Blood
Frost
Unholy

No Points

Death Knight

31 Points Left

Chains of Ice

Active Ability

Shackles the target with frozen chains, reducing movement speed by 70% for 8 seconds.

Death Strike

Active Ability

Focuses dark power into a strike that deals Physical damage and heals you for a percentage of all damage taken in the last 5 seconds.

Granted by selecting Blood specialization

Raise Dead

Active Ability

Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time. Lasts 1 minute.

Mind Freeze

Active Ability

Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 3 seconds.

Anti-Magic Shelll

Active Ability

Surrounds you in an Anti-Magic Shell for 5 sec, absorbing a large amount of magic damage and preventing application of harmful magical effects. Damage absorbed generates Runic Power.

Improved Death and Decay [NNF]

Passive

Heart Strike hits 3 additional enemies while you remain in Death and Decay.

Icebound Fortitude

Active Ability

Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 30% for 8 seconds.

Blood Scent

Passive

Increases Leech by 3%.

0/2

Veteran of the Third War

Passive

Stamina increased by 10/20%.

Suppression

Passive

Increases Avoidance by 3%.

Brittle

Passive

Your diseases have a chance to weaken your enemy causing your attacks against them to deal 6% increased damage for 5 seconds.

Blinding Sleet

Active Ability

Targets in a cone in front of you are blinded, causing them to wander disoriented for 5 seconds. Damage may cancel the effect.

When Blinding Sleet ends, enemies are slowed by 50% for 6 seconds.

Permafrost

Passive

Your auto attack damage grants you an absorb shield equal to 40% of the damage dealt.

Death Pact

Active Ability

Create a death pact that heals you for 50% of your maximum health, but absorbs incoming healing equal to 30% of your max health for 15 seconds.

Wraith Walk

Active Ability

Embrace the power of the Shadowlands, removing all root effects and increasing your movement speed by 70% for 4 seconds. Taking any action cancels the effect.

While active, your movement speed cannot be reduced below 170%.

Sacrificial Pact

Active Ability

Sacrifice your ghoul to deal Shadow damage to all nearby enemies and heal for 25% of your maximum health. Deals reduced damage beyond 8 targets.

Unholy Ground

Passive

Gain 5% Haste while you remain within your Death and Decay.

0/2

Merciless Strikes

Passive

Increases Critical Strike chance by 2/4%.

Requires at least 8 Death Knight Points

Anti-Magic Zone

Active Ability

Places an Anti-Magic Zone that reduces spell damage taken by party or raid members by 20%. The Anti-Magic Zone lasts for 8 sec or until it absorbs a large amount of damage.

Requires at least 8 Death Knight Points

0/2

Might of Thassarian

Passive

Increases Strength by 2/4%.

Requires at least 8 Death Knight Points

Proliferating Chill

Passive

Chains of Ice affects 1 additional nearby enemy.

Requires at least 8 Death Knight Points

Runic Empowerment

Passive

Each Runic Power you spend has a 2% chance to instantly grant you a Rune.

Mutually exlusive with Runic Corruption

Requires at least 8 Death Knight Points

Runic Corruption

Passive

Each Runic Power you spend has a 1.6% chance to increase your Rune regeneration rate by 100% for 3 seconds.

Mutually exlusive with Runic Empowerment

Requires at least 8 Death Knight Points

Anticipation

Passive

Successfully interrupting an enemy with Mind Freeze grants 10 Runic Power and reduces its cooldown by 3 seconds.

Requires at least 8 Death Knight Points

Asphyxiate

Active Ability

Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 5 seconds.

Requires at least 8 Death Knight Points

Death's Advance

Active Ability

For 8 sec, your movement speed is increased by 30%, you cannot be slowed below 100% of normal speed, and you are immune to forced movement effects and knockbacks.

Passive: You cannot be slowed below 70% of normal speed.

Requires at least 8 Death Knight Points

Anti-Magic Barrier

Passive

Reduces the cooldown of Anti-Magic Shell by 20 sec and increases its duration and amount absorbed by 40%.

Requires at least 8 Death Knight Points

Control Undead

Active Ability

Dominates the target undead creature up to level 61, forcing it to do your bidding for 5 minutes.

Requires at least 8 Death Knight Points

Death's Reach

Passive

Increases the range of Death Grip by 10 yds.

Killing an enemy that yields experience or honor resets the cooldown of Death Grip.

Mutually exlusive with Grip of the Dead

Requires at least 8 Death Knight Points

Grip of the Dead

Passive

Death and Decay reduces the movement speed of enemies within its area by 90%, decaying by 10% every seconds.

Mutually exlusive with Death's Reach

Requires at least 8 Death Knight Points

Enfeeble

Passive

Your ghoul’s attacks have a chance to apply Enfeeble, reducing the target’s movement speed by 30% and the damage they deal to you by 15% for 6 seconds.

Requires at least 8 Death Knight Points

Acclimation

Passive

Icebound Fortitude's cooldown is reduced by 60 seconds.

Requires at least 8 Death Knight Points

Assimilation

Passive

The amount absorbed by Anti-Magic Zone is increased by 10% and grants up to 100 Runic Power based on the amount absorbed.

Requires at least 8 Death Knight Points

Lichborne

Active Ability

Draw upon unholy energy to become Undead for 10 sec, increasing Leech by 10%, and making you immune to Charm, Fear, and Sleep.

Requires at least 8 Death Knight Points

0/3

Icy Talons

Passive

Your Runic Power spending abilities increase your melee attack speed by 2/4/6% for 6 sec, stacking up to 3 times.

Requires at least 20 Death Knight Points

Horn of Winter

Active Ability

Blow the Horn of Winter, gaining 2 Runes and generating 25 Runic Power.

Requires at least 20 Death Knight Points

0/3

Improved Death Strike [NNF]

Passive

Death Strike's cost is reduced by 10, and its healing is increased by 3/6/10%.

Requires at least 20 Death Knight Points

Will of the Necropolis

Passive

Damage taken below 30% Health is reduced by 30%.

Requires at least 20 Death Knight Points

0/3

Unholy Bond

Passive

Increases the effectiveness of your Runeforge effects by 10/20/30%.

Requires at least 20 Death Knight Points

Runic Attenuation

Passive

Auto attacks have a chance to generate 5 Runic Power.

Requires at least 20 Death Knight Points

Rune Mastery

Passive

Consuming a Rune has a chance to increase your Strength by 6% for 6 seconds.

Requires at least 20 Death Knight Points

Blood Draw

Passive

When you fall below 30% health you drain health from nearby enemies. Can only occur every 3 minutes.

Requires at least 20 Death Knight Points

Death's Echo

Passive

Death's Advance, Death and Decay, and Death Grip have 1 additional charge.

Requires at least 20 Death Knight Points

Empower Rune Weapon

Active Ability

Empower your rune weapon, gaining 15% Haste and generating 1 Rune and 5 Runic Power instantly and every 5 sec for 20 seconds.

Requires at least 20 Death Knight Points

Abomination Limb

Active Ability

Sprout an additional limb, dealing Shadow damage over 12 sec to all nearby enemies. Deals reduced damage beyond 5 targets. Every 1 sec, an enemy is pulled to your location if they are further than 8 yds from you. The same enemy can only be pulled once every 4 seconds.

Gain Runic Corruption instantly, and again every 6 seconds.

Requires at least 20 Death Knight Points

Soul Reaper

Active Ability

Strike an enemy for Shadowfrost damage and afflict the enemy with Soul Reaper.

After 5 sec, if the target is below 35% health this effect will explode dealing additional Shadowfrost damage to the target. If the enemy that yields experience or honor dies while afflicted by Soul Reaper, gain Runic Corruption.

Requires at least 20 Death Knight Points

No Points

Blood

30 Points Left

Heart Strike

Active Ability

Instantly strike the target and 1 other nearby enemy, causing Physical damage, and reducing enemies' movement speed by 20% for 8 sec.

Marrowrend

Active Ability

Smash the target, dealing Physical damage and generating 3 charges of Bone Shield.

Blood Boil

Active Ability

Deals Shadow damage and infects all enemies within 10 yds with Blood Plague.

Blood Plague
A shadowy disease that drains health from the target over 24 sec.

Foul Bulwark

Passive

Each charge of Bone Shield increases your maximum health by 1%.

Crimson Scourge

Passive

Your auto attacks on targets infected with your Blood Plague have a chance to make your next Death and Decay cost no runes and reset its cooldown.

Improved Blood Boil [NNF]

Passive

Increases the maximum number of Blood Boil charges by 1.

0/2

Improved Bone Shield [NNF]

Passive

Bone Shield increases your Haste by 5/10%.

0/3

Improved Heart Strike [NNF]

Passive

Heart Strike damage increased by 10/20/30%.

0/3

Blood Fortification

Passive

Stamina increased by 10/20/30%.

Damage taken reduced by 3/6/10%.

Rune Tap

Active Ability

Reduces all damage taken by 20% for 4 sec.

Blood Tap

Active Ability

Consume the essence around you to generate 1 Rune.

Recharge time reduced by 2 sec whenever a Bone Shield charge is consumed.

Requires at least 8 Blood Points

Reinforced Bones

Passive

Increases Armor gained from Bone Shield by 10%.

Requires at least 8 Blood Points

Leeching Strike

Passive

Heart Strike heals you for 0.5% health for each enemy hit while affected by Blood Plague.

Requires at least 8 Blood Points

Vampiric Blood

Active Ability

Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 30% for 10 sec.

Requires at least 8 Blood Points

0/2

Hasty Bargain

Passive

When Crimson Scourge activates, you gain 3/6% Haste for 6 sec.

Requires at least 8 Blood Points

Death's Caress

Active Ability

6 sec cooldownInstant

Reach out with necrotic tendrils, dealing Shadow damage and applying Blood Plague to your target and generating 2 Bone Shield charges.

Blood Plague
A shadowy disease that drains health from the target over 24 sec.

Requires at least 8 Blood Points

Blooddrinker

Active Ability

Drains health from the target over 3 sec.

You can move, parry, dodge, and use defensive abilities while channeling this ability.

Mutually exlusive with Consumption

Requires at least 8 Blood Points

Consumption

Active Ability

Strikes all enemies in front of you with a hungering attack that deals Physical damage and heals you for 150% of that damage. Deals reduced damage beyond 8 targets.

Mutually exlusive with Blooddrinker

Requires at least 8 Blood Points

Mark of Blood

Active Ability

Places a Mark of Blood on an enemy for 15 sec. The enemy's damaging auto attacks will also heal their victim for 3% of the victim's maximum health.

Mutually exlusive with Tombstone

Requires at least 8 Blood Points

Tombstone

Active Ability

Consume up to 5 Bone Shield charges. For each charge consumed, you gain 6 Runic Power and absorb damage equal to 6% of your maximum health for 8 sec.

Mutually exlusive with Mark of Blood

Requires at least 8 Blood Points

Voracious

Passive

Death Strike's healing is increased by 20% and grants you 15% Leech for 8 sec.

Mutually exlusive with Bloodworms

Requires at least 8 Blood Points

Bloodworms

Passive

Your auto attacks have a chance to summon a Bloodworm.

Bloodworms deal minor damage to your target for 15 sec and then burst, healing you for 15% of your missing health.

If you drop below 50% health, your Bloodworms will immediately burst and heal you.

Mutually exlusive with Voracious

Requires at least 8 Blood Points

Relish in Blood

Passive

While Crimson Scourge is active, your next Death and Decay heals you for a small amount of health per Bone Shield charge and you immediately gain 10 Runic Power.

Requires at least 8 Blood Points

Ossuary

Passive

While you have at least 5 Bone Shield charges, the cost of Death Strike is reduced by 5 Runic Power.

Additionally, your maximum Runic Power is increased by 10.

Requires at least 8 Blood Points

0/2

Improved Vampiric Blood [NNF]

Passive

Increases all healing and absorbs by 5/10% and duration by 2/4 sec.

Requires at least 8 Blood Points

0/2

Hemostasis

Passive

Each enemy hit by Blood Boil increases the damage and healing done by your next Death Strike by 4/8%, stacking up to 5 times.

Requires at least 8 Blood Points

0/2

Heartbreaker

Passive

Heart Strike generates 1/2 additional Runic Power per target hit.

Requires at least 8 Blood Points

Rapid Decomposition

Passive

Your Blood Plague and Death and Decay deal damage 15% more often.

Additionally, your Blood Plague leeches 50% more Health.

Requires at least 20 Blood Points

Dancing Rune Weapon

Active Ability

Summons a rune weapon for 8 sec that mirrors your melee attacks and bolsters your defenses.

While active, you gain 40% parry chance.

Requires at least 20 Blood Points

Gorefiend's Grasp

Active Ability

Shadowy tendrils coil around all enemies within 15 yards of a hostile or friendly target, pulling them to the target's location.

Requires at least 20 Blood Points

0/2

Shattering Bone

Passive

When Bone Shield is consumed it shatters dealing damage to nearby enemies. This damage is tripled to enemies affected by Death and Decay.

[sic]

Requires at least 20 Blood Points

0/2

Heartrend

Passive

Heart Strike has a chance to reduce the Runic Power cost of your next Death Strike by 10 and deal an additional 20/40% damage based on your missing health.

Requires at least 20 Blood Points

Crimson Rune Weapon

Passive

Dancing Rune Weapon generates 5 Bone Shield Charges and whenever a charge of Bone Shield is consumed, the cooldown Dancing Rune Weapon is reduced by 5 sec.

Requires at least 20 Blood Points

0/2

Tightening Grasp

Passive

Enemies hit by Gorefiend's Grasp take 5/10% increased damage from you for 15 sec.

Additionally, reduces the cooldown on Gorefiend's Grasp by 30 sec.

Requires at least 20 Blood Points

0/2

Red Thirst

Passive

Reduces the cooldown on Vampiric Blood by 1/2 sec per 10 Runic Power spent.

Requires at least 20 Blood Points

Bonestorm

Active Ability

A whirl of bone and gore batters all nearby enemies, dealing Shadow damage every 1 sec, and healing you for 3% of your maximum health every time it deals damage (up to 15%). Lasts 1 sec per 10 Runic Power spent. Deals reduced damage beyond 8 targets.

Requires at least 20 Blood Points

Everlasting Bond

Passive

Summons 1 additional copy of Dancing Rune Weapon.

Additionally, each rune spent increases its duration by 0.5 sec.

Requires at least 20 Blood Points

Purgatory

Passive

An unholy pact that prevents fatal damage, instead absorbing incoming healing equal to the damage prevented, lasting 3 sec.0

If any healing absorption remains when this effect expires, you will die. This effect may only occur every 4 minutes.

Requires at least 20 Blood Points

Unquenchable Thirst

Passive

While Vampiric Blood is active store a portion of of your Death Strike healing. When Vampiric Blood expires splatter nearby enemies dealing 100% of the stored healing as Shadow damage.

Requires at least 20 Blood Points

Baseline Abilities

All maximum level Death Knights will have access to these abilities.

They are earned through leveling and do not require you to spend talent points to have them.

Dark Command

Active Ability

Command the target to attack you.

Death and Decay

Active Ability

Corrupts the targeted ground, causing Shadow damage over 10 sec to targets within the area.

Death Coil

Active Ability

Fires a blast of unholy energy at the target, causing Shadow damage to an enemy or healing an Undead ally for health.

Death Gate

Active Ability

Opens a gate which you can use to return to Ebon Hold.

Using a Death Gate while in Ebon Hold will return you back to near your departure point.

Death Grip

Active Ability

Harnesses the energy that surrounds and binds all matter, drawing the target toward you.

On a Pale Horse

Passive

You are as hard to stop as death itself, increasing your mounted speed by 20%.

Path of Frost

Active Ability

Activates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water.

Usable while mounted, but being attacked or damaged will cancel the effect.

Rune Strike

Active Ability

Strike the target for Physical damage. This attack cannot be dodged, blocked, or parried.

Runeforging

Skill

Allows the Death Knight to emblazon their weapon with runes.

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