1.
Unholy Death Knight: Midnight Expansion Preview
Welcome to our Midnight expansion guide for Unholy Death Knight.
Ahead of launch, this page will contain everything you need to know about
Unholy Death Knight in the forthcoming Midnight expansion,
including changes, Hero Talent Trees, and some light predictions on the state
of the spec going forward.
This page is a constantly evolving work in progress, with regular
changes expected as updates arrive on the Midnight Beta. This is not meant to be
a launch guide for Unholy Death Knight, but instead serves as a
resource for you to keep up to date with how the spec is evolving on Beta, and
what you can expect from its playstyle and feel at launch.
2.
Midnight Changes for Unholy Death Knight
Developers' notes: In Midnight, our primary goal for Unholy Death Knight is to
deliver fantasy and gameplay that truly embody what it means to be a master of disease and
raising the dead. We found Festering Wound to be mechanically overbearing and decided to move
away from it. We're overhauling the core abilities of the spec to create a new rotation that
interacts more deeply with your diseases and summoning powers. To deliver this vision, we've
introduced a new type of summon called the Lesser Ghoul, placing it at the heart of Unholy's
baseline rotation. Festering Strike now grants a buff that empowers your next couple of Scourge
Strikes to summon a Lesser Ghoul—instead of applying a debuff to a single enemy that needs to be
spread and tracked throughout an encounter. We're also updating Army of the Dead to summon these
new Lesser Ghouls, and restoring it as Unholy's primary cooldown by reducing its cooldown to 1.5 minutes.
We recognize that simply having cool ways to summon armies of the dead doesn't necessarily
create meaningful gameplay. That led us to design a new Rune-spending ability called
Putrefy—the third rotational partner alongside Festering Strike and Scourge Strike. With
Putrefy, you'll sacrifice your oldest summoned Lesser Ghoul to explode and deal Shadow damage
to nearby enemies. We've intentionally placed Putrefy early in the specialization tree to
enable further fun and meaningful interactions you can opt into. And for those wondering
about targeting—don't worry, we've got you covered. Just press the button and enjoy the
show as your Lesser Ghoul explodes spectacularly.
Now that we've covered summoning, let's
talk diseases. In Midnight, we're introducing a new single-target disease called Dread Plague,
which will work alongside your AoE disease Virulent Plague. As with summoning, simply applying
cool diseases isn't enough—so we're redefining some core abilities and bringing Runic Power
spenders like Death Coil and Epidemic into the mix. Scourge Strike will now cause your diseases
to inflict an additional tick of their periodic damage at a percentage of their effectiveness,
while your Runic Power spenders will extend their durations.
By leveraging the concepts of Lesser Ghoul and Putrefy, we aimed to unify the summoner and master-of-disease
fantasies. We hope you'll find all the other talents we introduced fun and engaging—especially the
new Apex Talent, which we believe will fully immerse you in this redefinition of Unholy Death Knight.
In this week’s build, we’re looking at a couple of topics that we’ve seen a lot of feedback around.
Overall, we’re focusing on the power distribution between abilities and the talents that empower them.
Some abilities such as Army of the Dead lacked baseline power and relied heavily on other talents to
make them feel impactful. Another example is the Apex Talents. While the first node provided a good
amount of power, the rest of the nodes did not add much. With this power redistribution in mind, we
are also aiming to resolve some rotational quality of life issues such as the permanent Outbreak override,
button bloat during cooldowns, the reduced global cooldown of Apex Talents, and some talents that are
feeling like they should be baseline such as Rapid Variant and Necromancer’s Cunning.
2.1.
Core Changes
Unholy Death Knight has received a significant rework in
Midnight Beta so far.
Festering Wound, that has been a core aspect of
the spec since Legion, are now gone, replaced with a minion-summoning gameplay loop
at its core. More emphasis has been put on our diseases with both a
new pure single-target disease called
Dread Plague as well as more disease
interaction within our talents. Our AoE is now decoupled from
Death and Decay
and we instead passively cleave via standard
Scourge Strike.
Finally, we have a new core rotational ability called
Putrefy which we use to summon and then sacrifice ghouls.
The feel of the Unholy Death Knight is similar in some cases to previous expansions.
We maintain our core rotation of
Festering Strike,
Scourge Strike
and
Death Coil, but now also press
Putrefy every so often. Our
AoE rotation has seen the most change as it is now very similar to our single-target.
In general, the rotation is simpler with fewer opportunities for skill expression.
2.1.1.
Putrefy
Putrefy summons a lesser ghoul to leap at your target, dealing direct damage and
then exploding for AoE damage. We have several new talents that
boost this interactio in various ways:
Unholy Devotion makes your permanent ghoul do 25% more damage for 5 seconds when
you cast Putrefy (multiple applciations can overlap). This used to apply to two of your smaller ghouls.
Moving it to the main ghoul does reduce some complexity as you do not need to track your active ghouls as
much.
Blightburst makes the explosion effect of Putrefy extend the duration
of your plagues by 4 seconds and deals 35% of the damage the diseases would do in that
duration instantly. Also applies our plagues to unaffected targets - nice synergy with our plagues
and a source of plague duration extension and application. This ability heavily reduces the number of
Outbreaks
we use in general.
Reanimation has a 100% chance to reanimate the ghoul you Putrefy as a
Magus of the Dead.
Also increases the damage of Magus by 25%
- Major source of Magus summoning.
Putrid Echoes gives you an additional charge of Putrefy and increases
its damage by 20% - provides some nice flexibility with the additional charge
and enables you to both use the ability more efficiently, as well as spending
the charges in a more burst-like manner. For example, with Reanimation you
can summon 2 Magus of the Dead during your Dark Transformation for some nice AoE
burst.
Forbidden Knowledge provides a stack of
Festering Strike when you cast
Putrefy - reduces the number of Festering Strikes you need to cast slightly.
Forbidden Knowledge gives
Dread Plague a 20% chance cast
Putrefy at 60% effectiveness.
Harbinger of Doom reduces the Cooldown of
Putrefy by 2.5
seconds whenever you summon a ghoul with
Scourge Strike.
Soul Reaper automatically consumes all stacks of
Putrefy
and uses them. This effectively removes the need to Putrefy when in execute, pretty nice.
Pestilence gives a charge of Putrefy when used.
All these interactions make
Putrefy an important spell to cast that has
a big impact on your damage. Blizzard has iterated heavily on the ability
and it now feels good to press. Automatically summoning a ghoul to then explode
makes the ability a lot nicer to deal with, removing any need for timing the presses
for when your ghouls are just about to expire.
2.1.2.
Festering Wound Removal
Festering Wounds are now completely gone from the Unholy Death Knight.
Instead of applying a debuff to enemies,
Festering Strike now applies a buff
on you (2-3 stacks per Festering Strike, stacking up to 6 times). These stacks
are consumed by
Scourge Strike, summoning a lesser ghoul for 6 seconds.
This helps significantly in target swapping and setup as the stacks on yourself
stay as you change targets. Furthermore, we get more of a necromancer fantasy feel as
we summon significant numbers of undead minions. With the removal of wounds, we also
lost some iconic abilities like
Unholy Assault and
Apocalypse.
2.1.3.
Diseases
Midnight Beta has introduced the
Dread Plague Plague, applied via
our
Outbreak, it deals damage to only a single enemy (can be talented to do
damage to a second one at 50% effectiveness with
Superstrain) and is our new source
of
Sudden Doom procs. It also has an interesting interaction when the target it's on dies,
triggering an explosion and spreading the Plague to a new target. This makes the Plague easy to keep
up in AoE and presents some fun scenarios where you get a chain-reaction effect
where lots of enemies die after eachother.
The talent tree also presents a lot more talents that interact with Diseases.
Death Coil
and
Epidemic now extend the duration of
Virulent Plague and
Dread Plague
by default.
Scourge Strike deals extra damage based on your plagues,
Festering Scythe
now increases plague tick-rate, and the new
Blightburst talent extends the duration
and deals damage based off your plague damage. We have a new
Pestilence
talent that interacts with out Plagues, allowing you to consume them to deal
150% of the remaining damage. When we press
Dark Transformation,
your next
Outbreak turns into this Pestilence ability. You get this gameplay loop
where you cast Dark Transformation, try to increase your Plague durations as much as possible
and then consume them for big burst damage. Especially
San'layn can do this effectively
due to the Plague duration increase on
Infliction of Sorrow.
2.1.4.
AoE Rework
Midnight sees the rework of the
Clawing Shadows talent, no longer granting range (
Scourge Strike
is now 30 yards by default), but instead being our AoE enabler. Every time we use Scourge Strike,
we simply cleave to one additional target, up to 4 extra targets. This does not require
Death and Decay at all. No more annoyance as tanks move out of your ground AoE,
you can just follow along and keep doing lots of damage. The drawback is that we get a natural
ramping nature in AoE, and you ideally want to chain-pull to maintain the stacks (they only last for
12 seconds).
We also gain access to the new
Outnumber ability which grants our lesser
ghouls the Claw AoE ability during
Dark Transformation. This is a nice additional
AoE component to our pets which used to be exclusive to our Magi and our main pet.
It makes
Army of the Dead a stronger AoE cooldown due to the lesser ghoul summons!
Death and Decay is in a weird spot in AoE with few interactions left in our kit. It deals okay
damage in really big pulls and have some synergy left with
San'layn. Furthermore, we now have a talent
with
Scythe of Decay that casts it automatically when you use
Festering Scythe. In general
however, it feels quite bad to press, especially in Single Target. It feels like a bit of a lost ability
that mainly has utility value with
Grip of the Dead.
2.1.5.
Ranged Effectiveness
We are a lot more effective from range in Midnight.
Scourge Strike is 30 yards by default, and
we have lost a lot of talents that would previously benefit from us staying in range.
Sudden Doom now procs off
Dread Plague hits instead of melee attacks and
Unholy Aura
now works off your minion summons. We just need to get in melee to hit
Festering Strike and can then run around for several seconds while losing minimal damage. We do
lose melee swings (2% of our damage) and our pets need to run a bit further when they are summoned.
Otherwise, we can pretend that we are ranged for significant portions of a fight.
2.2.
Apex Talents
We have received three new extra talents in Midnight that you (optionally) talent into
as you level up.
Forbidden Knowledge provides a 30-seconds buff when you
cast
Army of the Dead that transforms your
Death Coil into
Necrotic Coil
and
Epidemic into
Graveyard. These new spells do a lot more damage and have some fun
extra effects like Necrotic Coil dealing damage to up to 3 enemies and having a piercing damage effect Graveyard
is just a more powerful Epidemic.
Forbidden Knowledge gives you a stack of your
Festering Strike buff whenever you
Putrefy and a Mastery buff as well.
Forbidden Knowledge increases the damage of your Necrotic Coil and Graveyard by 8%
for each
Magus of the Dead that you have up. Really strong synergy with both
Magus of the Dead and
Reanimation. Furthermore,
Dread Plague
has a 20% chance to cast
Putrefy at 60% effectiveness. This synergises with the second
apex talent for the Mastery buff, as well as all other Putrefy benefits.
The proc summons Magi with
Reanimation
and increases your Plague duration via
Blightburst.
2.3.
Hero Talents
Our Hero Talents have received three new talents each that you will talent into as you
level to 80. These talents are generally not very impactful, mirroring some tier set bonuses
we have had in the past. Most interesting new talent is probably
Desecrate
which has a chance to collapse
Death and Decay whenever it deals damage, dealing
300% of the remaining damage in one go. In conjunction with
Blood-Soaked Ground,
we have some minor Death and Decay interaction with
San'layn.
2.4.
Class Tree Changes
The Death Knight class tree has also seen some minor changes.
Blood Bond,
Death Defiance
and
Death Notes have all been added. Some nice defensives and a hook to talent into
Death Pact
(which is very much needed, we never pick this talent otherwise). Death Notes would have been very useful
back in the day when
Breath of Sindragosa drained Runic Power. It is still nice to get but not as impactful
anymore.
Soul Reaper has moved to the spec tree and has been reworking
to buff our minions and plagues and
Sacrificial Pact has been removed altogether.
We have also had some movement of nodes around the tree.
Death's Reach is in a much better spot as a choice node
with
Asphyxiate.
Wraith Walk has moved further up the tree and is now a choice with
March of Darkness.
Unholy Momentum is now a 2-point talent as well. Overall we get a bit more access to certain talents and some more options
in the tree.
Death Strike and
Unholy Endurance were nerfed a bit so we also lost some defensive power but not that
much in the grand scheme of things.
2.5.
New Tier Set
The Unholy Death Knight has a Season 1 tier set focuses on plague damage
and Putrefy. The 2-set increases the damage of
Dread Plague and
Virulent Plague and the 4-set increases the damage of
Putrefy
by 20% and makes the next
Scourge Strike cost no Runes. Quite
simple bonuses that are unlikely to have a big impact on our rotation.
3.
Changelog
- 14 Dec. 2025: Updated with Dec 11 changes.
- 08 Dec. 2025: Updated with latest changes (Pestilence).
- 30 Nov. 2025: Reviewed and updated.
- 10 Nov. 2025: Updated with most recent changes.
- 06 Nov. 2025: Updated with new changes.
- 28 Oct. 2025: Spelling and grammar.
- 17 Oct. 2025: Updated with
- 10 Oct. 2025: Created page.
Show more
Show less