magic damage taken, up to 30%
of your maximum health, for 5 seconds and grants you Runic Power based on the
amount of damage that it absorbs.
While this ability has amazing survivability benefits, allowing you to often taken practically no damage from various raid-damaging mechanics, it also has great benefits for your DPS.
Indeed, the amount of Runic Power you gain if you absorb a lot of magic damage is far from negligible. Therefore, you should always try to make use of Anti-Magic Shell to boost your Runic Power generation throughout the fight. The best way to do it is to know when a raid-damaging attack is coming, and to have Anti Magic Shell up for that time. Then, simply enjoy the extra Runic Power (and do not forget to spend it).
That said, for progression content, we fully recommend first and foremost
saving Anti-Magic Shell to mitigate magic damage, before you consider
how to use it to increase your DPS.
Summon Gargoyle Death Coil Priority
We have previously discussed the rotation during Summon Gargoyle,
highlighting the high priority on spending Runic Power to buff the cooldown.
Putting
Death Coil at the top of the priority during the entire
duration of
Summon Gargoyle is not the optimal way to play, however!
The value of using a Death Coil is directly proportional to the
number of
Summon Gargoyle casts that will be buffed by said coil. The
first couple of
Death Coils are incredibly valuable since they buff all
the casts of the CD. Compare that to the final
Death Coil that might
only buff a single cast. Furthermore, the buffing here is additive,
meaning that each coil essentially just adds a flat amount. It is only really
Festermight, stacking up towards the end of the cooldown, that means
later coils add slightly more damage per cast.
The optimization that comes into play here is the priority of
Festermight stacking vs
Death Coil usage. As we reach the end
of the window, using
Death Coil to buff that final cast ends up being
less valuable than building a
Festermight stack to buff said cast. One
adds a flat amount of damage; the other increases the damage by a %. To make
this trade-off even more clear, imagine an infinite
Summon Gargoyle.
Let us assume the base damage of
Summon Gargoyle is 1, and using
Death Coil adds 1 extra damage to this. The first
Death Coil
will improve the damage by 100%. However, the 100th will add less than 1% extra
damage. At this point, it is clear that buffing your strength by 1% ends up
being more valuable!
The reality is not that cut and dry, but you can still apply the following
tactic to your Summon Gargoyle. At the end of your window, prioritize
using
Scourge Strike to go to 0
Festering Wounds above spending
your Runic Power ASAP. Still, do not use
Festering Strike above
Death Coil, only
Scourge Strike to 0 Wounds!
Changelog
- 07 Aug. 2025: Updated Apoc usage after bugfix.
- 04 Aug. 2025: Updated for Patch 11.2. Improved selection boxes, added new talents and updated rotations.
- 27 Jun. 2025: Moved Rotten Touch section to rotation block and improved some Wounds and Runic Power wordings. Also added BIS usage.
- 15 Jun. 2025: Added more image blocks to help readability and fixed some minor issues. Also added section on Combat Assistants.
- 27 Apr. 2025: Added 3 vamp strikes before UA in M+.
- 21 Apr. 2025: Updated for Patch 11.1.5.
- 14 Apr. 2025: Updated Apocalypse usage in AoE rotation.
- 07 Apr. 2025: Updated opener with late raise abom.
- 16 Mar. 2025: Clarified Mythic+ rotation.
- 24 Feb. 2025: Clarified Death Coil usage in AoE for San'Layn.
- 20 Feb. 2025: Reviewed and updated for Patch 11.1.
- 15 Dec. 2024: Reviewed and update for Patch 11.0.7.
- 26 Oct. 2024: Clarified Trollbane Chains of Ice priority.
- 21 Oct. 2024: Added Festering Scythe gameplay bit.
- 09 Sep. 2024: Updated for The War Within Season 1.
- 21 Aug. 2024: Updated for The War Within.
- 23 Jul. 2024: Updated for The War Within Pre-Patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Updated for Season 4, added detailed trinket use with all new trinkets.
- 20 Mar. 2024: Reviewed for Patch 10.2.6.
- 14 Feb. 2024: Added detail on Rotten Touch gameplay.
- 23 Jan. 2024: Updated Fyralath priority after changes.
- 15 Jan. 2024: Reviewed for Patch 10.2.5.
- 20 Dec. 2023: Minor clarifications to single target priotiy.
- 12 Dec. 2023: Added Legendary to Opener.
- 02 Dec. 2023: Updated Wound Rotation section.
- 24 Nov. 2023: Added macros to opener section.
- 12 Nov. 2023: Clarified unholy opener with Dark Transformation and Summon Gargoyle on the same line.
- 06 Nov. 2023: Updated for Patch 10.2.
- 04 Sep. 2023: Reviewed for Patch 10.1.7
- 21 Jul. 2023: Added Mirror to Detailed trinket usage.
- 10 Jul. 2023: Updated for Patch 10.1.5.
- 25 Jun. 2023: Max 4 coils to exactly 3 coils in opener.
- 14 Jun. 2023: Added more detailed trinket and racial timings.
- 24 May 2023: Resolved issues with the opener not displaying properly.
- 03 May 2023: Added Death and Decay to opener and expanded cooldown usage section with DnD.
- 01 May 2023: Reviewed for Patch 10.1.
- 29 Apr. 2023: Reviewed and Updated for patch 10.1.
- 15 Apr. 2023: Expanded on Disease build rotation.
- 20 Mar. 2023: Updated rotation for Patch 10.0.7.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 11 Dec. 2022: Updated for Dragonflight Season 1.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
More Death Knight Guides
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This guide has been written by Bicepspump, a semi-hardcore player raiding with Pixelbased Lifeforms on Kazzak. He is heavily involved in the DK DPS theorycrafting community, testing hyoptheses and investigating the correct priority to use. He produces guide content on YouTube and frequently streams on Twitch.
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