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Table of Contents
Table of Contents
Unholy Death Knight Raid Boss Tips Guide
Welcome to the Unholy Death Knight Guide, updated for World of Warcraft Legion Patch 7.2.5! This guide is currently updated and maintained by
, who has been a raider in various DPS capacities for 9 years, and is currently 3/9 Mythic Tomb of Sargeras. You can also find him on
, or at his
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Rotation & Abilities
Macros & Addons
General Mythic+ Tips and Tricks
can absorb damage from and negate several effects on many encounters, making
a very useful talent in nearly many forms of content. Remember that damage
will grant you
, so try not to be capped. Effect applications that are
do not contribute to Runic Power gain.
Being an Unholy Death Knight is pretty straightforward. We have a decent damage mitigation ability in
, and can heal ourselves from hard hits using
Our typical talent builds don't vary much. If you want to use a particular build, you can use various legendary items to bolster your ability to deal damage in differing modes.
If you take the
talent, you will not be able to hit the Fel Explosives spawned during
, with or without
Death and Decay
Offers the most leeway in combinations of Legendaries and Tier pieces of the three spec options, with no highly recommended Legendary options blocking tier slots (With the exception of
, which is not mandatory.
This spec is good for either Mythic 10+ Third Affix, offering respectable damage depending on your choice of legendaries in all damage from single target, to multi to cleave.
Blocks the Shoulder slot for Tier when using required Legendary
This spec is best on
, but can be modified via legendaries to perform moderately well on
as well. Will still be the weakest of the three in general for
Blocks access to the Helm slot for Tier, requiring
This setup is strongest on
of the three recommended setups, but performs the poorest of the three on bosses in
, even with legendaries oriented towards single target damage.
The Instructor's Fourth Lesson
Soul of the Deathlord
. (You can swap Talents to Bursting Sores and use the Bracers to achieve similar, but spikier and less reliable damage to the Ring)
Legendaries, How Do They Work?
Rather than focusing on a standard legendary setup, your choice of legendary can vary greatly depending on the level and type of content you are doing. While optimal raiding legendaries are relatively standard (Even though there are different available setups for a variety of situations), Legendary choice in Mythic+ is variegated in scope.
I'll break the most useful legendaries down into Single Target, Multi-Target and Defensive, as well as which affixes they match well with. The standard legendaries that are necessary for each spec will still apply, but you can use the following breakdown as a helpful guideline into which legendaries will help you to accomplish your goals best in tandem with whichever ones are absolutely necessary to use. Note that as a Death Knight, most of the affixes mean very little to us other than "Do more of this type of damage", so this part of the guide will focus mainly on that.
: Works well with all builds, offering tremendously increased single target damage, as well as a 5 second stun on what is essentially a 40 second cooldown. Extremely strong on
The Instructor's Fourth Lesson
: Very strong single-target oriented legendary. Great for
Soul of the Deathlord
: Excellent AOE oriented Legendary, with powerful applications on
. When used in tandem with
The Instructor's Fourth Lesson
, turns Soul Reaper into a very strong jack of all trades setup, allowing you to use any combination of tier pieces of your choice, while dealing respectable damage in both single target and AOE.
Kil'jaeden's Burning Wish
: Very much the same as Soul of the Deathlord above, just with Strength for flavor, and a cooldown.
: The Cape Formerly Known as Acherus' Disappointment, this legendary is actually very useful on
, it can either absorb the damage dealt after the dot is applied (granting Runic power and healing), or be used in tandem with the
talent to grant you a 20 second
that completely prevents the application of the
debuff. (Can be really nice, but can result in you watching your entire group slowly die from the massive dot after a successful over-pull... or just a large pull where everyone AOE'd like it was their job.)
Prydaz, Xavaric's Magnum Opus
: Very straightforward, this just shields you from a lot of damage. Particularly useful on
Common Sense Tips
If you get stunned,
can help you get out of it. (Most of the time. There are exceptions)
breaks Roots as well as Slows. Keep this in mind.
There are some unavoidable hard hits that come from bosses, keep yourself healthy with
if you take a hard knock.
is a reliable method of proccing
on cooldown. Remember that the cooldown of
is shorter than the cooldown of
, so you'll want to save the spell to proc the effect properly, if you are using Sephuz.
Crashing Comet can be fully absorbed by
, and the dot damage effect negated. (This can really reduce strain on your healers as you completely remove the 1M/2s dot from the equation.)
The instant damage of
can be reduced or even negated by
, and the dot damage effect negated. (However, it's easier just to hide behind a pillar.) On Mythic, the damage from the Pillars can be negated as well.
Icebound Fortitude can be helpful during Infernal Burning on Mythic difficulty.
will absorb damage and prevent Torment gain while afflicted with
. This is also true if you find yourself inside a zone of
(possibly due to a raid member standing on or too close to the exit point of the cage zone.
Using your pet's
to move it between bosses can help with pet uptime.
On Mythic difficulty, the adds are susceptible to
Chains of Ice
. If you are fixated by an add, using Chains of Ice to slow its progress will give you more room to maneuver. They cannot be stunned, however, even with the effect of
can prevent the application of the
debuff from all sources, including Drenching Waters.
can be interrupted with
ed while casting their jump to interrupt it, but they will begin jumping again immediately after.
can negate the application of
when soaking another player's
Mythic Information Forthcoming.
Sisters of the Moon
There are very few, if any, mechanics on Sisters of the Moon that require special advice.
On Mythic, don't dawdle when crossing the moon line. This will cause multiple Astral Purges to fire.
Rapid Shot, however, can be absorbed with
. Take a tick or two before casting
, and healers can heal you up while the shield is active.
applications can be prevented with
Untested: It may be possible to prevent being forced into the Spirit Realm via
Spear of Anguish
. I would like to test this but have not had significant opportunity.
You are vulnerable to silencing on by the Tormented Cries, so be careful of their placement.
Maiden of Anguish
There's nothing you can usefully prevent here with
, but it can protect you from having the bombs applied to you in the event other people mess up the orbs.
Try not to be close to other people jumping in the pit with their bombs, as this can cause a cancellation that will send you plummeting to your demise.
If you aren't confident if your ability to grab orbs, stay on the rails in the floor to avoid picking up any.
You can tell the next orb that will drop based on the color of the swirl pattern on the floor. Be mindful of the colors, and don't stand on them continuously; Step in when an orb of the right color is about to drop, and step out immediately after, as the orb colors rotate randomly.
A fun fight, nearly every mechanic that can affect you is reductible by Anti-Magic Shell.
when struck by
, as this will allow you to move quickly out of the slowing field without taking very much damage.
is excellent against
. If you move to the limit of your
range, You can still deal some damage, negate the damage of
, and generate Runic Power in the process to continue attacking.
The damage of
Touch of Sargeras
is very weak when split amongst players, so don't bother using AMS on this, it is much better saved for
Kil'Jaeden, the Deceiver
will prevent the application of the debuff from soaking
. Be aware that the large version,
, deals physical damage, and will kill you instantly if you try to AMS it. Even Corpse Shield will not save you from the dot damage applied afterward.
AMS is also useful against the effects of
, shielding you against both the initial damage and the
that accompany it on Heroic difficulty and above.
is tremendously useful for getting into position for the
. As long as you are on or near the center of the platform, you will never be knocked off. (Obviously do not stand UNDER the singularity if it is in the center.)
If you have the
Item - Death Knight T20 Unholy 4P Bonus
, casting on the boss during intermission stages can help you bring down the cooldown of your Army significantly before
returns to the field.
In order to avoid the beams from the obelisks, make sure you are not standing in line with any of the spiky protrusions on top, as thee indicate the source and direction of the knockback beam.
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