Unholy Death Knight DPS Rotation, Cooldowns, and Abilities — The War Within Pre-Patch
On this page, you will learn how to optimize the rotation of your Unholy Death Knight in both single-target and multiple-target situations. We also have advanced sections about cooldowns, procs, etc. in order to minmax your DPS. All our content is updated for World of Warcraft — The War Within Pre-Patch.
Unholy Death Knight Rotation
Welcome to our Rotation page for Unholy Death Knights. Here, we will go over everything you will need to know to optimally play your spec for Raiding and Mythic+ scenarios.
Mythic+ Rotation
Unholy is a very interesting Mythic+ spec because it has solid single-target and AoE burst potential. For more information about Mythic+ as an Unholy Death Knight, please check out our Mythic+ guide linked below.
Beginner Mode
Unholy can be a very complicated spec. If these rotations seem fairly complicated, then you may want to check out our Beginner Mode page, which gives you a much more simplistic build and rotation to play.
PvP
The guides on this page are for PvE content, so if you are looking for a PvP rotation guide, then please visit our PvP page linked below.
Single-Target Opener for Unholy Death Knights
The opener is the sequence of abilities you use right at the start of an encounter. Use the toggles below to make sure you have the right talents selected, and the opener will update to display it properly!
Army of the Dead Talented and
Raise Abomination not talented
Raise Abomination Talented
Fyr'alath the Dreamrender equipped
Plaguebringer talented
Summon Gargoyle talented
- Use
Army of the Dead as you run towards the boss.
- Use
Raise Abomination as you reach the boss.
- Use
Scourge Strike.
- Use
Fyr'alath the Dreamrender
- Use
Abomination Limb
- Use
Dark Transformation + Potion
- Use
Festering Strike.
- Use
Death and Decay.
- Use
Summon Gargoyle +
Dark Transformation + Potion
- Use
Death Coil exactly 3 times.
- Use
Unholy Assault + Trinket + Racial
- Use
Apocalypse
Once you have the legendary Fyr'alath the Dreamrender, you use it
after your first
Scourge Strike in the opener. If you are not running
Plaguebringer, just make sure that you have auto-attacked the boss
before you use the Legendary.
When it comes to timing your trinkets, you can just macro
them with Unholy Assault.
If you are lucky enough to receive Power Infusion, ask for it when you
use
Unholy Assault in the opener!
Macros can significantly reduce the amount of keybinds needed for executing the opener, here are two that I personally use:
- /cast Summon Gargoyle (leave this out when you are not running the talent)
- /cast Dark Transformation
- /use Fleeting Elemental Potion of Ultimate Power
- /use Elemental Potion of Ultimate Power
- /use Elemental Potion of Power
- #showtooltip Unholy Assault
- /use 13
- /cast Unholy Assault
Single-Target Rotation for Unholy Death Knights
Plaguebringer Talented
Clawing Shadows Talented
- Cast
Soul Reaper if the target is below 35%.
- Cast
Outbreak to maintain
Virulent Plague on the target.
- Use
Death Coil when you have 80+ Runic Power or a
Sudden Doom proc or your
Death Rot debuff is about to run out.
- Use
Scourge Strike if your
Plaguebringer buff is about to run out.
- Use
Festering Strike to apply
Festering Wounds on the target. Do this if the target has 1 or fewer
Festering Wounds.
- Use
Scourge Strike when there is at least 1
Festering Wound on the target.
- Use
Death Coil.
Now, we will take this priority list and put it into a wordier description!
- Cast
Soul Reaper whenever you can make the secondary effect trigger. In execute, Soul Reaper is your highest priority, and you should save Runes so that you can use it as much as possible! It is, however, not worth casting
Soul Reaper if the target dies before the explosion!
- Ensure
Virulent Plague uptime. If you have not taken any talent that buffs Virulent Plague (
Plaguebringer,
Ebon Fever or
Superstrain), only apply Virulent Plague if you can get 15 seconds worth of the DoT. If you have taken
Unholy Blight but no other disease-talent, only use
Dark Transformation to apply the DoT. In most cases though, ensure 100% uptime by pressing
Outbreak and
Dark Transformation accordingly.
- Use
Death Coil to avoid capping Runic Power or to spend your procs of
Sudden Doom.
Sudden Doom is a very powerful proc and you do not want to waste any. If you have
Harbinger of Doom talented, you can allow yourself to stack up two charges before you spend them. However, most of the time you will simply use them up as soon as possible to avoid any potential waste. We also do not want to overcap Runic Power (generating Runic Power when we are at 100) so we use
Death Coil to avoid this. Finally,
Death Rot can sometimes be at risk of falling off (10 seconds duration) and we need to prioritise
Death Coil to avoid this.
- Use
Festering Strike to build up
Festering Wounds on the target. We want to aim for between 2 and 5 wounds at all times, to allow for
Infected Claws to generate wounds without overcapping us, and for procs of
Sudden Doom to come without us hitting 0. This means that we hit
Festering Strike when we reach 2 or fewer§
Festering Wounds on the target!
- Use
Scourge Strike/
Clawing Shadows to burst your wounds. This is used in sync with
Festering Strike to keep your wound count at a healthy level. You go up to 4-5 and then use Scourge Strike/ Clawing Shadows to drop down to 2 again. You use
Scourge Strike as a high-priority to keep up your
Plaguebringer buff as well if you are running that talent!
- Use
Death Coil as your filler spell when you have nothing else to do!
When you want to deal AoE damage in your Single Target build, it is all
about leveraging Death and Decay/
Defile. In conjunction the
Cleaving Strikes talent, this creates nice Cleave windows where you
leverage your
Scourge Strike/
Clawing Shadows to deal AoE
damage. Simply put, whenever you want to do AoE, pop down
Death and Decay/
Defile and spam
Scourge Strike/
Clawing Shadows. Do not worry about your
Festering Wounds;
ignoring them is actually only a small Single Target priority loss.
Furthermore, you use
Epidemic at 2+ targets (4+ with
Improved Death Coil talented) to spend your Runic power. For bosses with
a large number of adds spawning at the same time (Tindral), bake up Runic Power
so you can spam
Epidemic as soon as they spawn.
This priority does not include any cooldowns. Instead, that is something we cover further down in this guide. Any cooldown will come at the top of the priority list!
Rotation during Summon Gargoyle for Unholy Death Knights
When Summon Gargoyle cooldown is active, our priority changes. Any
Runic Power we spend buffs the minion we summon, and the idea is to leverage
this as much as possible. Using
Death Coil, therefore ends up much
higher on our priority list! Essentially, you use
Death Coil as soon as
you can, either by going above 30 Runic Power or getting a proc of
Sudden Doom (and being above 20 Runic Power). We also try and push our
Festering Wounds down to 0, to get as much value as possible from
Festermight.
Soul Reaper Talented
Plaguebringer Talented
Clawing Shadows Talented
Defile Talented
- Cast
Soul Reaper if the target is below 35%.
- Use
Death Coil when you have 30+ Runic Power or 20 Runic Power and a
Sudden Doom proc
- Cast
Outbreak to maintain
Virulent Plague on the target.
- Use
Festering Strike to apply
Festering Wounds on the target. Do this if the target has 0
Festering Wounds.
- Use
Scourge Strike when there are at least 1
Festering Wound on the target.
Multiple Target Rotation for Unholy Death Knights (Disease Build)
Unholy's Disease AoE rotation is all about high Plaguebringer
uptime, lots of
Festering Wound generation and bursting as well as lots
and lots of
Epidemic spamming. The idea is to ensure your DoTs are
doing as much damage as possible, generating a ton of Wounds in AoE and
spending the Runic Power you generate on
Epidemic.
As we approach a given pack, we execute essentially the same opener every single time, just skipping parts of it if we do not have the cooldowns ready. This is what it looks like:
Raise Abomination.
Defile to deal AoE damage and enable cleave.
Scourge Strike to initiate
Plaguebringer.
Dark Transformation (applies
Virulent Plague via
Unholy Blight.
Outbreak if neither
Raise Abomination or
Dark Transformation was used.
- Use
Abomination Limb.
- Use
Unholy Assault +
Festering Strike (2x
Festering Strike if you do not have
Unholy Assault ready).
- Use
Vile Contagion
- Use
Apocalypse.
- Spam
Scourge Strike to burst your
Festering Wounds
- Use
Defile when your
Cleaving Strikes buff runs out.
- Use
Epidemic if you get a proc of
Sudden Doom, or if you cannot use more
Scourge Strike to burst Wounds.
- Continue with
Scourge Strike spam,
Epidemic spam, maintain
Cleaving Strikes with
Defile/
Death and Decay and maintain your DoTs with
Outbreak.
- After you run out of
Defile/
Death and Decays to use, go to single target rotation with
Epidemic at 2+ (without
Improved Death Coil, 4+ with) targets. This is the only time you use
Festering Strike outside the initial GCDs in the opener on the pack.
The idea is to get your disease up and Plaguebringer quickly. We
also make sure to use
Defile early to start dealing damage and
enabling the
Scourge Strike cleave. We then build up Wounds on one
target to use on
Vile Contagion. If you do not use
Vile Contagion, only use
Festering Strike to enable
Apocalypse. After this point, we prioritise
Scourge Strike
cleave to burst our Wounds, using
Epidemic only when we get procs of
Sudden Doom or if we run out of Runes. We also maintain
Cleaving Strikes as much as possible and keep up our DoTs with
Outbreak.
You might notice the lack of Festering Strike in this rotation! As a
general rule, we almost never press it in our Mythic+ rotation. It is only ever
if we need to set up
Festering Wounds for
Apocalypse/
Vile Contagion or if
Defile is not currently active. Since
Defile uptime is so high, we just end up spamming
Scourge Strike the majority of the time (ignoring the fact that there
sometimes are no Festering Wounds active in the pack). Still, in a long
pack, after our Defile sequence is finished (after 40 seconds or so),
we will start using Festering Strike, tabbing through the enemies to
set up Wounds for our next
Cleaving Strikes window.
A nice way to optimise your resources is to spend Runic Power when you drop
your Cleaving Strikes buff. You do not lose out on any
Scourge Strike cleave since it is not enabled, you allow yourself to
build up Runes via
Runic Corruption and empower the next cleave
window!
Keeping Track of your Resources
Since Death Knights have multiple resources that they need to track, it is very helpful to customize your UI to easily track your resources. Unholy Death Knights have a very clunky opener, so being able to easily focus on your rotation and resources can help you maximize your damage and positioning.
Cooldown Usage for Unholy Death Knights
Here is a quick summary of your cooldown usage as an Unholy Death Knight:
Fyr'alath the Dreamrender should be used on cooldown but not during your cooldown windows (it does not scale with Strength or damage buffs etc)! For AoE, use it towards end of packs. Using the channel early is a big opportunity cost since you are not spending time pressing your big hit buttons!
Abomination Limb should generally be used on cooldown. Hold it for add waves that need grouping up.
Unholy Assault should be used on cooldown. Especially strong in Mythic+ when paired with
Vile Contagion. Used in Single Target with your other CDs.
Vile Contagion should be used in AoE on a target that ideally has 6
Festering Wounds. This should then be followed by
Death and Decay and
Scourge Strike to pop all wounds.
Army of the Dead/
Raise Abomination should be used on cooldown. This is the first ability you press as you run toward the boss.
Apocalypse should be used on cooldown, ideally when you have 4 stacks of
Festering Wounds. It is more important to send it on cooldown than to wait to build 4 Wounds. In AoE, use with 1 or more
Festering Wounds.
Dark Transformation should be used off cooldown and as an opener on packs of multiple mobs.
Sacrificial Pact should only be used to save yourself from death.
Summon Gargoyle should be used on cooldown. Once used, prioritize spending Runic Power via
Death Coil above everything else.
Defile should be used in AoE. Use it again when your
Cleaving Strikes buff drops.
For raids, we always combine our cooldowns as much as possible. This works out nicely as they all align on a 45-second cycle. A cooldown plan for a 4-minute boss fight would look like the following:
- 00:00 —
Army of the Dead/
Raise Abomination,
Dark Transformation,
Summon Gargoyle,
Unholy Assault,
Apocalypse
- 00:45 —
Dark Transformation,
Apocalypse
- 01:30 —
Dark Transformation,
Apocalypse,
Unholy Assault,
Raise Abomination
- 02:15 —
Dark Transformation,
Apocalypse
- 03:00 —
Army of the Dead/
Raise Abomination,
Dark Transformation,
Summon Gargoyle,
Unholy Assault,
Apocalypse
- 03:45 —
Dark Transformation,
Apocalypse
Due to everything aligning perfectly like this, it is crucial that you use your cooldowns as soon as they come up. Any delay means that your 1.5 and 3-minute burst window will be delayed, potentially making you miss out on a ton of value.
In Mythic+, the name of the game is cooldown efficiency. It is so easy to lose out on a ton of value by holding your cooldowns "for that one big pack that comes soon". As a general rule, use your cooldowns as much as possible. It is by far the easiest way to improve your DPS in Mythic+!
Defile/ Death and Decay
Defile/
Death and Decay is an AoE cooldown and is used to
enable
Scourge Strike/
Clawing Shadows cleave via
Cleaving Strikes. You also use it in Single Target just before your
Summon Gargoyle (if you run this talent) to benefit from the haste buff
via
Unholy Ground.
Abomination Limb
Abomination Limb provides you with an extra limb for 12 seconds,
pulling targets towards you every second and dealing damage around you.
Abomination Limb should be used on cooldown to gain the most benefit
from its damage. Do save it if there are add waves that you can time it
with, especially if gripping these adds helps your group to kill them!
Unholy Assault
Unholy Assault instantly applies 4
Festering Wounds to your
target, deals some moderate damage and provides 20% damage buff for 20
seconds.
Unholy Assault is a strong damage buff as well as a very efficient
way of applying
Festering Wounds. It should be used on cooldown in
single-target, timed with your other cooldowns to leverage the damage buff. In
AoE, it should be used early in a pull to boost your initial burst window. It
is also used to help stack up 6
Festering Wounds on a single target
when one plays
Vile Contagion.
Vile Contagion is then used as a
follow-up cooldown to quickly spread up to 42
Festering Wounds!
Vile Contagion
Vile Contagion spreads the
Festering Wounds of your primary
target to up to 7 nearby enemies.
Vile Contagion is a huge AoE DPS cooldown that helps to set up an
AoE pull for a big burst window. Either follows a double
Festering Strike or
Unholy Assault +
Festering Strike
for a 3 GCD 48
Festering Wounds infection. You then follow up with
Death and Decay/
Defile, and
Scourge Strike/
Clawing Shadows spam.
Apocalypse
Apocalypse summons 4 members of the
Army of the Dead and
bursts up to 4
Festering Wounds. It also generates 2 Runes on use.
Apocalypse should be ideally used when you have at least 4 stacks
of
Festering Wounds. It will only consume 4 stacks, even when you have
5 or 6. It is more important to send the ability on cooldown than to hit the 4
Wound count though so just use the ability even if you have 1-3 Wounds on the
target. Getting 1 or 2 Wounds worth of damage is tiny compared to the value
from the
Magus of the Dead and
Army of the Dead minions it
summons.
It sits on the same 45-second schedule as Dark Transformation,
resulting in you using these cooldowns together most of the time.
Army of the Dead
Army of the Dead summons several ghouls to fight at your side for 30
seconds. It is a major cooldown that will end up being a significant part of
our overall damage in any situation.
Use Army of the Dead as you run into any engagement, allowing the
ghouls to spawn (they spawn over 4 seconds and are stunned an additional 4
seconds before starting combat). Ensure to time it with any other cooldown that
increases its damage, such as
Dark Transformation with
Commander of the Dead and
Unholy Assault. Always use
Army of the Dead at least 5 seconds before using any other cooldown to
buff it (except
Dark Transformation that can be used immediately).
Make sure to leverage this cooldown as much as possible in Mythic+. Even if
it is primarily a Single Target burst CD, it also gives AoE via the
Death Knight Unholy 10.2 Class Set 2pc set bonus!
Raise Abomination
Raise Abomination (replaces
Army of the Dead) summons an
Abomination that fights your target for 30 seconds. It also applies a
Festering Wound every time it auto-attacks and infects all targets
around it with your diseases. Used as you run towards the boss and then on
cooldown, aligning with all your other CDs. Will start attacking instantly so
no need to worry about summoning animation like with
Army of the Dead.
Dark Transformation
Dark Transformation transforms your ghoul for 15 seconds, causing
its
Claw to cleave all enemies near your pet.
You should use this ability on cooldown. If you have talented into
Commander of the Dead, always ensure you time
Dark Transformation
with
Summon Gargoyle,
Army of the Dead and
Apocalypse.
For Mythic+, it is important to use this cooldown early in a pull, allowing
the lots of time to apply Festering Wounds that you can then burst in
your
Death and Decay window. It will generally be the first cooldown you
press.
Unholy Blight an extra effect to the cooldown, applying
Virulent Plague and
Unholy Blight on all enemies around your
pet for 6 seconds. Great way of applying DoTs to M+ pulls or maintain your
disease on boss targets.
Summon Gargoyle
Summon Gargoyle calls down a Gargoyle to hit your target for 25
seconds. Every 1 Runic Power spent when this cooldown is active increases its
damage by 1%. It also generates 50 Runic Power on use.
Once you have activated Summon Gargoyle, your highest priority above
all will be pressing
Death Coil to ramp up its damage. Ideally, you
should be full on Runic Power already as you press the cooldown (remember that
it provides 50 Runic Power, so you only need to aim for a maximum minus 50).
You also want to ensure that you leverage all your other cooldowns that
synergize with
Summon Gargoyle when you use it. This includes
Dark Transformation with
Commander of the Dead and
Unholy Assault. In reality, you will get these big 3-minute burst
windows where you use
Summon Gargoyle and
Army of the Dead/
Raise Abomination in combination with everything
else!
Soul Reaper
Soul Reaper initially strikes the target for ~70% of a naked
Scourge Strike. After 5 seconds, if the target is below 35% health, it
hits against 3.5
Scourge Strikes worth of damage. It is crucial as
an Unholy Death Knight to trigger as many of these extra hits as possible. Use
Soul Reaper whenever your target will reach 35% HP within the next 5
seconds. This means using it at ~36% Raid Boss HP. For adds, it generally means
using it earlier. Timing it properly is very rewarding!
Optional Read: Mastering Your Unholy Death Knight
To help you better understand how to play the Unholy specialization, we will explain some concepts in more detail below.
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 100 Runic Power.
In general, spending Runic Power should only be done when 3 Runes or more
are charging up or when you are about to cap Runic Power. This is not the
case when Summon Gargoyle is active (when using this talent), during
which time you should try to maximize your Runic Power expenditure.
Runic Corruption
Runic Corruption has a chance of proccing whenever we spend Runic
Power.
It can also proc when we consume
Sudden Doom and
Dark Succor.
The proc will always return a total of 0.9 Runes, regardless of haste. The
proc also stacks on itself, adding any new duration to the previous remaining
one.
All this means you do not need to pay attention to this proc.
Virulent Plague
Virulent Plague is a Shadow damage DoT that is applied to targets
using
Outbreak or
Unholy Blight. If the target dies while
afflicted with
Virulent Plague, it erupts for Shadow damage to all
nearby enemies. The power of the DoT varies significantly depending on your talents.
From almost not being worthwhile to maintain when you pick up zero synergy, to
being a 100% uptime priority once you pick up the right talents.
Festering Wounds
Each time you use Festering Strike, between 2 and 3 stacks of a
debuff called
Festering Wound is applied to the target. The debuff
lasts for 30 seconds (and each added stack refreshes its duration) and does
nothing if left alone. However, using
Scourge Strike/
Clawing Shadows on a target that has
Festering Wounds on them consumes a stack, causing the target to take
Shadow damage. All of the stacks are consumed if the target dies.
Bursting Sores will cause any
Festering Wounds that burst
to deal AoE damage around them. This scales well in AoE and is the
primary
source of our damage in Mythic+.
The ideal number of stacks at which to spend Festering Wounds is 2-5.
If you have 2 or fewer stacks, you should instead generate some more using
Festering Strike.
Anti-Magic Shell Usage
Anti-Magic Shell absorbs 100% of all magic damage taken, up to 30%
of your maximum health, for 5 seconds and grants you Runic Power based on the
amount of damage that it absorbs.
While this ability has amazing survivability benefits, allowing you to often taken practically no damage from various raid-damaging mechanics, it also has great benefits for your DPS.
Indeed, the amount of Runic Power you gain if you absorb a lot of magic damage is far from negligible. Therefore, you should always try to make use of Anti-Magic Shell to boost your Runic Power generation throughout the fight. The best way to do it is to know when a raid-damaging attack is coming, and to have Anti Magic Shell up for that time. Then, simply enjoy the extra Runic Power (and do not forget to spend it).
That said, for progression content, we fully recommend first and foremost
saving Anti-Magic Shell to mitigate magic damage, before you consider
how to use it to increase your DPS.
Rotten Touch
Rotten Touch adds an additional effect to
Sudden Doom,
increasing the damage the target takes from
Scourge Strike/
Clawing Shadows by 50% for 10 seconds. When picked up, you can expect
around 90% uptime on your target. Due to this, you really only want to use
Scourge Strike if the target has the debuff on it. Play around this by
going low on
Festering Wounds when the target has the debuff, so you
can spend 1-2
Festering Strikes when the target does not have it. This
gives you time to get a new proc of
Sudden Doom and add the debuff on
the target again.
Summon Gargoyle Death Coil Priority
We have previously discussed the rotation during Summon Gargoyle,
highlighting the high priority on spending Runic Power to buff the cooldown.
Putting
Death Coil at the top of the priority during the entire
duration of
Summon Gargoyle is not the optimal way to play,
however!
The value of using a Death Coil is directly proportional to the
number of
Summon Gargoyle casts that will be buffed by said coil. The
first couple of
Death Coils are incredibly valuable since they buff all
the casts of the CD. Compare that to the final
Death Coil that might
only buff a single cast. Furthermore, the buffing here is additive,
meaning that each coil essentially just adds a flat amount. It is only really
Festermight, stacking up towards the end of the cooldown, that means
later coils add slightly more damage per cast.
The optimization that comes into play here is the priority of
Festermight stacking vs
Death Coil usage. As we reach the end
of the window, using
Death Coil to buff that final cast ends up being
less valuable than building a
Festermight stack to buff said cast. One
adds a flat amount of damage, the other increases the damage by a %. To make
this trade-off even more clear, imagine an infinite
Summon Gargoyle.
Let us assume the base damage of
Summon Gargoyle is 1, and using
Death Coil adds 1 extra damage to this. The first
Death Coil
will improve the damage by 100%. However, the 100th will add less than 1% extra
damage. At this point, it is clear that buffing your strength by 1% ends up
being more valuable!
The reality is not that cut and dry, but you can still apply the following
tactic to your Summon Gargoyle. At the end of your window, prioritize
using
Scourge Strike to go to 0
Festering Wounds above spending
your Runic Power ASAP. Still, do not use
Festering Strike above
Death Coil, only
Scourge Strike to 0 Wounds!
Changelog
- 23 Jul. 2024: Updated for The War Within Pre-Patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Updated for Season 4, added detailed trinket use with all new trinkets.
- 20 Mar. 2024: Reviewed for Patch 10.2.6.
- 14 Feb. 2024: Added detail on Rotten Touch gameplay.
- 23 Jan. 2024: Updated Fyralath priority after changes.
- 15 Jan. 2024: Reviewed for Patch 10.2.5.
- 20 Dec. 2023: Minor clarifications to single target priotiy.
- 12 Dec. 2023: Added Legendary to Opener.
- 02 Dec. 2023: Updated Wound Rotation section.
- 24 Nov. 2023: Added macros to opener section.
- 12 Nov. 2023: Clarified unholy opener with Dark Transformation and Summon Gargoyle on the same line.
- 06 Nov. 2023: Updated for Patch 10.2.
- 04 Sep. 2023: Reviewed for Patch 10.1.7
- 21 Jul. 2023: Added Mirror to Detailed trinket usage.
- 10 Jul. 2023: Updated for Patch 10.1.5.
- 25 Jun. 2023: Max 4 coils to exactly 3 coils in opener.
- 14 Jun. 2023: Added more detailed trinket and racial timings.
- 24 May 2023: Resolved issues with the opener not displaying properly.
- 03 May 2023: Added Death and Decay to opener and expanded cooldown usage section with DnD.
- 01 May 2023: Reviewed for Patch 10.1.
- 29 Apr. 2023: Reviewed and Updated for patch 10.1.
- 15 Apr. 2023: Expanded on Disease build rotation.
- 20 Mar. 2023: Updated rotation for Patch 10.0.7.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 11 Dec. 2022: Updated for Dragonflight Season 1.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
More Death Knight Guides
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Raid Guides
This guide has been written by Bicepspump, a semi-hardcore player raiding with Pescorus on Kazzak. He is heavily involved in the DK DPS theorycrafting community, testing hyoptheses and investigating the correct priority to use. He is also a moderator in the Acherus Death Knight Discord, frequently answering questions and discussing optimisations (do not hesitate to reach out). He produces guide content on YouTube and frequently streams on Twitch.
- World First Mythic Garrosh Solo in MoP Remix
- Druid Changes in the War Within Beta Build 55789
- Alysrazor Bugged in the War Within Pre-Patch
- The War Within Pre-Patch Early Mythic+ DPS, Tank and Healer Log Rankings
- The War Within and Season of Discovery Hotfixes, July 25th
- Game Time Incoming for Players on North American Realms
- Demon Hunter Changes in the War Within Beta Build 55789
- Molten Core Trash Mob Immunity Hotfix