Blood Death Knight Tank Rotation, Cooldowns, and Abilities — Midnight Pre-Patch (12.0)
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.
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.
Blood Death Knight Rotation
| Hero Talent Choice | |
|---|---|
| Talent Selections | ||
|---|---|---|
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:
- Before pull: Pre-place
Death and Decay where you will be fighting. - Before pull: Pull from range with
Death's Caress - Cast
Dancing Rune Weapon and
Raise Dead. - Cast
Blood Boil to pandemic
Blood Plague to its maximum value
and apply the two copies from
Dancing Rune Weapon. Note that these do not interact with
Infliction of Sorrow.
- Before pull: Pre-place
Death and Decay where you will be fighting. - Before pull: Pull from range with
Death's Caress - Cast
Reaper's Mark and
Raise Dead. You can macro these, as they will always align. - Cast
Dancing Rune Weapon. - Cast
Blood Boil - Cast
Death Strike - Continue casting
Death Strike,
Blood Boil and
Heart Strike until
Dancing Rune Weapon fades.
Priority List while Dancing Rune Weapon is Up
- Cast
Death Strike if you are about to die, you have more than 70 Runic Power or
Coagulopathy is about to fade. - Maintain yourself at 1+
Bone Shield charges. If you
planned for
Dancing Rune Weapon properly, this should already
happen by itself. If not, or if you made a mistake, use
Marrowrend
to instantly get back to 10 stacks. - Use
Heart Strike as your filler to consume Runes. You should
have three recharging at all times.
Priority List Outside of Dancing Rune Weapon
- Cast
Death Strike if you are about to die, you have more than 70 Runic Power or
Coagulopathy is about to fade. - Cast
Dancing Rune Weapon on cooldown. - Cast
Blood Boil if you have a
Boiling Point proc. - Use
Marrowrend if your
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 will expire. - Cast
Death and Decay as long as you do not currently have the effect of
Death and Decay active. For the first
four seconds after leaving your
Death and Decay (or it expiring),
Cleaving Strikes grants you all of these buffs. - Cast
Marrowrend while at 5 or fewer
Bone Shield charges,
as long as
Bone Shield will not expire within the next 10 seconds and
Dancing Rune Weapon is not about to come off
cooldown. - Spend Runic Power on
Death Strike. Use it when you are above
75 Runic Power (i.e., 2
Death Strike banked), or to keep
Icy Talons stacks from falling off. - Cast
Blood Boil to keep its charges from capping - Use
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 at 5+ stacks, you will still spend both Runes and
Runic Power optimally, and you will still make sure not to cap
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:
- 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 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 - 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!
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. Outside of it, it manages to play
relatively well provided that you un-talent
Consumption.
Do note that the following are left up to you:
Vampiric Blood,
Icebound Fortitude,
Lichborne and
Anti-Magic Shell- Interrupts, grips and utility
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:
Taunting
Dark Command is your main taunting ability. It works on a
single-target and has an 8-second cooldown.
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.
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.
Gameplay Mechanics
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.
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, 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.
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 is
the best example, and it is why playing Mythic+ as
San'layn frequently
involves using
Blood Boil even if
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.
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.
Blood Death Knight Cooldowns
Major Cooldowns
Dancing Rune Weapon
Dancing Rune Weapon grants you a 20% chance to parry for 12 seconds
with
Everlasting Bond selected.
Moreover, for the duration, there are several other benefits that you gain:
- Uses of
Heart Strike will cause your rune weapon to strike and
grant 3 additional Runic Power. - Uses of
Marrowrend will cause your rune weapon to stack
Bone Shield exactly like using your own Marrowrend, making Marrowrend
during Dancing Rune Weapon yield 6 bonus
Bone Shield charges. Avoid using
Marrowrend during
Dancing Rune Weapon too much, since using it
effectively brings you to maximum stacks. - Using
Blood Boil will leave an additional
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 a potent DPS cooldown. On encounters with
burn phases where the boss takes additional damage, you should make sure you
have
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 on cooldown for longer than 15
seconds in a misguided attempt to benefit from its parry value defensively.
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 charges and roughly doubling the RP generated from
Heart Strike). The parry part is the cherry on top, not the main
actor of the show.
Anti-Magic Shell
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, the
debuff is not applied.
Timing the use of
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,
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 can allow for more effective use of
Anti-Magic Shell in nearly every way, with a reduced cooldown,
increased size, and increased duration.
Vampiric Blood
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 and
Tombstone's shield.
One peculiarity of
Vampiric Blood is that it specifically has
been flagged to not increase the cap on
Mastery: Blood Shield while it
is active.
Icebound Fortitude
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 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 should be saved for those abilities in those
situations.
Lichborne
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 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.
Purgatory
While it is not a cooldown per se,
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.
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.
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
125 Runic Power, increased to 145 if using the
Rune of Hysteria Runeforge.
Death Strike and Blood Shield
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),
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 only absorbs physical damage; do not
rely on it to mitigate a large magical attack.
Bone Shield
Your
Marrowrend ability applies 3 stacks of
Bone Shield,
and your
Death's Caress ability applies 2 stacks of
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 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 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 talent,
then with five or more stacks of Bone Shield, the cost
of
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 stacks smartly; you should use
Marrowrend when you
have seven or fewer stacks of Bone Shield (unless you need the additional Runic
Power from
using
Heart Strike). One of the pillars of optimization of Blood consists in
managing to spend as few runes as possible on Bone Shield management.
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.
More Death Knight Guides
Guides from Other Classes
This guide has been written by Mandl and Panthea.
Mandl is one of Acherus' Useful Minions and an avid Blood
Death Knight theorycrafter.
Panthea raids in the Hall of Fame guild Catalyst.
He plays all tanks and is a "Useful Minion" for the Acherus Death Knight Discord.
You can follow him on Twitter.
- No, Your Transmog Sets Aren’t Gone in the Pre-Patch — Here’s Where They Are
- Faction Change Glitch in Midnight Pre-Patch Affects Transmog
- Known Issues, Long Maintenance Explanation: Midnight 12.0.0 Pre-Patch Goes Live!
- Framerate Issue Caused by Pet Auto-Cast Fix Coming Very Soon + Workarounds in BCC Anniversary
- Devourers and the Twilight Blade: Midnight Pre-Expansion Update Trailer
- NA Server Maintenance for the Pre-Patch Extended
- Grummles Endeavour Brings the Coolest Kafa Decor You Didn’t Know You Needed
- WoW Player Housing Is So Real You Can Visit It in London