Blood Death Knight Tank Spec, Builds, and Talents — The War Within (11.0.2)
On this page, you will find out the best talents for each tier for your Blood Death Knight in World of Warcraft — The War Within (11.0.2). We also have default talent lists for various types of content, such as raiding or Mythic+. If you play with Warmode on, we have your PvP talents covered as well.
Best The War WithinTalents for Blood Death Knight
Note that these builds are generic recommendations for various content. Certain raid encounters or Mythic+ dungeons favor slight build alterations in order to capitalize on key utility. In all of these cases, you will find builds tailored toward each encounter on the dedicated Raid and Mythic+ pages below:
On this page, we cover all of the talents you have access to, explaining how each one of them is to be used. Some of these talents, active or passive, can make a huge difference in how Blood Death Knights are played, all of which is explained on our rotation page.
Best Talents for Blood Death Knight
General-Purpose Single-Target Talents for Blood Death Knight
This build leverages all of the tools available at our disposal while trading no survivability in the process. Thanks to Soul Reaper and the rest of the usual trademark tools brought by Blood as a specialization, you can deal a significant chunk of damage while not falling over.
Be sure to make use of the 'Export Talents' button to import these talents directly into your game!
General-Purpose AoE Raid Talents for Blood Death Knight
This build simply trades Blooddrinker for Consumption, while all other talents remain exactly the same. Thanks to the relative flexibility in utility points, you can decide to spend the points in Enfeeble and March of Darkness (and technically Soul Reaper if your content is so trivial you do not get a proper execute phase) on more situational utility, such as Asphyxiate or Wraith Walk.
Be sure to make use of the 'Export Talents' button to import these talents directly into your game!
Mythic+/Delve Talents for Blood Death Knight
Mythic+ and delves rely a lot more on group utility and, specifically, the ability to soft-interrupt targets. To that extent, we sacrificed Hemostasis to pick up Gorefiend's Grasp while leveraging the full strength of the rest of the kit.
Be sure to make use of the 'Export Talents' button to import these talents directly into your game!
Talent Explanations for Blood Death Knights
The advent of The War Within has consolidated and streamlined the Blood talent tree on both the class and specialization sides. While a lot of the talent choices before were a matter of pathing or oppressive strength, the new talent tree has pushed some of the worst-tuned contenders out of the way of the main path.
As such, we will cover some of the more favored talents that you will want to prioritize most of the time from the top of each tree on down, followed by mentioning some of the bigger niche talents that are likely only rarely useful. If you would like to see a list of every single talent's effect, as well as the abbreviations they are often known by in the community, please consult our Spell List and Glossary section instead.
Talent Rows 1-4 Talents for Blood Death Knights
These talents give you the core identity of being a Death Knight. You will find a good mix of Utility, Offensive, and Defensive options here.
Noteworthy Talents
Talent | Description/Effect |
---|---|
Death Strike | Your main Runic Power spender and does not cost any talent points for Blood Death Knights. When cast, you will heal for 25% of all of the damage taken in the past 5 seconds or whenever you last used Death Strike, whichever time is shorter. |
Raise Dead | Summon a pet ghoul for 1 minute. It deals damage to your current target, but can be enhanced with Enfeeble to reduce the damage the target deals to you. |
Heart Strike | Your main Runic Power builder. Additionally Heart Strike generates 15 Runic Power for a single rune spent (other spells generate 10 Runic Power per Rune spent). The amount of Runic Power generated can be increased more with Heartbreaker. |
Mind Freeze | Mind Freeze is your interrupt; as a melee interrupt with a 15 yard range, it is particularly strong. You can grab Coldthirst to reduce its cooldown to 12 seconds and grant you 10 Runic Power when you successfully interrupt a target. |
Anti-Magic Shell | Can prevent magic debuffs from being applied and also acts as a magic damage absorb shield. |
Blood Boil | Mainly used as your AoE threat generation tool, it also applies Blood Plague to all targets hit. This talent can be enhanced further with Hemostasis to increase the power of your Death Strike. |
Runic Attenuation | For a single talent point, this gives you a large amount of Runic Power. It works out to a neat 50RP (+ haste) per minute in completely free, no-strings-attached, bonus Runic Power. |
Anti-Magic Barrier | This both increases the amount of damage that Anti-Magic Shell can absorb and reduces the cooldown of it by 20 seconds. If you do not need the size or frequency increases, then skip this talent. |
Vampiric Blood | When used, this will increase your maximum health by 30% and increase all of your healing and absorbs received by 30%. This will start as a 1.5-minute cooldown, but it can be reduced with Red Thirst. |
Veteran of the Third War | What was once a Death Knight passive effect is now a talent. This increases your stamina by 20% and should not be skipped. |
Icebound Fortitude | 30% damage reduction on use as well as a stun immunity. It can also be used to remove stuns after you have been stunned. |
Ossuary | This talent makes Bone Shield management important as whilst you are above 5 stacks of Bone Shield the cost of your Death Strike will be reduced. |
Death's Caress | One of very few ranged spells for Blood Death Knights. It costs 1 Rune, generates 2 charges of Bone Shield. This will be used quite rarely but it is your only efficient spell option to use when you are not in melee range. |
Niche Talents
Talent | When to Consider |
---|---|
Blinding Sleet | This spell was previously only available for Frost Death Knights, but now, it's available for all 3 specs. It disorients and soft-interrupts all targets in a 12-yard cone in front of you for up to 5 seconds. As one of three such disorients in the game ( Dragon's Breath and Blinding Light being the other two), its usefulness cannot be understated. |
Control Undead | Unfortunately, this talent may not see much play in The War Within as there are fewer Undead enemies present. However, when there are Undead enemies it can prove to be useful as you can make them your temporary pet and use their abilities. |
Talent Rows 5-7 Talents for Blood Death Knights
This area of the tree is where you will find most of the core cooldowns and strong passives.
Noteworthy Talents
Talent | Description/Effect |
---|---|
Icy Talons | This increases your auto-attack speed. We take it primarily to get access to Empower Rune Weapon, but it has value on its own; it is a 9% buff to Permafrost and additional statistical chances to get Runic Attenuation procs. |
Anti-Magic Zone | Your big raid cooldown. You will likely only pick this in raiding scenarios, but it is a very powerful defensive cooldown for the Raid. |
Soul Reaper | This is a powerful single-target execute ability. This should only be used on targets below 35% HP, and when it expires, it will deal a large amount of damage to the target. If the target dies with Soul Reaper, you will be given the Runic Corruption buff (However, this buff is heavily reduced for Blood). |
Dancing Rune Weapon | This gives you 40% Parry and spawns an additional weapon which copies your attacks. The copied attacks also provide you with benefits. Marrowrend and Death's Caress generate Bone Shield charges for you, Heart Strike generates Runic Power for you, and Blood Boil applies additional Blood Plague's to the target. |
Hemostasis | When you cast Blood Boil, each target hit will give you 1 stack of this buff. Each stack will increase the damage and healing of your next Death Strike by 8% (up to 40%). |
Gloom Ward | This buffs all absorbs you generate and receive by 15%. This works out to an effective 15% buff to Mastery: Blood Shield, Tombstone, Anti-Magic Shell, Anti-Magic Zone and Permafrost. It is probably the strongest talent point in our entire tree. |
Unholy Endurance | This modifies Lichborne to significantly extend its duration, and also turns it into a damage reduction cooldown. It is now even more worth pressing than before! |
Improved Bone Shield | 10% Haste while you have Bone Shield active. |
Unholy Ground | This modifies Death and Decay. While you are in your own Death and Decay, you gain 5% haste. It is one of the three individual multipliers that cause us to hardcast Death and Decay even on single-target in The War Within. |
Insatiable Blade | This makes Dancing Rune Weapon both more frequent and more rotationally powerful. 5 Bone Shield charges are generated when you cast Dancing Rune Weapon and when a Bone Shield charge is consumed, the cooldown of Dancing Rune Weapon is reduced by 5 seconds. This talent has great synergy with Tombstone. |
Everlasting Bond | This summons a second Rune Weapon and increases the duration of Dancing Rune Weapon to a total of 14 seconds. As with the main rune \ weapon, this will also replicate your attacks and give you the benefits. |
Coagulopathy | One of two new buffs to manage as a Blood Death Knight. Every time you Death Strike, you gain a stack of Coagulopathy, which lasts for 8 seconds. Each stack increases the damage of your Blood Plague by 30%. |
Niche Talents
Talent | When to Consider |
---|---|
Gorefiend's Grasp | If you need additional grip utility. |
Asphyxiate | If you are interested in Mythic+ and need the specific utility, you can grab Asphyxiate to gain a stun on a short cooldown. Its value is significantly reduced compared to Shadowlands, as you will have two charges of Death Grip baseline. |
Grip of the Dead | If you are looking for a potent snare, Grip of the Dead is available. Much like the Shadowlands version, any enemy that steps into Death and Decay is snared by 90%, decaying by 10% every second. |
Acclimation | 60s cooldown reduction on Icebound Fortitude. |
Blood Tap | This gives you the ability to generate 1 Rune on demand. The biggest issue with this talent is its placement on the spec tree. |
Talent Rows 8-10 Talents for Blood Death Knights
This area of the talent tree rounds off your character and makes the spec feel more complete.
Noteworthy Talents
Talent | Description/Effect |
---|---|
Insidious Chill | This slows the auto-attack speed of enemies that you auto-attack. Insidious Chill will stack and total a 20% attack speed reduction on whatever you auto-attack, which, if they are a melee, implies a 20% statistical damage taken reduction for you and whoever else happens to be tanking! |
Will of the Necropolis | Will of the Necropolis is returning in a slightly buffed version for Dragonflight. At rank 2, it is a 35% pseudo-damage reduction, up from 20%. |
Tombstone | This allows you to gain a massive amount of cooldown reduction on Dancing Rune Weapon. It also provides a surprisingly large amount of damage through Shattering Bone. |
Sanguine Ground | 5% healing and damage is just too good to pass up, and it also is the only way towards Iron Heart and Red Thirst. |
Unholy Bond | This amplifies the effect of your runeforges. |
Shattering Bone | This passive effect will do 10-15% of your damage in all content, and the main condition of it (being in Death and Decay is already fulfilled rotationally!) |
Iron Heart | This increases the duration of your Blood Shield by 2 seconds and increases the amount it absorbs by 20%. Very powerful talent, and it only costs 1 point! |
Red Thirst | You essentially always take this unless the content you are doing is so trivial that Vampiric Blood uptime can be traded for even more raw damage. This effectively reduces Vampiric Blood's cooldown to 30-35 seconds under proper play. |
Abomination Limb | This will deal AoE damage, grip targets towards you, and generate Bone Shield charges per tick. In total, you will get one Bone Shield charge every time it attempts to grip a target. Abomination Limb should be used as close to on cooldown as possible. |
Bloodshot | This will provide you with a boost to your Physical damage whilst you have Blood Shield active (Mastery). |
Bonestorm | This has been changed to consume all your current Bone Shield charges instead of
all your Runic Power. Every second after that, it refunds a bone to you. This deals a large amount of periodic damage, does a decent amount of healing in AoE, triggers Shattering Bone and grants cooldown reduction on Dancing Rune Weapon as if all Bone Shield charges were properly consumed, making it a 60-second cooldown reduction on Dancing Rune Weapon every minute when played properly. |
Niche Talents
Talent | When to Consider |
---|---|
Death's Echo | Death's Echo has lost a significant chunk of its value after the changes to Cleaving Strikes. As it is now possible to gain 14 seconds of uptime on Death and Decay from a single cast, and you can proc Crimson Scourge during the last 4 seconds of that, chaining Death and Decay using the 2-charge rolling system that this talent provided is no longer that valuable. Instead, the bulk of its value is now for Mythic+, where the second charge on Death Grip is extremely valuable to soft-lock enemies. |
Purgatory | If you need a Cheat Death for safety on Progression Raid Encounters or high end Mythic+ Key Pushing. |
Umbilicus Eternus | On high target count scenarios where you need additional survival. |
Vestigial Shell | A pretty good talent point, but by far not a core or necessary one. Every time you use Anti-Magic Shell, your two nearest allies get a Lesser Anti-Magic Shell that absorbs 425% of your AP in damage. While it holds, any magic debuff applied to them has its maximum duration halved. |
Unyielding Will | This talent is, to put it simply, bait of the highest order. In any theoretical case where the debuff cleanse would be worthwhile, the added 20-second cooldown on Anti-Magic Shell means that you could have just used Anti-Magic Shell instead. It also does not apply to any Lesser Anti-Magic Shell applied by Vestigial Shell |
Carnage | This talent provides ~1.4 resets per minute on either Consumption or Blooddrinker, and all of the damage dealt by both of these spells counts for Mastery: Blood Shield. It is the victim of talent point scarcity past the third gate. If you decide to still pick this, do not play this with Blooddrinker! |
Deathbringer Hero Talents
Talent | Description/Effect |
---|---|
Reaper's Mark | Reaper's Mark is a DoT placed on an enemy that lasts 12 seconds. Each time Shadow or Frost damage is dealt to the target it gains a stack. If it reaches 40 stacks, the target is below 35% health (can only happen every 3 minutes per target), or times out on the target it will explode, dealing damage based on the number of stacks it had, and will travel to a nearby enemy that does not have Reaper's Mark active. |
Wave of Souls | Applying Reaper's Mark to a target will fire Wave of Souls from you to your target and then back to you. Enemies hit will take 5% increased damage (per stack, stacking up to 2 times) to enemies if they are critically hit by this ability, when the wave returns to you, it will always critically strike. |
Blood Fever | Blood Plague ticks have a 45% chance to tick again for Shadowfrost damage at 30% effectiveness. This extra tick does not heal you but does apply stacks of Reaper's Mark. |
Bind in Darkness | Blood Boil's damage is now Shadowfrost and is recoloured to be Blue (in line with the asthetic of the tree). |
Soul Rupture | When Reaper's Mark explodes, 10% of the damage dealt to the target will be dealt to nearby enemies. Enemies hit will deal 5% less physical damage for 10 seconds. |
Grim Reaper | When Reaper's Mark explodes, it will deal up to 30% additional damage based on the missing health of the target. If the target is below 35% health, it will also apply Soul Reaper. |
Pact of the Deathbringer (Choice Node 1) | Once every 2 minutes you can trigger Death Pact at 50% effectiveness. When Reaper's Mark the cooldown of this effect (and Death Pact) is reduced by 5 seconds. |
Rune Carved Plates (Choice Node 1) | Gain up to 10% damage reduction against Physical and Magic damage (2% per stack). Spending a rune will give a stack of magic damage reduction for 5 seconds and regenerating a rune will give a stack of physical damage reduction. Obtaining a stack of either effect will refresh the duration. With optimal play, you can maintain 5 stacks of this effect at all times. |
Painful Death (Choice Node 2) | Increases the damage of Reaper's Mark by 10% and Exterminate is improved to empower 2 Marrowrend's but only reduce the cost by 1 rune. Additionally, the chance to trigger Reaper's Mark from Exterminate is increased to 30%. |
Wither Away (Choice Node 3) | Blood Plague will deal damage every 1.5 seconds instead of every 3 seconds, and the second scythe from Exterminate will apply Blood Plague. |
Death's Messenger (Choice Node 4) | The cooldown of Lichborne and Raise Dead is reduced by 30 seconds. |
Exterminate | When Reaper's Mark explodes your Marrowrend is empowered by Exterminate and depending on your choice on Choice Node 2
one of two events can happen:
|
PvP Talents for Blood Death Knight
Since Battle for Azeroth, there is the option to go into "War Mode". Enabling War Mode provides the following benefits:
- PvP talents enabled in the outdoor world.
- 10% increase in World Quest rewards at maximum level.
- 10% more experience gained while leveling.
- Earn Conquest Points, which can reward gear every week.
With the benefits of enabling War Mode for leveling and PvE content, it is recommended to enable the feature to maximize your leveling and rewards at maximum level. However, you will make yourself available for open-world PvP, and the possibility of being "ganked" while leveling or doing World Quests exists.
PvP Talents (War Mode) for Blood Death Knight
- Death Chain is a nice damage increase when pulling 3 or more enemies, though the 30-second cooldown prevents it from being used on every pull.
- Necrotic Aura and Murderous Intent can be very strong when completing open-world content in a group but have very limited value in solo play.
Dark Simulacrum, Decomposing Aura, Strangulate, and Walking Dead all have limited value in PvE content.
Last Dance is a trap talent and should never be picked. You gain no additional uptime on Dancing Rune Weapon at the cost of one more global cooldown every minute due to the reduced cooldown.
While PvPing as Blood Death Knight can certainly be fun, you might also want to try out PvPing as either Frost or Unholy. Both of these specs will deal a lot more damage while being squishier.
Changelog
- 27 Aug. 2024: Added description for M+ talents to also be used for Delves.
- 21 Aug. 2024: Updated for The War Within Launch. Hero Talents added. Builds updated.
- 24 Jul. 2024: Correcting talent hashes.
- 23 Jul. 2024: Prepared for War Within. New talents added, builds changed.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Updated 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 build orders to suggest Soul Reaper as default in raid.
- 04 Sep. 2023: New template for 10.1.7. Also added SR build.
- 10 Jul. 2023: Reviewed for Patch 10.1.5.
- 01 May 2023: Reviewed for Patch 10.1.
- 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: Updated for Dragonflight launch.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
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This guide has been written by Mandl and Panthea.
Mandl is one of Acherus' Useful Minions and Blood Death Knight theorycrafter.
Panthea raids in Catalyst and is the author of TankNotes. 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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