Blood Death Knight Tank Mythic+ Tips — The War Within (11.2.5)
In this guide, you will find tips and advice to tackle Mythic+ dungeons with your Blood Death Knight in World of Warcraft — The War Within (11.2.5).
Blood Death Knight Mythic+ Guide for The War Within Season 3
In this guide, we will talk about getting the most out of your Death Knight in Mythic+ dungeons, including the best way to set up your character, how your rotation may change, and tips and tricks for using your abilities most optimally.
If you are unfamiliar with Mythic+ and its associated general mechanics, you can read more about it on our dedicated Mythic+ page below.
To learn more about the Mythic+ Meta, check out our Mythic+ Tier List below.
Blood Death Knight in The War Within Mythic+
Blood Death Knight is a versatile tank packed to the brim with a wide array of abilities that can be used to control enemies in Mythic+, all while being largely self-sufficient when in expert hands. This combination makes us both a great choice at almost any key level, and a spec that is both easy to get into and actually fun to see results with.
Best Mythic+ Talents for Blood Death Knight in The War Within
For a more general overview of Talents for Blood Death Knight, please visit our dedicated Talents page.
Best Mythic+ Talent Builds for Blood Death Knight
Mythic+ Utility for Blood Death Knight in The War Within Season 3
This section talks mostly about the uses of different spells. For in-depth explanations of all Blood Death Knight Abilities and Talents, including these, check out our Spells page.
Utility of Blood Death Knight in The War Within
Interrupts, Stuns and Stops
 Mind Freeze is your kick; it is a talented ability, has a 15-yard range
and is on a standard melee cooldown. You can choose to spec into 
 Coldthirst
to reduce this to 12 seconds if you manage to successfully interrupt a spec, but we
generally recommend against it unless you specifically need this to reduce the number
of kick assignments on an enemy.
You should use a macro similar to the one below in order to be able to easily transition between kicking your focus or your current target if you do not have a focus target set. This generally allows you to pre-identify what you will kick, even if it is not your current target:
- /cast [@focus,exists,nodead] [] Mind Freeze
 
Make sure that your UI shows your Focus Target's casts clearly so that you are always able to kick it on cooldown or in coordination with the rest of your group.
Other Group Stops
 Asphyxiate is available on the class tree; it is a relatively long cooldown (45s),
ranged stun, and costs an entire GCD to cast. When used, your target is stunned for 5 seconds.
 Blinding Sleet disorients all targets in front of you until they take a small amount
of damage, or for 5 seconds. When the disorient breaks, they are slowed by 50% for 6 seconds.
 Death Grip's primary utility is as a soft stop on casts; with two charges on a rolling
15-second recharge timer with 
 Death's Echo, and only costing 1/3 of a GCD, it is very
useful to force certain enemies to restart their cast. Unfortunately for us, in The War Within,
the default behavior of most spells is to just attempt to recast if stopped, and as a result, this
only buys you a short amount of time.
Finally, 
 Gorefiend's Grasp can be picked on the spec tree; it functions as a targeted
AoE displacement tool. It requires a target to cast, and when used, all hostile targets within 15
yards of the target are pulled to the center of that target's hitbox. This is incredibly
dangerous to cast on yourself; you should always cast on somebody (or something) else. It is also
worth noting that the target you cast it on is not moved, and thus, no cast is stopped if they were
casting.
You can augment 
 Gorefiend's Grasp with a 3-second silence on anything it gripped, including
its main target, by talenting into 
 Tightening Grasp.
Other Utility
 Death and Decay, when paired with the 
 Grip of the Dead
talent becomes a highly effective tool to snare and control enemies' movement. It is both useful
in cases where enemies run away at low health (such as in Gambit or Halls), as it is to control the
flow of encounters (such as snaring enemies about to be devoured on Azhiccar), and also allows you to
use it to desync melee auto-attacks. While it is a rotational priority in your default rotation, an extra
charge of it can be kept for these purposes.
 Raise Ally is the Death Knight combat resurrection spell. While
in a raid environment, you would not normally want to rely on the tank for
combat resurrection, in a Mythic+ dungeon, you may be the only player to bring
this utility. Additionally, the instant-cast nature of 
 Raise Ally will make it
preferable to other combat resurrections in some circumstances, even considering
its steep Runic Power cost. If you need to resurrect an ally, be sure to consider
both timing and positioning — avoid placing the newly resurrected player
in the path of a dangerous boss cleave or immediately before a dungeon-wide
damage event.
 Anti-Magic Zone provides
Death Knights with a way to help the group survive large bursts of magic
damage. Its range and duration are limited, but mostly sufficient in Mythic+.
Its cooldown can be brought down to 3 minutes seconds with 
 Assimilation, but
much like 
 Coldthirst, we recommend evaluating whether this is a
concrete gain for you instead of just blindly picking it and never leveraging it.
 Control Undead can potentially see play in Priory of the Sacred Flame with
the removal of 
 Abomination Limb and the freedom that one extra utility point provides.
It allows you to remove a Risen Mage at your convenience from any pull after the second
boss. As these are the main source of bother (their Fireball cast easily combos people if
cast when paladins cast 
 Sacred Toll), and they additionally explode for a large amount
of group damage on death, permanently removing one from each pull is useful. You can then
release it it when the bulk of the danger is over.
Dungeon Tips and Tricks for Blood Death Knight for The War Within Season 3
Before getting into dungeon-specific tips, one very important detail about
starting a key as a Blood Death Knight needs to be mentioned. You can pre-stack
 Bone Shield stacks before the key starts, and you have a very strong
incentive to do so, as this frees you from having to rapidly gather the first
pull of a dungeon while also having to worry about it.
You can do so by just stacking it up before the key starts; just bear in mind that the stacks last 30 seconds.
Mythic+ Tips for Blood Death Knight in The War Within Season 3
Azhiccar
Add spawns during the intermission are not random, and can only spawn on one of the four cardinal
spots around the boss. Save one 
 Death and Decay charge (and talent into 
 Grip of the Dead
if you have not already) and drop it under the spawn point furthest away from the entire group.
This slows the adds down and significantly reduces the odds of them getting eaten.
Tah'baat
 Rift Claws is the only source of danger on this fight. It is cast twice in the first
phase, then three times every other time, 25 seconds apart.
Whilst you cannot immune the DoT left by 
 Rift Claws, its upfront damage
is Arcane. You should use 
 Anti-Magic Shell as part of your cooldown plan. A potential cooldown plan
for this assuming you have 
 Tombstone at the start of the fight is as follows:
- First: 
 Tombstone + 
 Vampiric Blood (3 seconds into the pull) - Second: 
 Anti-Magic Shell - Intermission (variable length, typically 30 seconds)
 - Third: 
 Tombstone - Fourth: 
 Anti-Magic Shell - Fifth: 
 Vampiric Blood + 
 Lichborne 
You should verify with Not Even Close whether this is enough for your key level and current
gear. 
 Icebound Fortitude and 
 Anti-Magic Zone are left as spare cooldowns and can safely be woven
in.
Soul-Scribe
There are no mechanics of note as a Blood Death Knight on this boss, other than making sure you soak your soul up before it gets hit by a mechanic.
Trash
This dungeon is very light on mechanics affecting tanks. The overwhelming part of your ability to help boils down to planning a route that is safe for your group; as a general rule of thumb, we would cautiously recommend not pulling more than one Overcharged Sentinel at a time, since they pulse very heavy AoE damage on the group when their absorb shield is broken.
Primary kicks and stops to watch out for:
- Overgorged Mite: 
 Engorge - no cooldown on recast, buffs the mob and causes it
  to leave a very large DoT on the group when it dies. This can stack. - Voracious Gorger: 
 Gorging Smash - only stoppable via stuns - Tamed Ruinstalker: 
 Warp - only stoppable via displacements, disorients and stuns,
  making it a prime candidate for 
 Death Grip. - Wastelander Farstalker: 
 Arcing Zap - kickable and stoppable, deals heavy damage to
  the party if let through. - Wastelander Ritualist: 
 Arcing Energy - You can reset this mid-channel with
  
 Death Grip. 
Other notable tips:
- Overgorged Mite continuously attempt to 
 Engorge. You can reset this cast
  with 
 Death Grip; while it does not put it on cooldown like an interrupt would, it does allow
  some breathing space. - You can immune 
 Arcane Slash's DoT with 
 Anti-Magic Shell. This is cast by
  Overcharged Sentinel. 
Avanoxx
You should always track the position of the cluster of eggs that Avanoxx spawns before 
 Alerting Shrill,
and position the boss so that there is a somewhat clear path - but lots of distance - between the boss and the adds.
An add being devoured by the boss on Mythic+ is very often a wipe irrespective of key level, as the damage amplification
affects both 
 Alerting Shrill and 
 Gossamer Onslaught.
The only source of danger for you here is 
 Voracious Bite; it is a three-part tankbuster hitting over
0.4s, and it leaves a damage amplification debuff on you. It alternates between 15s and 25s effective cooldown due to
 Gossamer Onslaught delaying its cast.
Your cooldown plan is 
 Vampiric Blood for every cast overlapping with 
 Alerting Shrill, and either
 Lichborne or 
 Icebound Fortitude for those that do not; make sure you can 
 Death Strike mid-channel,
as this trivializes the entire ability.
 Anti-Magic Zone is best used for your group during 
 Gossamer Onslaught, as it is the only magic
source of damage on the encounter.
Anub'zekt
Positioning is everything on this boss. You should aim to position Anub'zekt to avoid being too far on the edges
of the encounter area, as adds can spawn from any of the four corners. The adds can be relocated and their
cast can be stopped with 
 Death Grip. Don't forget to kick 
 Silken Restraints or grip it mid-channel.
You should pull with 
 Anti-Magic Shell already active; this causes the first 
 Infestation to
be immuned, and saves some encounter space in the process.
When 
 Eye of the Swarm is happening, park the boss on one edge of the circle and position yourself on the
fading edge of the circle. This causes all 
 Impale casts to be non-threatening to anybody in the group, as
they will always aim at a space that is deadly to stand in already.
In a pinch, if you pre-
 Anti-Magic Shell, you can step out of 
 Eye of the Swarm without taking any
damage.
Ki'katal
You can completely ignore 
 Cosmic Singularity with 
 Death's Advance.
You should help your allies break themselves out of 
 Black Blood puddles after it - either by kicking
the adds restraining them, or casting 
 Death Grip on them to break the channel.
Trash tips
You can reset a single Sentry Stagshell by yourself with 
 Death Grip, if cast near the end
of 
 Alarm Shrill. We recommend going left at the fork after Avanoxx, as this path is much easier
on the group for this reason.
Primary stops in the dungeon
 Web Bolt - cast by various mobs with no recast time throughout the dungeon.
 Resonant Barrage - 
 Death Grip this early into the channel instead of kicking it.
 Horrifying Shrill - cast by Ixin, requires one melee kick (15s recast). You are the best
  person to do this one.
 Revolting Volley - requires one melee kick each, leaves a very heavy DoT on the entire party
  if it goes through.
 Venom Volley - requires one melee kick each (15s recast) per Overseer in a pull; pre-mark them
  and assign yourself one Overseer, and kick it essentially on cooldown.
Speaker Shadowcrown
Positioning is everything, and unfortunately, this is both entirely dependent on your teammates and fraught with bugs. This boss likes to just not move for large periods of time due to the geometry of the ship.
 Collapsing Night is cast on non-tank players and favors ranged; if you have any choice on
party composition, we recommend bringing either two ranged or none at all, as having only one makes the encounter
absurdly difficult due to puddles spawning both close to the boss and in melee.
Your goal as a tank is to position the boss so that there is enough space on all sides of her when
 Obsidian Beam is cast. Only the most recent 
 Collapsing Night matter, as the previous
(and largest) ones will despawn before 
 Obsidian Beam is cast.
In a pinch, you can walk right through a 
 Collapsing Night puddle by having 
 Anti-Magic Shell
active.
Anub'ikkaj
One very important change was made in Season 3 - you can now be targeted by 
 Dark Orb as a tank.
This complicates matters as it means you can no longer just position yourself against the lamppost/fountain at the start
of the fight and sit there forever, and actively need to move when targeted. While it is possible to immune it
with 
 Anti-Magic Shell, we recommend against it as it is much more valuable as part of your cooldown plan
for 
 Terrifying Slam.
 Terrifying Slam is your primary danger on this fight; it is a two-hit tankbuster (one physical, one magical)
with a heavy knockback attached to it. You should plan your cooldown plan and either know the no-knockback spots, use
 Death's Advance or position yourself in the center of the boss's hitbox; be aware that doing this denies all melee
access to the boss, but it does allow you to 
 Death Strike while in the air. It is cast every 35 seconds.
A potential cooldown plan is as follows:
 Tombstone + 
 Vampiric Blood
 Anti-Magic Shell + 
 Lichborne
 Tombstone + 
 Vampiric Blood
 Anti-Magic Shell- Repeat
 
You should use 
 Anti-Magic Zone for the overlap between the third 
 Shadowy Decay cast and the
 Dark Orb detonation that occurs during it.
 Animate Shadows causes adds to spawn near a player; if they know the fight, they will come to you so the adds
drop on top of you. If not, you'll need to go and fetch them. Kick 
 Congealed Darkness cast by them, and be
especially aware that the third 
 Terrifying Slam occurs within seconds of 
 Animate Shadows
being cast.
Ra'shanan
Don't get out of melee!
The best time to use 
 Anti-Magic Zone is on the very first 
 Erosive Spray on the ship; it then
comes off cooldown for one of the last 
 Erosive Spray downstairs.
Trash tips
By far the most surprising pulls for tanks are the second ship pull and the pull featuring Ascendant Vis'coxria; both have unexpected, large sources of tank damage that just lead to being caught out.
Second gunship pull
The bleed from 
 Tainted Slash is very potent, and this is cast when the accompanying curseblade
has maximum stacks of 
 Intensifying Aggression, causing it to deal 50% more damage 50% faster. You should
plan cooldowns around this and especially kick 
 Web Bolt during it; it can only target you.
Ascendant Vis'coxria
Her two accompanying Nightfall Tacticians buff themselves with 100% bonus damage almost immediately.
Primary stops:
 Night Bolt, and 
 Shadow Bolt - stop as often as possible, no recast time.
 Tormenting Beam - 
 Death Grip after the channel starts.
 Umbral Barrier - puts a shield on nearby enemies, kick if possible.
We strongly recommend going right after Shalamayne, and will recommend tips accordingly. This is because of the nerfs that Forge Master Damian has received, and the two new and unfortunate overlaps that Captain Dailcry's encounter feature if Elaena Emberlanz is alive when the boss is pulled.
Captain Dailcry
The focus kick macro we talked about at the start of this page is especially handy here. You will need to
kick Taener Duelmal's 
 Fireball casts as often as possible, but there are two specific
cases where you absolutely must have 
 Mind Freeze available:
- If Taener Duelmal is inside a voidzone created by 
 Earthshattering Spear, since
  stepping into it essentially kills anybody, including you. This means the only way to get him out is a ranged
  interrupt - If Taener Duelmal starts casting on a player affected by 
 Savage Mauling 
All other kicks should be filled by other members of your party, as they are much less risky.
Baron Braunpyke
Positioning on this boss is by far the most important duty as a tank. The cycle of abilities is always the same:
- Position boss to one of the edges of the room; 
 Hammer of Purity is cast - move boss to opposite quadrant - Boss spawns a 
 Sacrificial Pyre at one of the four cardinals. Do not take this yet - Boss targets players with 
 Castigator's Shield and spawns AoE zones below the players hit. Move out, and
  let the healer stabilize the group a bit after this. - Soak the 
 Sacrificial Pyre. Boss attempts to cast 
 Burning Light during this, kick it. - Cycle repeats
 
You can soak an entire 
 Sacrificial Pyre on your own by combining 
 Death's Advance and 
 Anti-Magic Shell.
Just cast both, then rapidly step in and out to consume all charges. Be aware that this deals damage to the entire party - you may
need to stop for a second, particularly for the 5-stacks.
We recommend solo-soaking every single 5-soak (when the boss is buffed by 
 Vindictive Wrath), as they are the
most dangerous for the party. You have 
 Death's Advance and 
 Anti-Magic Shell available on all of them, as the
boss' full ability cycle is longer than the cooldown of 
 Anti-Magic Shell.
Prioress Murrpray
Save both 
 Death and Decay charges and 
 Dancing Rune Weapon so they are available when the boss hits 50% and
steps at the balcony to channel. You can use 
 Death and Decay to severely slow the waves of adds that come up the stairs.
You can immune 
 Blinding Light with 
 Anti-Magic Shell, and there are no better use of it for anything else.
Trash tips
A good route in Priory is everything; you should aim to never pull more than one Arathi Knight at a time. Lightspawns
occasionally cast 
 Purification on a random target, leading to them taking extremely heavy damage over 6 seconds.
Forge Master Damian's 
 Seal of Flame can be significantly eased with 
 Dancing Rune Weapon and
 Anti-Magic Shell.
Priority kicks:
 Fireball, 
 Holy Smite - no effective cooldown, spams heavy damage at random targets. This should
  be stopped if it overlaps with any other dangerous ability.
 Greater Heal - heals a friendly target by 50%. Must be stopped.
 Fireball Volley - cast by Risen Mages in the last segment of the instance, one melee kick each (15s recast).
  Deals extremely heavy damage to the entire party if it goes through. You can bring 
 Control Undead and remove these
  mobs out of play to make things slightly easier.
 Defend - only stoppable with disorients, stuns and 
 Death Grip
We will recommend an inverted route on this dungeon, starting with the Demolition Duo and going to
Big M.O.M.M.A. second. This is primarily because the route is both easier, and causes 
 Bloodlust to be available
for Big M.O.M.M.A.
Demolition Duo
Keep the bosses together. Check Not Even Close to see what you need to survive 
 Wallop, and
save everything else for when Bront enrages at the end of the fight.
You are always the third target of 
 Barreling Charge; plan position so that it hits as many of the
remaining bombs as possible ahead of time.
Big M.O.M.M.A
The primary danger to you on this fight is 
 Electrocrush. Plan cooldowns accordingly; 
 Anti-Magic Shell
immunes the DoT it leaves behind and is enough until very high keys on its own thanks to its interaction with
 Will of the Necropolis. You should still check Not Even Close to make sure.
Help kick 
 Maximum Distortion on the flying adds; only one of them will cast a time, and there is a
8 second exclusion period on casts, meaning that two melee kicks need to be used to stop all casts.
Move the boss out of the electrifying puddle 
 Jumpstart leaves behind; these fade after two cycles of
the boss's abilities.
Swampface
 Anti-Magic Shell and 
 Vampiric Blood are available for every single cast of 
 Sludge Claws and
form your entire cooldown plan. 
 Anti-Magic Shell also completely immunes the healing absorb.
Geezle Gigazap
You can use 
 Anti-Magic Shell in two ways on this boss:
- You can immune your own spark with it, but 
 Icebound Fortitude can also accomplish this. This saves a puddle
  and causes the boss not to move during sparks. - You can use it to fully immune 
 Thunder Punch's DoT. You should still use 
 Death's Advance as the
  knockback still happens. 
Use 
 Anti-Magic Zone either on the very first 
 Turbo Charge or on the second one; the first is more
dangerous if the healer did not prep for it (it happens 3 seconds into the fight), while the second comes off the back of
two 
 Gigazap casts.
Halkias
Positioning is everything on this boss. Make sure there is plenty of free space around Halkias when he is about to reach 100 energy, as your teammates will need to walk around him.
 Crumbling Slam is the main tankbuster of this fight, tracks your positioning during the cast and deals
AoE damage. Don't step on other people with this! You can overlap the puddle these leave with other puddles
In a pinch, you can use 
 Anti-Magic Shell to cross beams or exit the circle around the encounter area.
Echelon
Use 
 Death Grip and 
 Mind Freeze to gather and control the adds. We recommend only using 
 Death and Decay
when they are gathered.
There is no unavoidable group-wide damage on this encounter. 
 Anti-Magic Zone is best used on a target
affected by 
 Blood Torrent, but even that is slim value.
High Adjudicator Aleez
Position the boss slightly away from any of the open anima containers; this make it possible for somebody to immediately beeline to them without doing heavy proximity damage to anybody standing near the boss.
Help kick 
 Anima Bolt. It deals a surprisingly large amount of damage, and can very easily kill people.
Lord Chamberlain
Dodge the statues, frontals and circles. With the removal of the only tank mechanic on this boss, there is, once again, very little to do.
During the intermission, you can position yourself near the center of the boss's hitbox to soak 2 to 4 beams. Press
 Anti-Magic Shell after they start, or they will count you as not being in them. 
 Anti-Magic Zone
is also ideal to use there.
Trash tips
Primary kicks and stops:
 Wicked Bolt - cast by a very large number of mobs. Should be stopped, particularly if other mechanics are
  happening
 Siphon Life - 
 Death Grip this.
 Loyal Beasts - cast sub 50% by Depraved Houndmasters and buffs Vicious Gargons if it goes through. Kick this at
  any cost.
This dungeon is extremely light on boss tips as virtually no mechanic targets tanks. By far the biggest danger is
a single spell cast by trash - 
 Proxy Strike. Make a sound alert for this, as it hurts.
Zo'phex
You cannot help the group beyond positioning the boss smartly; leave a large amount of space between the boss and at least
one place for players to drop their 
 Interrogation prison. The easiest way to do this is to tank the boss close to
a wall.
Myza's Oasis
Gather everything, and tank stuff. There is no real tip on this; if you picked the trumpet, you can stand in during the AoE suck-in and use it at the very last moment to soak the three buff signs around the boss and dodge the damage.
Mailroom Mayhem
You can immune the DoT left from soaking 
 Hazardous Liquids with 
 Anti-Magic Shell.
 Fan Mail (the AoE) and 
 Money Order (the group soak) are physical damage. Do not waste
 Anti-Magic Zone on them - use it to buffer DoT damage from 
 Hazardous Liquids stacks instead!
Grand Menagerie
Positioning of bosses as they die is important here. Achillites needs to die in a corner of the room, so that the anima orbs it continuously expels can be safely soaked by other players while Venza is active.
You can completely ignore the suck-in from Venza with 
 Death's Advance.
So'azmi
You can pass through 
 Shuri unharmed with 
 Anti-Magic Shell.
Trash tips
Primary stops:
 Hyperlight Bolt, 
 Spam Filter - no cooldown, kick on cooldown.
 Hard Light Barrier - 15s recast time, attempts to shield another enemy
  for a large amount of health.
 Empowered Glyph of Restraint - 15s recast time, must be kicked.
 Ancient Dread - cast by the corehounds if you go left, 15s recast time;
  needs to be kicked. If you let one through, you can 
 Lichborne the fear.
Hylbrande
The only important source of damage on this fight is 
 Shearing Swings; it hits twice,
0.5s apart; simply 
 Death Strike between the hits and use a cooldown on it. The second hit
is larger than the first, and both can be parried.
You are the best player to use the console during the intermission. Just keep channelling it.
Adds' 
 Empowered Defense can be reset mid-channel with 
 Death Grip. You should
assist in kicking 
 Valorous Bolt as it can very easily kill somebody.
Captain Hooktail
Position the boss so that the breath hits the adds and that it is safe for players to stand near it.
You can move out of 
 Infinite Breath after it has picked its direction and the boss's animation
changes.
So'leah
Position the boss so that it is safe for players to dodge the numerous AoEs this boss throws at you.
You can stop So' Cartel Assassins's 
 Shuriken Blitz with 
 Death Grip. This has the
added advantage of instantly bringing them back in cleave range.
Trash tips
In the murloc area, aim to not pull too many Fishmancers together, and fight all pulls safely away from other groups of enemies. All of the murloc enemies flee when they reach 20%.
Primary kicks:
 Waterbolt, 
 Brackish Bolt, 
 Hyperlight Bolt - no cooldown, kick on cooldown.
 Cry of Mrrggllrrgg - 15s recast, causes all murlocs to enrage. This has the unfortunate
  effect of causing 
 Waterbolt to become a near-oneshot.
 Super Saison - enrages Burly Deckhands, can only be stopped or displaced. Use
  
 Death Grip or 
 Asphyxiate.
 Unstable Rift - must be kicked, letting it through deals absurd amounts of damage
  to the party. Can be stunned and displaced with 
 Death Grip, but these only delay the cast.
Affix Tips, Tricks and Management for Blood Death Knight in The War Within Season 3
This section has Blood Death Knight-specific tips for dealing with the various affixes of Mythic+. If you want general guides for each of our Dungeons or Mythic+ in general, check out our dedicated page below.
Affix Guide for Blood Death Knight in The War Within
Ascendant Affix Management for Blood Death Knight
Our default builds already include 
 Blinding Sleet and 
 Mind Freeze.
Be aware of the orb spawn timer, and position yourself so you can stop multiple with sleet!
Pulsar Affix Management for Blood Death Knight
Periodically, a large blue orb will spawn around all players and slowly orbit them. Another player needs to come in contact with it to remove it, granting 4% mastery and 2% leech per stack.
Failure to do this within 15 seconds buffs all mobs within 100 yards, granting them 10% damage and 20% damage reduction per stack.
There is nothing to do about this from a talent or spec perspective - just help soak the orbs!
Voidbound Affix Management for Blood Death Knight
Voidbound emissaries are a straightforward DPS check. If you are playing 
 Deathbringer, we
recommend trying to save either an 
 Exterminate stack or two to assist in dealing with it.
They have 1% health and a large shield, making them ideal targets for 
 Soul Reaper.
Devour Affix Management for Blood Death Knight
You can pre-emptively 
 Anti-Magic Shell this affix, but this costs your entire team damage. Instead,
you should simply 
 Death Strike it away!
Changelog
- 05 Oct. 2025: Reviewed for Patch 11.2.5.
 - 20 Aug. 2025: Adding M+ tips.
 - 04 Aug. 2025: Updated for Patch 11.2.
 - 15 Jun. 2025: Updated for Patch 11.1.7.
 - 21 Apr. 2025: Mythic+ tips.
 - 24 Feb. 2025: Prepared for Patch 11.1.
 - 15 Dec. 2024: Updated for Patch 11.0.7.
 - 21 Oct. 2024: The tips are in!
 - 09 Sep. 2024: Preparing for TWW S1 launch. Everything except dungeon tips are in place.
 - 19 Aug. 2024: Updated talent tree for The War Within Launch.
 - 24 Jul. 2024: Correcting talent hashes.
 - 18 Jul. 2024: Adjusted builds for TWW pre-patch.
 - 07 May 2024: Reviewed for 10.2.7.
 - 22 Apr. 2024: Clarified pre-key, pre-pull, between-pull tips, affix tips, sorted out builds and added routing tips. Reviewed for Season 4.
 - 19 Mar. 2024: Reviewed for Patch 10.2.6.
 - 15 Jan. 2024: Reviewed for Patch 10.2.5.
 - 06 Nov. 2023: Swapped a season 2 reference.
 - 04 Sep. 2023: Reviewed for Patch 10.1.7
 - 10 Jul. 2023: Reviewed for Patch 10.1.5.
 - 01 May 2023: Removed thundering, added info about new affixes and how Blood has no way to help with them.
 - 20 Mar. 2023: Clarified talents.
 - 24 Jan. 2023: Reviewed for Patch 10.0.5.
 - 11 Dec. 2022: Reviewed for Dragonflight Season 1.
 - 28 Nov. 2022: Prepared for the initial release of Mythic+. In-depth, expanded spell information will follow after 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.
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 San'layn