Unholy Death Knight DPS Spell List and Glossary — Season 4
On this page, we present you with all spells and procs that you need to understand as an Unholy Death Knight in World of Warcraft — Season 4.
Introduction
If you are new to Unholy, this is a great place to start to get an understanding of how the spec works. On this page we will discuss what abilities you have, what they are used for within the specialization, how they interact with each other and also with important cooldowns. If you already have experience with Unholy and are comfortable with it in the current expansion, it is recommended you skip this section and move on to the rest of the guide.
Main Resources of Unholy Death Knights
Runic Power and Runes are your two primary resources. We have 6 Runes in total that passively generate over time, taking 10 seconds to recharge (decreased by haste). Runes are the most common resource we use for our abilities, which include Festering Strike, Scourge Strike and Army of the Dead. Spending Runes generates 10 Runic Power per Rune used. We use Runic Power as our spender on abilities such as Death Coil and Epidemic
Unlocking Abilities
Spells and passive abilities are unlocked as you level up and spend talent points. This page will simply list every single ability you can obtain, not recommending any specific talent setups or rotations to use. If you want to understand which abilities are best to pick up when leveling, please follow the below link.
Unholy Death Knight Baseline Abilities
These are the abilities that you obtain without selecting anything in the talent trees.
Ability | Abbreviation | Description/Effect |
---|---|---|
Death Coil | DC | Costs 30 Runic Power to cast, dealing Shadow damage to the target. It can be cast on an Undead ally (including yourself) to heal it. Works to heal Afflicted affix! |
Death and Decay | DnD | Costs 1 Rune and places a damaging area at the target location, which persists for 10 seconds. If you have selected Cleaving Strikes, also makes your Scourge Strike/ Clawing Shadows cleave 7 additional targets. |
Death's Advance | DA | Death's Advance when activated, increases your movement speed by 35% and prevents you from being slowed below 100% of your movement speed for 10 seconds. It also grants you immunity from knockbacks. It has a passive ability that prevents your movement speed from being reduced below 70%. |
Rune Strike | - | Costs 1 Rune and deals moderate damage. Is replaced once we choose a specialisation ( Festering Strike for Unholy). |
Runic Corruption | RC | A passive that gives you a 1.6% chance per Runic Power spent to increase your Rune recharge rate by 100% for 3 seconds. The duration scales inversely with Haste, always granting you the same total amount of 0.9 Runes whenever it procs. Runic Power abilities that get a "free" proc, such as Sudden Doom and Dark Succor still proc this passive as if they consumed the Runic Power. |
Dark Succor | - | A passive that grants you a free Death Strike whenever you kill an enemy that grants honor or experience. Also increases the healing of the Death Strike by 10%. Importantly, you need to land the killing blow to retrieve the buff, meaning you will not get that many procs in Raids and Mythic+. |
On a Pale Horse | - | A passive that grants 20% mounted movement speed. |
Death Grip | - | Pulls your target towards you. It also has a shorter GCD compared to normal spells at 0.5 seconds. This means that you can quickly use another ability after gripping something. |
Raise Ally | - | Costs 30 Runic Power and battle resses a targeted dead ally, bringing them back to life (even in combat). |
Lichborne | - | Turns you undead for 10 seconds. This makes you immune to charm, fear, and sleep, and grants you 10% leech. You can also activate this ability to break any of these CCs, making it a useful tool if you are accidentally hit a mechanic that applies such a CC. |
Dark Command | - | Taunts the targeted enemy, forcing them to attack you. |
Runeforging | - | Allows you to apply a powerful Runeforge to your weapon, acting as a (usually) better enchant. You do this in the Acherus Hold at the Runeforges. |
Death Gate | - | Summons a gate that will teleport you to Acherus. Here you can Runeforge your weapon, practice your rotation on target dummies, and change the appearance of your Summon Gargoyle to a Valkyr. Using the Death Gate again will bring you back to your original location. |
Path of Frost | - | Costs 1 Rune and grants everyone in your group the ability to walk on water. Breaks on any damage taken. |
Mastery: Dreadblade | - | Our Mastery, increasing our Shadow and Minion damage. |
Unholy Death Knight Class Tree Active Abilities
Ability | Abbreviation | Description/Effect |
---|---|---|
Chains of Ice | Chains | Costs 1 Rune and slows your target by 70% for 8 seconds. This is generally your primary way of slowing any given target. Great for when you need to kite dangerous mobs in the open-world or kill a fleeing enemy. |
Death Strike | DS | Costs 45 Runic Power and constitutes our primary mean of healing ourselves. The amount of healing increases with the damage we've taken in the last 5 seconds, making it excellent to use after you have taken a big hit. It heals for 25% of the damage taken with a minimum of 7% max hp healed every time. |
Raise Dead | - | Summons a ghoul to fight with us for 1 minute. You spend talent points in the Unholy spec tree to make this ghoul permanent, as well as significantly improving its overall power and impact. The ghoul can charge as well as stun, in addition to dealing damage. |
Mind Freeze | - | Interrupts your target. It has a 15 yards range, a benefit over other melee interrupts that often require melee range. |
Anti-Magic Shell | AMS | Absorbs up to 30% of your maximum health in magic damage over 5 seconds, generating Runic Power based on the damage absorbed (up to 30 Runic Power maximum). This should be used to mitigate magic damage throughout the fight while the added Runic Power will help increase your DPS. It also prevents any magical debuffs from being applied to you. This can be very useful to dodge mechanics! |
Blinding Sleet | Sleet | Blinds all targets in a cone in front of you for 5 seconds. When the enemies are broken out of sleep via damage or if the duration finishes, they are slowed by 50% for 6 seconds. Great ability to stop a group of enemies from casting, as well as controlling them efficiently. Your tank will love this ability whenever they need to kite. |
Sacrificial Pact | SacPact | Costs 30 Runic Power and sacrifices your primary ghoul, dealing AoE damage (linearly to 8 targets, square root afterward) and healing you for 25% of your maximum hp. Primarily used as an energy heal as the damage component is not worth the hassle of resummoning the ghoul. |
Control Undead | - | Costs 1 Rune and controls the targeted Undead enemy for 2 minutes. This requires that the enemy is sufficiently low-level (it does not work on bosses and certain mobs in dungeons). Furthermore, it prevents you from having your primary ghoul active. You can use the abilities of the dominated undead at reduced effectiveness. Overall, this should only be used as a CC tool since the damage loss of not having our primary ghoul active is too great. |
Icebound Fortitude | IBF | Provides a 30% damage reduction for 8 seconds, additionally making you immune to stuns. It can be used when stunned as well to break out of the CC. Primary defensive cooldown for us with the added benefit of the stun break! |
Anti-Magic Zone | AMZ | Places a zone on the ground that reduces magic damage taken by 20% for 10 seconds for everyone standing in it. The maximum amount that can be absorbed is equal to 1.5 times your Maximum Health, increased by your Versatility. |
Asphyxiate | Asphyx | Stuns your target for 5 seconds. Simple single-target stun with a range of 20-yard range. |
Death Pact | - | Heals you for 50% of your maximum health, as well as putting a healing absorption heal for 30% of your maximum health. A panic-button heal with a downside. The effective healing is only 20%, but you still find a lot of instances where this provides the required breathing room for your healers or you need to bring you back to health. |
Wraith Walk | WW | Provides 70% movement speed for 4 seconds. Any ability used during the channel will break the effect. Useful as a movement speed increase in instances when you need to move between A and B without doing anything else. |
Empower Rune Weapon | ERW | Provides a buff for 20 seconds, increasing your haste by 15% and generating 1 Rune and 5 Runic Power every 5 seconds. Provides a good amount of extra resources in your rotation, as well as a haste boost to synergize with your other cooldowns. |
Abomination Limb | Limb/AL | Grows an extra arm for you for 12 seconds, dealing AoE damage around you, as well as pulling a random enemy toward you every second. The enemy must be outside melee range to be liable to grip. Great utility tool that will help your party group up any pack of mobs. It also provides three procs of Runic Corruption across its duration. |
Soul Reaper | SR | Costs 1 Rune, deals low damage, and applies a debuff to your enemy. After 5 seconds, if the target is below 35% health, this debuff explodes, dealing heavy ShadowFrost damage. If the target dies while under the effect of Soul Reaper, you gain Runic Corruption. |
Unholy Death Knight Spec Tree Active Abilities
Ability | Abbreviation | Description/Effect |
---|---|---|
Festering Strike | FS | Costs 2 Runes, dealing Physical damage to the target and infect them with 2-3 stacks of Festering Wound. Festering Wounds can be burst using Scourge Strike, dealing damage to the target. |
Scourge Strike | SS | Costs 1 Rune and deals Physical and Shadow damage to the target, also bursting 1 Festering Wound stack. |
Raise Dead | - | Converts your baseline Raise Dead into a 30 seconds cooldown, now summoning a permanent pet to fight for you. This permanent pet has controllable abilities that charge, silence, root, and stun your enemies. |
Outbreak | OB | Costs 1 Rune and applies Virulent Plague to all enemies near your target. |
Dark Transformation | DT | Has a 1-minute cooldown (can be talented into 45 seconds CD) and transforms your ghoul into a more powerful version of itself for 15 seconds while also granting them 100% Energy. The empowered ghoul that deals AoE damage has a longer stun and can interrupt by charging to a target. |
Unholy Blight | UB/Blight | Applies Virulent Plague and Unholy Blight to nearby targets each second over 6 seconds. Unholy Blight lasts for 14 seconds and stacks up to 4 times, dealing increased damage with each stack. We primarily use this ability to efficiently apply our DoT as well as deal some extra small damage. |
Epidemic | Epi | Costs 30 Runic Power, dealing damage to any target that currently has Virulent Plague on them. Also, splashes to nearby enemies, dealing damage to up to 8 targets. |
Apocalypse | Apoc | Bursts up to 4 Festering Wounds on your target, summoning a member of the Army of the Dead for each wound burst. The minions last for 15 seconds. It also generates 2 Runes on use. |
Defile | - | Replaces your Death and Decay. This new ability still allows you to cleave with your Scourge Strike/ Clawing Shadows with the Cleaving Strikes talent. In addition, every time a tick of Defile damages an enemy, its size and damage grow, and you get a stacking 1% mastery buff. The mastery buff stacks up to 8%. You can recast the ability to refresh the mastery buff at 8%. |
Vile Contagion | VC | Costs 30 Runic Power and spreads all Festering Wounds from your primary target to up to 7 additional targets. This is a big AoE cooldown that works really well with Unholy Assault, generating up to 48 Festering Wounds in just 3 GCDs. |
Army of the Dead | AotDead | Costs 1 Rune and summons several ghouls to fight at your side for 30 seconds. The ghouls spawn over 4 seconds and are stunned for an additional 4 seconds before starting to fight. |
Summon Gargoyle | Garg/Gary | Summons a gargoyle to attack your enemy for 25 seconds. Every 1 Runic Power used increases the damage of the gargoyle by 1%. |
Unholy Assault | UA | Strikes the target and infects them with 4 Festering Wounds, while also increasing your Haste by 20% for 20 seconds. |
Unholy Death Knight Class Tree Passive Abilities
Ability | Abbreviation | Description/Effect |
---|---|---|
Cleaving Strikes | - | Makes your Scourge Strike/ Clawing Shadows cleave to 7 additional targets when standing in your Death and Decay, hitting 8 total. Important to note that the cleave is based on you yourself standing in the Death and Decay, not your enemy. This means that we can cleave from range by dropping Death and Decay on our feet and then using Clawing Shadows on enemies up to 30 yards away. This would cleave 8 yards around the primary target. |
Permafrost | - | Provides a shield on yourself based on 40% of your auto attack damage. Provides a good deal of tankiness, both from passive healing but also as prevention to one-shot mechanics. |
Coldthirst | - | Grants you 10 Runic power and reduces the cooldown of Mind Freeze whenever you successfully interrupt using the ability. A nice additional to our resource generation, as well as providing overall more interrupt opportunities in any situation. |
Improved Death Strike | - | Increases the healing of Death Strike by 60% and lowers its cost by 10 Runic Power. Effectively makes Death Strike a 35 Runic Power ability that heals for a minimum of 11% max health, or 40% of damage taken in the last 5 seconds, whichever is greatest. |
Anti-Magic Barrier | - | Lowers the cooldown of Anti-Magic Shell to 40 seconds and increases the amount absorbed by 40%. Useful for any situation with heavy magic damage or frequent magic debuff applications (that you can then ignore). |
March of Darkness | - | Grants you an extra 25% movement speed during the first 3 seconds of activating Death's Advance. |
Enfeeble | - | Gives your primary ghoul a chance to apply a debuff to its target, reducing its movement speed by 30% and making it deal 15% less damage to you. |
Blood Scent | - | Passively increases your Leech by 3%. |
Suppression | - | Passively increases your Avoidance by 3%. |
Veteran of the Third War | VoTW/ Veteran | Increases your stamina by 10/20%, making you significantly tankier overall. |
Brittle | - | Grants your diseases a chance to apply a debuff to your enemy, increasing the damage you do against them by 6% for 5 seconds. |
Acclimation | - | Reduces the cooldown of Icebound Fortitude from 3 minutes to 2 minutes, allowing us to use it significantly more often. |
Merciless Strikes | - | Increases your critical hit chance by 2%. A strong throughput talent overall. |
Might of Thassarian | - | Increases your strength by 2%. A strong throughput talent overall. |
Clenching Grasp | - | Slows any enemy that you Death Grip by 50% for 6 seconds, allowing you to further control its movement. |
Proliferating Chill | PC | Increases the number of targets hit by your Chains of Ice from 1 to 2. It only affects additional enemies in close proximity of your primary target. |
Gloom Ward | GW | Increases the effectiveness of all absorbs on you by 15%. Big survivability increases both from empowering our abilities, such as Anti-Magic Shell and Anti-Magic Zone, as well as any healing coming in the form of absorbs. Especially good with Disc Priests! |
Assimilation | - | Increases the amount absorbed by Anti-Magic Zone by 10%, as well as granting you up to 100 Runic Power based on the damage absorbed. Both a nice small buff to the overall healing you can do with this ability, as well as a big injection of Runic Power in your rotation whenever there is a big raid or party magic damage is incoming. |
Death's Reach | - | Increases the range of Death Grip by 10 yards and resets its cooldown whenever you kill an enemy granting experience or honor. Useful in any situation where you need to grip adds as the extra range both helps with the distance, you can move them, as well as lowering how far you need to run yourself. The cooldown reset is mostly useful during leveling, as you need to land the killing blow to gain the effect. |
Grip of the Dead | - | Adds a 90% slow to your Death and Decay, reducing by 10% for every second. A great tool to help your tank kite and manage any trash pack. It also helps to prevent targets from running away from you as you begin your AoE burst, something that can otherwise be very frustrating. |
Unholy Endurance | - | Converts your Lichborne into a proper defensive cooldown, granting it 2 extra seconds of duration as well as a 15% damage reduction for you. Adds to our already extensive kit of defensives! |
Runic Attenuation | RA | Gives your auto attacks a chance to grant you 5 Runic Power. This provides around 50 Runic Power per minute, adding a significant amount of resources to our rotation. This is one of the major factors to why our rotation feels smooth in Dragonflight. |
Unholy Ground | - | Provides a 5% Haste buff whenever you stand in your Death and Decay. It does not make the ability worthwhile to use in pure Single Target but does present a nice boost to our AoE burst window. |
Insidious Chill | - | Applies a stacking debuff with your auto attacks, reducing the enemy's attack speed by 5% per stack up to 20% at 4 stacks. Helps your tanks survive in a scenario (or yourself when doing open-world content). Stacks with similar effects such as Curse of Weakness. |
Blood Draw | BD | Heals you for a moderate amount if you drop below 30% health. It can only occur once every 3 minutes. Does it provide some protection from dying but generally occurs too infrequently and with too little healed to be very useful in PvE. |
Will of the Necropolis | WotN | Reduces the damage you take below 30% by 20/35%. Big boost to our survivability since the damage we take below 30% is by far the most useful to mitigate. |
Death's Echo | DE | Provides an extra charge to Death's Advance, Death and Decay and Death Grip. Nice increase in utility with the the extra mobility and the additional grip. Also, a solid buff in AoE since we have more freedom to enter multiple Death and Decay burst windows in any given pull. |
Icy Talons | IT | Provides a 3/6% increase in attack speed for 6 seconds every time we spend Runic Power, stacking up to 3 times. Unholy does not scale that works well with attack speed, providing a small extra damage boost as well as a tiny increase in our Sudden Doom proc rate. |
Rune Mastery | - | Makes spending Runes give a chance to increase our strength by 3/6% for 8 seconds. |
Unholy Bond | - | Increases the effectiveness of our Runeforges by 10/20%. This includes every aspect of the Runeforge, making Rune of the Fallen Crusader both increase its healing and strength gain, for instance. |
Unholy Death Knight Spec Tree Passive Abilities
Ability | Abbreviation | Description/Effect |
---|---|---|
Festering Wound | FW | A debuff applied by Festering Strike primarily. It can stack up to 6 on any given target. The Festering Wounds can be burst using Scourge Strike/ Clawing Shadows, dealing shadow damage to the target. Can be talented in dealing AoE damage as well ( Bursting Sores and grant Runic Power Replenishing Wounds. The wounds also burst on death. |
Virulent Plague | VP | A Shadow damage DoT that erupts when the target dies, dealing damage divided among all enemies. It is applied using Outbreak and Unholy Blight. |
Improved Festering Strike | - | Increases the damage of both our Festering Strike as well as our Festering Wounds. Only increases the primary portion of our Festering Wound damage, not the potential AoE portion we get from Bursting Sores. |
Rune Mastery | - | Increases our maximum Runic Power by 10/20. |
Infected Claws | IC | Gives our primary ghoul's Claws attack a 30% chance of applying a Festering Wound. This also works on the Dark Transformation empowered version Sweeping Claws, which is an AoE ability. Each target hit will have an individual chance of receiving a Festering Wound. This is a major source of Festering Wound application in AoE scenarios. |
Replenishing Wounds | - | Provides an extra 3 Runic Power whenever a Festering Wound bursts. This provides a nice increase in the amount of Runic Power we generate, especially in AoE. |
Feasting Strikes | - | Gives Festering Strike a 15% chance to generate a Rune, effectively making the ability only cost a single Rune. It still generates 20 Runic Power, though. Brings a small number of extra resources to our rotation. |
Plaguebringer | PB | Makes Scourge Strike increase the rate at which our diseases deal damage by 100% for 5 seconds. This acts as a buff on us, meaning all targets currently affected by disease will take more damage, regardless of whether or not we hit them with the Scourge Strike. |
Clawing Shadows | CS | Replaces your Scourge Strike, increasing its range by 30 yards and making it deal shadow damage. It can be leveraged with Death and Decay to cleave from range (since the cleave hits everything around your target, not your character). |
Sudden Doom | SD | Grants your auto-attacks a chance to make your next Death Coil or Epidemic cost no Runic Power. |
All Will Serve | AWS | Summons an archer with your Raise Dead ability. This small minion attacks your enemies at range with a cleave attack. Dealing 100% damage to its primary target and 50% damage to everything else in an 8-yard radius. |
Bursting Sores | BS | Makes your Festering Wounds deal AoE damage when burst. This is a large portion of our damage in Mythic+, as the ability scales quadratically with the number of enemies. Any target that dies with Festering Wounds will also explode, dealing the splash damage from every wound. |
Ebon Fever | EF | Reduces the duration of Virulent Plague by half, makes it tick twice as fast and deal 15% more damage. This is an overall 130% increase in the raw DPS from the DoT but with lots more Runes being spent to upkeep it. |
Unholy Command | UC | Reduces the cooldown of Dark Transformation by 8/15 seconds, making it a 45-second cooldown at two ranks. Good talent for helping to sync up your cooldowns every 45 seconds. |
Magus of the Dead | Magus | Spawns a skeletal mage whenever you use Apocalypse and Army of the Dead. This minion casts Shadowbolts and Frostbolts at your target for 20 seconds. The Frostbolts slow the target. With our Death Knight Unholy 10.2 Class Set 2pc these bolts will cleave to a total of 4 targets hit! |
Ruptured Viscera | - | Makes your minions from Apocalypse and Army of the Dead explode when they expire, dealing damage to nearby enemies. Generally, a difficult talent to leverage since you need to time its damage 15-30 seconds in advance. |
Improved Death Coil | - | Increases the damage of Death Coil by 15/30% and makes it cleave to one additional target. Significantly buffs our cleave potential, which has been a weakness in the past. It does not count as two Death Coils for buffing Summon Gargoyle, but does apply multiple debuffs with Death Rot, Coil of Devastation and Rotten Touch. |
Rotten Touch | RT | Increases the damage of your Scourge Strike/ Clawing Shadows by 50% against your target when you consume a proc of Sudden Doom with Death Coil. |
Unholy Pact | Pact | Makes our Dark Transformation form a chain between you and your primary ghoul for 15 seconds. This deals shadow damage to everyone nearby. The chain only lasts for 15 seconds, regardless of your actual Dark Transformation duration. The AoE of the chain is very forgiving, hitting everything 8 yards around you, your pet, as well as any point on the chain between you two. |
Pestilence | - | Gives your Death and Decay a 10% chance to generate a Festering Wound every time it ticks. Less powerful than one might believe since the passive is capped at generating 1-2 Festering Wounds per overall tick. |
Eternal Agony | EA | Increases the duration of Dark Transformation by 1 second every time you cast Death Coil or Epidemic. Significantly increases the uptime of Dark Transformation and heightens the priority of spending Runic Power when the buff is active. |
Coil of Devastation | - | Adds a DoT to any target hit with your Death Coil, dealing an additional 30% of its original damage. This DoT functions similarly to Mastery: Ignite where overlapping the DoT does not in any way decrease the total damage you gain from it. This is not something you need to track. |
Harbinger of Doom | Harbinger | Makes your Sudden Doom trigger 30% more often and adds the ability to accumulate 2 charges. This will, on average, add two extra proc of Sudden Doom every 2 minutes. Generally, an undertuned ability that does not see much play. |
Reaping | - | Increases the damage of Scourge Strike, Clawing Shadows, Soul Reaper, Festering Strike and Death Coil by 20% on any target below 35% health. An extra execute mechanic that brings a significant amount of useful damage. Being good at execute is pretty much always a good thing, since the last 35% of any boss fight is the most important! |
Death Rot | - | Applies a debuff to any target hit by Death Coil and Epidemic, increasing the shadow damage you do against them by 1% for 10 seconds, stacking up to 10 times. Stacks twice if a proc of Sudden Doom is consumed. Relatively easy to keep up and a significant boost to our damage. Makes Epidemic is very useful in AoE scenarios since the debuff can be applied easily to all targets. |
Festermight | FM | Increases your strength by 1% for 20 seconds every time you consume a Festering Wound, stacking up to 20 times. The buff is fixed in duration, meaning any subsequent applications only increases the stack count, not the remaining duration. This creates these fixed 20-second strength windows where your strength builds up over time. This spell is most powerful in Mythic+ and AoE, where we can quickly build up a significant amount of stacks. |
Ghoulish Frenzy | GF | Provides a 6/10% attack speed and damage boost to you and your primary pet whenever you use Dark Transformation. The duration of this buff lasts for as long as Dark Transformation is up, synergizing well with Eternal Agony. Only the damage that originates from you and your main pet is buffed, not that from any of your other minions. |
Army of the Damned | AotDamned | Reduces the cooldown of Apocalypse to 45 seconds, as well as decreases the cooldown of Army of the Dead by 5 seconds every time we use a Death Coil or Epidemic. Effectively makes Army of the Dead a 3-minute cooldown in ideal scenarios, enabling us to combine it with our other cooldowns for a big 3-minute burst window. |
Morbidity | Morb | Increases the damage your enemies take from you by 1/2% for every disease you have active on them. Synergizes well with Unholy Blight and Superstrain that will provide an overall 4/8% damage buff whenever they are all active. |
Unholy Aura | - | Increases the damage your nearby enemies take from your minions by 10/20%. Works in an 8-yard radius around you. |
Superstrain | - | Makes Outbreak and Unholy Blight also apply Frost Fever and Blood Plague at 80% effectiveness. They deal 80% of their full damage, as well as granting 80% of the Runic Power and 80% of the healing effect. |
Commander of the Dead | - | Increases your Apocalypse, Army of the Dead and Summon Gargoyle damage by 35% for 30 seconds when you use Dark Transformation. The minions do not need to be active when you use Dark Transformation and can gain the buff if summoned later. |
Changelog
- 22 Apr. 2024: Reviewed for Season 4.
- 20 Mar. 2024: Reviewed for Patch 10.2.6.
- 15 Jan. 2024: Reviewed for Patch 10.2.5.
- 06 Nov. 2023: Updated for Patch 10.2.
- 04 Sep. 2023: Reviewed for Patch 10.1.7
- 10 Jul. 2023: Reviewed for Patch 10.1.5.
- 01 May 2023: Reviewed for Patch 10.1.
- 30 Apr. 2023: Reviewed and Updated for patch 10.1.
- 20 Mar. 2023: Updated for Patch 10.0.7.
- 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 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.
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