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Blood Death Knight Overview
Welcome to the Blood Death Knight Guide Overview, updated for World of Warcraft Legion Patch 7.2.5! This guide is written by
creates videos on Youtube
and authors the
Protection Warrior Guide
. He has previously authored the Proving Grounds Tanking and Brewmaster Monk guides on Wowhead.
For more Death Knight discussion, visit their
, or ask our guide writers questions on
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Rotation & Abilities
Macros & Addons
Every race except for Pandaren can play a Death Knight.
Death Knights can use polearms, axes, maces, and swords.
Death Knights start off at level 55.
Iconic Blood Death Knight abilities:
: Each time you heal yourself with Death Strike, you gain 12% of the base amount healed as a Physical damage absorption shield. Also increases your attack power by 8%.
Death Knights are on the
Vanquisher Tier Token
sharing tier tokens with
Tier 19 set:
Two piece bonus:
Heart Strike and Marrowrend generate 10% increased Runic Power.
Four piece bonus:
Death Strike has a 25% chance to generate a Rune.
Tier 20 set:
Two piece bonus:
Blood Boil grants you Gravewarden for 10 sec, increasing your Versatility by 2,500.
Four piece bonus:
While Gravewarden is active, the cost of your Death Strike is reduced by 5 Runic Power.
Death Knights have the special mounts
They have the unique transmog set from their starter zone with an invisible belt.
They can equip the legendaries
: teaches Corpse Explosion. Sold by
in Acherus for .
They have a special zone
, which they can return to with
Special Class Hall Rewards
- Lets you mount in combat for 1 hour per day.
unlocks the ability to buy three undead whelpling pets:
Not sure what race to play? Below is a breakdown of each race for this spec among players with updated
. Data is updated once per week.
Blood Death Knight Video Guide
What makes Blood Special
Blood Death Knights learned quite a bit from the San'layn. Using their abilities to control their blood and harness the life force of their enemies to sustain themselves.
Blood Death Knights use Runes and Runic Power as a resource. Using abilities such as
to generate Runic Power and then spending it with
Mobility isn't the Death Knights' strong suit, but we do have
to help a bit in crucial times. Also,
helps us pull enemies closer so we don't have to chase them down.
The Blood Death Knight signature spells are
, which applies
. Using these spells and
allows them to mitigate damage and heal back the damage they have taken, making them more self-sufficient tanks.
is your main defensive cooldown. This increases your health as well as your healing received from all sources. You also have a unique defensive in
, which increases your parry chance and allows you to apply a second
so that you leech even more health from your targets.
is your strongest defensive cooldown overall, and is your last line of defense.
is your artifact weapon as a Blood Death Knight.
Death Knights gain 3 unique mounts to their class.
Blood Death Knights' biggest strengths are their self-healing and their utility, in the form of
What's new in Patch 7.2.5?
Blood Death Knights received major damage buffs and one small talent change in Patch 7.2.5. Defensively, the class has been in a relatively good place for a while, and hopefully its offensive performance will now catch up.
Here is a brief overview of the changes:
Damage of all abilities increased by 15%. Nothing wrong with that! In addition to the obvious damage increase, this will provide a modest increase to self-healing via Blood's built-in Leech.
damage increased by 10%. Great, and synergizes with
to provide more self-healing.
damage increased by 10%. More of the same! Once again, this will interact positively with
. What a time to be alive! Undead? Whatever.
replaced with new talent:
. Soulgorge was an awful talent and will not be missed. The new talent, on the other hand, could be really useful for situations in which you need to maintain a big defensive cooldown for a while. Pool Runic Power, use
, and start machine-gunning out
casts to keep it going. Should be great!
Blood Death Knights also received two new Legendaries in Patch 7.2.5, so here's a quick breakdown on them:
is a Legendary chest that doubles the damage and healing of
. This affix is really weak in single target, but grows in strength with the number of targets available. It requires that targets be alive for a while to get real value, but it is capable of a lot of extra damage and healing in large-scale, sustained AoE. Outside of those situations, it's a pretty weak Legendary.
is a new ring that is usable for all 3 specs. It provides
, effectively allowing the Death Knight to use
at the same time. There are situations in which this could be tremendously valuable, but it will probably be a middle-of-the-road option for most scenarios.
How to Use This Guide
Navigate between topics using the guide menu in the upper right hand of each specific guide page.
Follow the database links for more detailed information on spells and items. Our spell pages include many technical details as well as a log of changes for each data build and recent hotfixes.
If you import your character into Wowhead's
and Pin the character, you will get personalized gear recommendations when you browse the items database.
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: Updated video for Patch 7.2.5.
: Updated for Patch 7.2.5.
: Updated for Patch 7.2.
: Embedded a video guide into the page.
: Notes added for upcoming hotfixes.
: Added more information regarding buff to Blooddrinker.
: Added information regarding buff to Blooddrinker.
: Updated for Patch 7.1.5!
: This guide has been updated for 7.1, and the heading has been updated to reflect such (finally).
: Improved some language.
: Finally updated Bone Shield's damage reduction. D'oh! Updated the whole page.
: Noted Patch 7.1 change.
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