Blood Death Knight Tank Rotation, Cooldowns, and Abilities — Midnight Pre-Patch (12.0)

Last updated on Jan 19, 2026 at 18:00 by Mandl and Panthea 45 comments
General Information

On this page, you will learn how to optimize the rotation of your Blood Death Knight, depending on the type of damage you will be tanking. We also have advanced sections about cooldowns, procs, etc. in order to maximize your survivability and DPS. All our content is updated for World of Warcraft — Midnight Pre-Patch (12.0).

If you were looking for Mists of Pandaria Classic content, please refer to our Mists of Pandaria Classic Blood Death Knight rotation.

1.

Rotation for Blood Death Knight

Generally speaking, your goal during each fight is to use your resources (Runes and Runic Power) to generate threat and to stay alive. Blood Death Knight is very much a builder-spender spec, with a limited number of procs and interactions and a number of ways in which you can get punished for losing your cool and deciding to use the wrong ability.

2.

Blood Death Knight Rotation

Deathbringer San'layn
Hero Talent Choice
Talent Selections
Opener During DRW Outside DRW
2.

Opener for Blood Death Knight

The following opener assumes that all cooldowns are available and that you are able to cast two things from range before the pull actually starts:

  1. Before pull: Pre-place Death and Decay Icon Death and Decay where you will be fighting.
  2. Before pull: Pull from range with Death's Caress Icon Death's Caress
  3. Cast Dancing Rune Weapon Icon Dancing Rune Weapon and Raise Dead Icon Raise Dead.
  4. Cast Blood Boil Icon Blood Boil to pandemic Blood Plague Icon Blood Plague to its maximum value and apply the two copies from Dancing Rune Weapon Icon Dancing Rune Weapon. Note that these do not interact with Infliction of Sorrow Icon Infliction of Sorrow.
  1. Before pull: Pre-place Death and Decay Icon Death and Decay where you will be fighting.
  2. Before pull: Pull from range with Death's Caress Icon Death's Caress
  3. Cast Reaper's Mark Icon Reaper's Mark and Raise Dead Icon Raise Dead. You can macro these, as they will always align.
  4. Cast Dancing Rune Weapon Icon Dancing Rune Weapon.
  5. Cast Blood Boil Icon Blood Boil
  6. Cast Death Strike Icon Death Strike
  7. Continue casting Death Strike Icon Death Strike, Blood Boil Icon Blood Boil and Heart Strike Icon Heart Strike until Dancing Rune Weapon Icon Dancing Rune Weapon fades.
2.

Priority List while Dancing Rune Weapon is Up

  1. Cast Death Strike Icon Death Strike if you are about to die, you have more than 70 Runic Power or Coagulopathy Icon Coagulopathy is about to fade.
  2. Maintain yourself at 1+ Bone Shield Icon Bone Shield charges. If you planned for Dancing Rune Weapon Icon Dancing Rune Weapon properly, this should already happen by itself. If not, or if you made a mistake, use Marrowrend Icon Marrowrend to instantly get back to 10 stacks.
  3. Use Heart Strike Icon Heart Strike as your filler to consume Runes. You should have three recharging at all times.
2.

Priority List Outside of Dancing Rune Weapon

  1. Cast Death Strike Icon Death Strike if you are about to die, you have more than 70 Runic Power or Coagulopathy Icon Coagulopathy is about to fade.
  2. Cast Dancing Rune Weapon Icon Dancing Rune Weapon on cooldown.
  3. Cast Blood Boil Icon Blood Boil if you have a Boiling Point Icon Boiling Point proc.
  4. Use Marrowrend Icon Marrowrend if your Bone Shield Icon Bone Shield is close to expiring (3 seconds or less), or if you will not be in range of a target before your Bone Shield Icon Bone Shield will expire.
  5. Cast Death and Decay Icon Death and Decay as long as you do not currently have the effect of Death and Decay Icon Death and Decay active. For the first four seconds after leaving your Death and Decay Icon Death and Decay (or it expiring), Cleaving Strikes Icon Cleaving Strikes grants you all of these buffs.
  6. Cast Marrowrend Icon Marrowrend while at 5 or fewer Bone Shield Icon Bone Shield charges, as long as Bone Shield Icon Bone Shield will not expire within the next 10 seconds and Dancing Rune Weapon Icon Dancing Rune Weapon is not about to come off cooldown.
  7. Spend Runic Power on Death Strike Icon Death Strike. Use it when you are above 75 Runic Power (i.e., 2 Death Strike Icon Death Strike banked), or to keep Icy Talons Icon Icy Talons stacks from falling off.
  8. Cast Blood Boil Icon Blood Boil to keep its charges from capping
  9. Use Heart Strike Icon Heart Strike as your filler to consume Runes. You should have three recharging at all times.
Should I Play Defensively or Offensively?

This is the main question most people will ask with tanking. The basic answer is that, outside of cooldown usage, most of your toolkit does not have defense vs. offense trade-offs. Whether you play offensively or defensively, you will still maintain Bone Shield Icon Bone Shield at 5+ stacks, you will still spend both Runes and Runic Power optimally, and you will still make sure not to cap Blood Boil Icon Blood Boil charges.

The major difference lies in cooldown usage. In practice, we recommend people to go into a new encounter making sure to plan their cooldowns in order to not die. This can be easily done by checking logs of other players having progressed a fight (or just going blindly in by yourself!), and mapping out what cooldowns you will use for which mechanic.

The most common changes if more situational defensiveness is necessary are listed below:

  1. If your cooldown plan still necessitates more than you currently have, evaluate whether you can allocate a group external cooldown to it (something like Blessing of Sacrifice Icon Blessing of Sacrifice from a paladin). If you cannot, or if things hit too frequently or too hard for your current kit, you can consider a defensive trinket to fill a gap in you cooldown plan, or an external from a party member. Don't forget Anti-Magic Zone Icon Anti-Magic Zone - most Blood Death Knights tend to forget that it is technically a 15% damage reduction effect against magic damage for you, not just for your group!
2.

How Good is the Combat Assistant for Blood Death Knight?

The one-button Combat Assistant has received a make-over in Midnight and it is at the point where we can almost recommend it for general use. It fails some optimizations, but at least it no longer actively attempts to kill you in the process.

You will lose ~20% of your damage by using it as Deathbringer, and the losses are almost entirely within Dancing Rune Weapon Icon Dancing Rune Weapon. Outside of it, it manages to play relatively well provided that you un-talent Consumption Icon Consumption.

Do note that the following are left up to you:

  • Vampiric Blood Icon Vampiric Blood, Icebound Fortitude Icon Icebound Fortitude, Lichborne Icon Lichborne and Anti-Magic Shell Icon Anti-Magic Shell
  • Interrupts, grips and utility
3.

Mythic+

The content on this page is meant for raiding content. While the basic rotation remains the same in Mythic+, some details such as cooldown usage, ability priorities, and additional techniques, such as effective kiting complicate matters a bit further.

We have highlighted such additional details on the dedicated Mythic+ page to keep this page as clear and concise as possible. You can find it here:

4.

Taunting

Dark Command Icon Dark Command is your main taunting ability. It works on a single-target and has an 8-second cooldown.

Death Grip Icon Death Grip grabs your target and moves it to your location. It also has the effect of taunting the target and interrupting spellcasting. The movement effect does not work against most raid bosses.

5.

Blood Death Knight Gameplay Mechanics

Blood Death Knight has very few skill optimizations left in its gameplay, mostly thanks to the removal of additional mechanics centered on cooldown reduction and additional burst damage. That said, a number of additional gameplay mechanics are worth knowing about as a tank. We have detailed them below.

6.

Gameplay Mechanics

Threat
5.1.

Threat

One of your biggest duties as a tank consists of holding aggro and generating threat against other DPS, and your co-tank if there is one.

5.1.1.

How Threat Tables Works

The moment you enter combat with an enemy, you are placed on their threat table. This is unique to each enemy, and it tallies up the amount of threat each player has generated throughout combat. This does not decay, and entries are only removed on death; they can be masked by immunities such as Blessing of Protection Icon Blessing of Protection, but this is an edge case.

If combat has just started, the first person on the threat table will have initial aggro. From there, it takes a 10% gap for an enemy to swap targets to somebody within 8 yards, and 30% if at range. This means that if you have 100 "threat units", the second highest threat entry must get to 110 to overtake you.

5.1.2.

Threat Is Damage

Fundamentally, generating threat means dealing damage, and each enemy tallies this individually depending on what hit them. This means that overall damage is mostly an irrelevant metric in AoE, particularly if a specialization has a target-capped spell (for us, Heart Strike Icon Heart Strike is the best example, and it is why playing Mythic+ as San'layn frequently involves using Blood Boil Icon Blood Boil even if Dancing Rune Weapon Icon Dancing Rune Weapon is active).

All tanks have a +950% threat multiplier on their spec aura.

What about healing?

Some healing is tallied. The rules are fast and loose, but generally, self-healing with the exception of healing potions is not tallied.

If a heal is tallied, it adds an even amount of threat equal to the value of the heal, split evenly across every enemy you are in combat with. In other words, if you use a healing potion and heal for 100 HP when fighting 10 enemies, each enemy would get 10 healing's worth of threat.

Blood Death Knight also possesses no abilities with a unique threat bonus of any sort. This means that, outside of taunt windows, for us, threat is damage.

5.1.3.

Taunting

Taunting does three things:

  • It fixates the enemy on you for 6 seconds, affected by diminishing returns. While the debuff is on a target, it cannot swap target, and you mask the #1 person on their threat table. The moment the debuff fades, the rules go back to normal.
  • It puts you at the exact same value as the #1 entity on the threat table of the enemy. If this was you, it evidently does nothing.
  • It increases your threat generation by 800% on this target while the debuff is on target. Increasing numbers of taunt on a target do not stack this up, and instead reduce the duration of each subsequent taunt.
6.

Blood Death Knight Cooldowns

7.

Major Cooldowns

Dancing Rune Weapon Icon Dancing Rune Weapon Anti-Magic Shell Icon Anti-Magic Shell Vampiric Blood Icon Vampiric Blood Icebound Fortitude Icon Icebound Fortitude Lichborne Icon Lichborne Purgatory Icon Purgatory
6.1.

Dancing Rune Weapon Icon Dancing Rune Weapon

Dancing Rune Weapon Icon Dancing Rune Weapon grants you a 20% chance to parry for 12 seconds with Everlasting Bond Icon Everlasting Bond selected. Moreover, for the duration, there are several other benefits that you gain:

  • Uses of Heart Strike Icon Heart Strike will cause your rune weapon to strike and grant 3 additional Runic Power.
  • Uses of Marrowrend Icon Marrowrend will cause your rune weapon to stack Bone Shield Icon Bone Shield exactly like using your own Marrowrend, making Marrowrend during Dancing Rune Weapon yield 6 bonus Bone Shield Icon Bone Shield charges. Avoid using Marrowrend Icon Marrowrend during Dancing Rune Weapon Icon Dancing Rune Weapon too much, since using it effectively brings you to maximum stacks.
  • Using Blood Boil Icon Blood Boil will leave an additional Blood Plague Icon Blood Plague debuff on your target per active Rune Weapon. Your rune weapon's Blood Plague debuff is not attributed directly to you and does not heal you, and persists after the weapon despawns.

Your rune weapon's attacks deal approximately 33% of the damage you deal, making Dancing Rune Weapon Icon Dancing Rune Weapon a potent DPS cooldown. On encounters with burn phases where the boss takes additional damage, you should make sure you have Dancing Rune Weapon Icon Dancing Rune Weapon to line up with those phases, along with a potion of some sort. Do not, however, sit on this cooldown for too long.

Avoid holding Dancing Rune Weapon Icon Dancing Rune Weapon on cooldown for longer than 15 seconds in a misguided attempt to benefit from its parry value defensively. Dancing Rune Weapon Icon Dancing Rune Weapon is primarily a resource and throughput cooldown, as it amplifies your Runic Power generation during it (by granting you bonus Bone Shield Icon Bone Shield charges and roughly doubling the RP generated from Heart Strike Icon Heart Strike). The parry part is the cherry on top, not the main actor of the show.

6.2.

Anti-Magic Shell Icon Anti-Magic Shell

Anti-Magic Shell Icon Anti-Magic Shell's most powerful effect is its ability to prevent the application of debuffs. If a magical ability would apply a debuff and any damage the ability causes is fully absorbed by Anti-Magic Shell Icon Anti-Magic Shell, the debuff is not applied.

Timing the use of Anti-Magic Shell Icon Anti-Magic Shell is critical, particularly when you are taking magical damage from sources other than the ability you intend to protect against. Heavy magic damage can easily eat through the shield before the intended attack, leaving you vulnerable to the debuff.

Effects that increase your maximum health, to include Vampiric Blood Icon Vampiric Blood, will increase the value of your Anti-Magic Shell even after those abilities fade. Planning around this can make the difference in Anti-Magic Shell being able to completely absorb an attack and, therefore, immune a debuff.

Anti-Magic Barrier Icon Anti-Magic Barrier can allow for more effective use of Anti-Magic Shell Icon Anti-Magic Shell in nearly every way, with a reduced cooldown, increased size, and increased duration.

6.3.

Vampiric Blood Icon Vampiric Blood

Vampiric Blood Icon Vampiric Blood is your most versatile cooldown. It grants you 30% extra health for 10 seconds and increases your healing received (from all sources, including self-heals) by 30%. It can be used reactively; however, you will gain more benefit from using this proactively, and you should have a specific plan for what abilities you will mitigate with it.

It is worth noting that this increased healing can be used to game certain abilities or mechanics. For instance, certain effects will be 30% larger even after Vampiric Blood fades - such as Anti-Magic Shell Icon Anti-Magic Shell and Tombstone Icon Tombstone's shield.

One peculiarity of Vampiric Blood Icon Vampiric Blood is that it specifically has been flagged to not increase the cap on Mastery: Blood Shield Icon Mastery: Blood Shield while it is active.

6.4.

Icebound Fortitude Icon Icebound Fortitude

Icebound Fortitude Icon Icebound Fortitude is a straightforward damage-reduction cooldown that lasts for 8 seconds, reducing all damage taken by 30%. Generally, you should use this when you are about to take high damage from pre-determined boss abilities, or when you are otherwise vulnerable (because the healers cannot reach you or because your other cooldowns are unavailable).

Icebound Fortitude Icon Icebound Fortitude also clears stuns and makes you immune to stun effects for the duration of the buff. In encounters where stun effects are applied to the tank, you should consider whether you can incorporate Icebound Fortitude into your cooldown plan in a way that both mitigates threatening damage while leveraging the stun immunity.

Blood Death Knights deal very poorly with abilities that take into account raw damage amounts before absorbs and self-healing (given their low number of damage reduction abilities). Abilities that mirror damage dealt to you onto other players or otherwise determine their effect based on how much damage you take can be particularly difficult for Blood Death Knights to manage; Icebound Fortitude Icon Icebound Fortitude should be saved for those abilities in those situations.

6.5.

Lichborne Icon Lichborne

Lichborne Icon Lichborne is another tool in our arsenal of situational defensives, granting 15% leech and total immunity to Charm, Fear, and Sleep effects for 10 seconds. An additional benefit of it is the ability to use Death Coil Icon Death Coil on yourself to give yourself a poor man's AP-based healing should nothing else be in range and should you be in immediate, lethal danger, be out of both health potions and healthstones and without any other hope to survive - in other words, never practically.

6.6.

Purgatory Icon Purgatory

While it is not a cooldown per se, Purgatory Icon Purgatory deserves a mention as it has a few quirks related to it.

For starters, it is the only cheat death in the game that is completely uncapped. As long as you are able to heal out of it, you can survive it. The hard part, evidently, is healing yourself out of it.

7.

Optional Read: Mastering Your Blood Death Knight

While the information we gave in the previous sections will yield very good results, there are many things you should be aware of to play your Blood Death Knight to its full potential. In particular, we explain in great detail how to properly use your various survival cooldowns.

7.1.

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.

7.1.1.

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.

7.1.2.

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 125 Runic Power, increased to 145 if using the Rune of Hysteria Icon Rune of Hysteria Runeforge.

7.2.

Death Strike and Blood Shield

Death Strike Icon Death Strike is your most important self-healing ability. It is also part of your regular ability rotation during combat. Tomake the most out of Death Strike and your Mastery (Mastery: Blood Shield Icon Mastery: Blood Shield), you cannot simply use Death Strike whenever it is available.

The most immediately apparent effect of Death Strike is that it heals you, so it is always well used after you have taken damage to heal yourself back up a bit and help the healers. Be smart about when you are using Death Strike. As it depends on your damage taken in the previous 5 seconds, it should be used after taking high damage. Of course, capping your Runic Power while not using Death Strike should also be avoided.

Note that Mastery: Blood Shield Icon Mastery: Blood Shield only absorbs physical damage; do not rely on it to mitigate a large magical attack.

7.3.

Bone Shield

Your Marrowrend Icon Marrowrend ability applies 3 stacks of Bone Shield Icon Bone Shield, and your Death's Caress Icon Death's Caress ability applies 2 stacks of Bone Shield Icon Bone Shield each time you use it, up to a maximum of 10 stacks. As long as you have at least 1 Bone Shield stack active, your Armor is increased by a percentage of your Strength and with the Improved Bone Shield Icon Improved Bone Shield talent, your Haste is also increased by 10%. Each successful melee attack made against you consumes a Bone Shield charge. Bone Shield has a duration of 30 seconds, after which the stacks simply drop off you. This is unlikely to occur while actively tanking in a normal boss encounter, but you should take care to watch the duration of your Bone Shield Icon Bone Shield buff on encounters with no melee attacks or with long periods of downtime.

There is an internal cooldown of 2.5 seconds for Bone Shield charges being consumed.

Keeping Bone Shield up is pivotal to playing Blood properly. The Haste increase is essential for Rune regeneration, and the damage reduction is essential for survivability. Moreover, if you have the Ossuary Icon Ossuary talent, then with five or more stacks of Bone Shield, the cost of Death Strike Icon Death Strike is reduced by 5 Runic Power, which allows you to use it more frequently.

Effectively, you will always want to prioritize maintaining high amounts of Bone Shield Icon Bone Shield stacks smartly; you should use Marrowrend Icon Marrowrend when you have seven or fewer stacks of Bone Shield (unless you need the additional Runic Power from using Heart Strike Icon Heart Strike). One of the pillars of optimization of Blood consists in managing to spend as few runes as possible on Bone Shield management.

8.

Changelog

  • 19 Jan. 2026: First pass at Midnight pre-patch.
  • 30 Nov. 2025: Updated for Patch 11.2.7.
  • 05 Oct. 2025: Reviewed for Patch 11.2.5.
  • 01 Sep. 2025: Clarified toggles.
  • 04 Aug. 2025: Updated for Patch 11.2.
  • 15 Jun. 2025: Adding combat assistant section and listing the biggest problems with it.
  • 19 May 2025: Simplifying the San'layn opener slightly.
  • 21 Apr. 2025: Reviewed for Patch 11.1.5.
  • 24 Feb. 2025: Clarified second opener, primed for 11.1.
  • 15 Dec. 2024: Updated for Patch 11.0.7.
  • 21 Oct. 2024: Re-worked the entirety of the san'layn opener and rotation, clarified all of it, added the DB soul reaper and clarified the rest of the page.
  • 09 Sep. 2024: Reviewed for The War Within Season 1.
  • 21 Aug. 2024: Updated for The War Within Launch with additions for Hero Talents.
  • 23 Jul. 2024: Prepared for TWW, including rotational changes affecting pre-patch (no hero talents yet).
  • 07 May 2024: Reviewed for 10.2.7.
  • 22 Apr. 2024: Reviewed for Patch 10.2.6.
  • 19 Mar. 2024: Reviewed for Patch 10.2.6.
  • 15 Jan. 2024: Updated for Patch 10.2.5.
  • 03 Jan. 2023: Overhauled, moved to checkboxes for everything and added how to use fyralath correctly.
  • 06 Nov. 2023: Updated for Patch 10.2
  • 04 Sep. 2023: Reviewed for Patch 10.1.7
  • 10 Jul. 2023: Reviewed for Patch 10.1.5.
  • 01 May 2023: Reviewed for Patch 10.1.
  • 20 Mar. 2023: Reviewed for Patch 10.0.7.
  • 24 Jan. 2023: Reviewed for Patch 10.0.5.
  • 03 Jan. 2023: Clearing up Marrowrend vs. Caress.
  • 11 Dec. 2022: Updated for Dragonflight Season 1 launch. Added a very small rotational change due to the Tier set.
  • 28 Nov. 2022: Updated for Dragonflight launch.
  • 25 Oct. 2022: Updated for Dragonflight pre-patch.
Show more
Show less