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{{Classnav}}
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{{npcbox
 
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|name=Viscidus
 
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|image=Viscidus.jpg
 
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|level=??
 
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|health=410,000
 
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|money={{cost|70}}
 
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|type=Boss
 
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|faction=Combat
 
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|race=Ooze
 
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|creature=Uncategorized
 
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|location=[[Temple of Ahn'Qiraj]]
 
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}}
 
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{{AQ40}}
 
   
  +
Death Knight abilities use either runes (as part of the [[rune system]]) or [[runic power]] and are divided into the trees of Frost, Blood and Unholy.
−
'''Viscidus''' is an optional boss in the [[Temple of Ahn'Qiraj]], a giant slime that can be accessed after the death of [[Fankriss the Unyielding]]. This boss requires a high Nature Resistance as it uses AoE poison bolts which have direct damage along with DoTs. He resets if taken outside his room, much like the bosses in [[Zul'Gurub]]. If you are about to wipe, run outside the room and you may be able to save your life.
 
   
  +
==Passive non-talent abilities==
−
==Abilities==
 
  +
In addition to [[racial traits]], all Death Knights start with the following '''passive''' abilities:
−
===Viscidus===
 
−
* Melees for around 1000 on a NR-geared tank. Hits very fast at first, but progressively slows down.
 
   
  +
{| class="darktable zebra"
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* Takes '''50% reduced damage''' from all attacks.
 
  +
!width="34px" | Icon !! width="130px" | Ability !! Description
  +
|-
  +
! [[Image:Spell DeathKnight BloodPlague.png|32px]] !! [[Blood Plague]]
  +
| A disease dealing X Shadow damage every 3 sec for 21 sec. Caused by Plague Strike and other abilities.
  +
|-
  +
! [[Image:Spell DeathKnight FrostFever.png|32px]] !! [[Frost Fever]]
  +
| A disease dealing X Frost damage every 3 sec and reducing the target's melee and ranged attack speed by 20% for 21 sec. Caused by Icy Touch and other spells.
  +
|-
  +
! [[Image:Ability Parry.png|32px]] !! [[Forceful Deflection]]
  +
| Increases your Parry Rating by 25% of your total Strength. (Removed with Patch 4.0.1, all tanking classes now get an increase to their parry rating of 27% of their total strength.)
  +
|-
  +
! [[Image:INV Weapon Hand 09.png|32px]] !! [[Runic Focus]]
  +
| Unlike most casters, a Death Knight's spells cause double damage on critical hits and their chance to hit is increased by 9%. Spells are all Death Knight abilities that are not direct weapon strikes.
  +
|}
   
  +
Frost Fever and Blood Plague are [[DoT]]s that [[proc]] from certain abilities, while Forceful Deflection and Runic Focus are passive [[attributes|stat]] modificators.
−
* '''Poison Shock:''' AoE Nature attack for ~1200 Nature damage every 10 seconds or so. Poison Shock has a radius of 15 yards, so be very careful to stay away when not trying to shatter him once frozen.
 
   
  +
==Trainable abilities==
−
* '''Poison Volley''': AoE spell cast every 10 seconds that hits for ~1500 resistable Nature damage on hit and will apply a dispellable DoT that does ~500 Nature damage every 2 second for 10 seconds. Similar to [[Three Bugs|Lord Kri]] and [[Princess Huhuran]]. This volley ignores LoS and has a range of 100 yards, therefore it is very difficult to avoid it. Nature Resist gear can greatly mitigate the direct damage, but the DoT is unresistable and therefore highly lethal. Poison curing must be set up for the raid so that no one is hit by more than one tick of the DoT.
 
  +
{| class="darktable zebra sortable"
  +
!width="34px" | Icon !! width="150px" | Ability !! width="50px" | Min Level !! width="50px" | Range !! width="60px"| Tree !! Description
   
  +
|- align="center"
−
* '''Toxin Clouds''': These are spewed out every 30-40 seconds. The cloud hits anyone inside it with ~1500 unresistable damage every 2 seconds and slows movement speed by 40%. Similar to [[Three Bugs|Lord Kri]]'s death cloud. A single bolt will predate the Toxin Cloud (it is the only time Viscidus spits on a single target), so move away asap from the landing point of that single bolt. The clouds look fairly small, but their damage radius is larger than their graphic so beware!
 
  +
! [[Image:Spell DeathKnight FrostPresence.png|32px]] !! [[Frost Presence]]
  +
| Starts with
  +
| Self only
  +
| Frost
  +
| Strengthens you with the presence of Frost, increasing damage by 10% and increasing Runic Power generation by 10%. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
   
  +
|- align="center"
−
===The Three Frost Stages===
 
  +
! [[Image:Spell DeathKnight DeathStrike.png|32px]] !! [[Blood Strike]]
−
Viscidus must be slowed by Frost attacks in order to defeat him. Frostbolt, Frost Shock, and Frost wands count toward this objective. The strength of the Frost attack doesn't matter, only the number of hits, so use the fastest Frost abilities possible. (Rank 1 Frostbolt and fast Frost wands)
 
  +
| Starts with
  +
| Melee
  +
| Blood
  +
| Instantly strikes the enemy, causing 80% weapon damage plus X. Damage is increased by 12.5% for each of your diseases on the target.
   
  +
|- align="center"
−
* "Viscidus begins to slow." - Movement and attack speed reduced by 15%.
 
  +
! [[Image:Spell Shadow DeathCoil.png|32px]] !! [[Death Coil (death knight ability)]]
  +
| Starts with
  +
| Enemy: 30 yards
  +
Friendly: 40 yards
  +
| Unholy
  +
| Fire a blast of unholy energy, causing X Shadow damage to an enemy target or healing Y damage on a friendly Undead target.
   
  +
|- align="center"
−
* "Viscidus begins to freeze." - Movement and attack speed reduced by 30%.
 
  +
! [[Image:Spell DeathKnight Strangulate.png|32px]] !! [[Death Grip]]
  +
| Starts with
  +
| 30 yards
  +
| Unholy
  +
| Harness the unholy energy that surrounds and binds all matter, drawing the target toward the death knight and forcing the enemy to attack the death knight for 3 sec.
   
  +
|- align="center"
−
* "Viscidus is frozen solid." - Movement and attacks cease completely. At this point the raid must switch to melee attacks to shatter him.
 
  +
! [[Image:Spell DeathKnight IceTouch.png|32px]] !! [[Icy Touch]]
  +
| Starts with
  +
| 20 yards
  +
| Frost
  +
| Chills the target for X Frost damage and infects them with Frost Fever, a disease that deals periodic damage and reduces melee and ranged attack speed by 20% for 21 sec.
   
  +
|- align="center"
−
===The Three Melee Stages===
 
  +
! [[Image:Spell DeathKnight EmpowerRuneBlade.png|32px]] !! [[Plague Strike]]
−
Once Viscidus is frozen he must be shattered. This needs to happen very quickly or he will thaw out and continue attacking the raid.
 
  +
| Starts with
  +
| Melee
  +
| Unholy
  +
| A vicious strike that deals 100% weapon damage plus X and infects the target with Blood Plague, a disease dealing Shadow damage over time.
   
  +
|- align="center"
−
* "Viscidus begins to crack." - Continue melee attacks.
 
  +
! [[Image:Spell DeathKnight SummonDeathCharger.png|32px]] !! [[Acherus Deathcharger (ability)]]
  +
| 55*
  +
| Self only
  +
| N/A
  +
| Summons and dismisses your rideable Acherus [[Deathcharger]]. This is a very fast mount.<br/> *Rewarded from [[Quest:Into the Realm of Shadows]].
   
  +
|- align="center"
−
* "Viscidus looks ready to shatter." - Continue melee attacks.
 
  +
! [[Image:Spell Arcane TeleportUnderCity.png|32px]] !! [[Death Gate]]
  +
| 55*
  +
| Self only
  +
| Unholy
  +
| Opens a gate which the Death Knight can use to return to Ebon Hold.<br/> *Rewarded from [[Quest:The Light of Dawn]].
   
  +
|- align="center"
−
* "Viscidus explodes." - Viscidus shatters into multiple small "Globs of Viscidus" in a circle around the room. These Globs will begin to move towards the center of the room, slow at first, but continuously and steadily gathering speed. Once they reach the center, Viscidus will be reformed.
 
  +
! [[Image:Spell DeathKnight Butcher2.png|32px]] !! [[Death Strike]]
  +
| 56
  +
| Melee
  +
| Blood
  +
| A deadly attack that deals 150% weapon damage plus X, healing you for 20% of the damage you have sustained during the preceding 5 sec (minimum of at least 7% of your maximum health).
   
  +
|- align="center"
−
===Globs of Viscidus===
 
  +
! [[Image:Spell Shadow PlagueCloud.png|32px]] !! [[Pestilence]]
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* Every time Viscidus is shattered, he splits into 1-20 Globs of Viscidus - each one representing 5% of his total HP. If he is below 5% when shattered, he will die. Each glob takes 10-15k damage to kill.
 
  +
| 56
  +
| Melee
  +
| Blood
  +
| Spreads existing Blood Plague and Frost Fever infections from your target to all other enemies within 10 yards. Diseases spread this way deal 50% of normal damage.
   
  +
|- align="center"
−
* Globs must be assist trained to death, as DPSing one has no effect unless it is killed. Globs cannot be slowed or stunned so you must DPS fast and hard.
 
  +
! [[Image:Spell Shadow AnimateDead.png|32px]] !! [[Raise Dead (death knight ability)]]
  +
| 56
  +
| Self only
  +
| Unholy
  +
| Raises a [[Ghoul guardian|Ghoul]] to fight by your side. You can have a maximum of one Ghoul at a time. Lasts 1 min.
   
  +
|- align="center"
−
===Transition Aggro===
 
  +
! [[Image:Spell DeathKnight BloodPresence.png|32px]] !! [[Blood Presence]]
−
* Viscidus has a nasty tendency to aggro someone right as he reforms and run off after them. Since he is not chilled at all at this point, and he is untauntable, it is very difficult for the MT to catch up and get him back. Unless he is picked up and tanked very quickly, he will likely run around killing healers until the raid wipes. There are various theories as to what makes this happen, but it sometimes seems as mysterious as Onyxia's Deep Breath.
 
  +
| 57
  +
| Self only
  +
| Blood
  +
| You assume the presence of Blood, increasing Stamina by 8%, armor contribution from cloth, leather, mail and plate items by 30%, and reducing damage taken by 8%. Increases threat generated. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
   
  +
|- align="center"
−
# Some people say that DPSing blobs without killing them (especially with AoEs and Multishot) causes transition aggro. This seems rather unlikely, as healers get transition aggro as often as DPSers.
 
  +
! [[Image:Spell DeathKnight MindFreeze.png|32px]] !! [[Mind Freeze]]
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# Some people say that players standing too far away from Viscidus will pull aggro. In any case, it is not a good idea to run out of the room too early after a transition; if he aggroes someone out of the room he will instantly reset to 100%.
 
  +
| 57
−
# Some people say that Viscidus has a limited-radius aggro wipe, or an aggro wipe on a limited number of the closest players, and that the players standing further away from him should not do any healing or curing for 5 seconds during each transition.
 
  +
| Melee
  +
| Frost
  +
| Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec.
   
  +
|- align="center"
−
==Strategy==
 
  +
! [[Image:Spell DeathKnight BloodBoil.png|32px]] !! [[Blood Boil]]
−
Ideally, all raid should drink a NR potion 2 minutes before starting, so the cooldown fades. Then, refresh NR potion on every chance. Aim for enough dps to kill your assigned Glob, and then balance stamina with NR equipment. Low stats due to wearing green NR armor may not be the best to stand NR damage. If your raid uses CT_RaidAssist, the raid leader can check the NR resistance, and the number of NR potions on each member. Once you master the encounter, you may try drinking a pot only when you are low on hp.
 
  +
| 58
  +
| 10 yards
  +
| Blood
  +
| Boils the blood of all enemies within 10 yards, dealing X Shadow damage. Deals additional damage to targets infected with Blood Plague or Frost Fever.
   
  +
|- align="center"
−
Beware of the single bolt: it announces the landing point of a toxin cloud, which drains health real fast. There is an addon called [http://www.curse-gaming.com/en/wow/addons-4174-1-viscidus-raid-warning.html Viscidus Raid Warning] to whisper people suffering Toxin Cloud.
 
  +
! [[Image:Spell Frost ChainsOfIce.png|32px]] !! [[Chains of Ice]]
  +
| 58
  +
| 20 yards
  +
| Frost
  +
| Shackles the target with frozen chains, reducing movement speed by 60% for 8 sec. Also infects the target with Frost Fever.
   
  +
|- align="center"
−
Viscidus is vulnerable to '''Frost''' (spells/abilities and Frost damage), therefore mages are at a premium for this fight. Warlocks equipped with a Frost damage wand , eg, [[Wand of Biting Cold]](usually 1.5 sec) will be nearly as effective as a mage (1 sec casting on rank 1 frostbolt with improved frostbolt still faces the 1.5 sec universal cooldown).
 
  +
! [[Image:Spell Shadow SoulLeech 3.png|32px]] !! [[Strangulate]]
  +
| 59
  +
| 30 yards
  +
| Blood
  +
| Strangulates an enemy, silencing them for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec.
   
  +
|- align="center"
−
The raid is required to get as many frost attacks into Viscidus as possible so that he will go through his several emotes and freeze. After he is frozen, a number of melee attacks must be done to shatter him into 20 or so small blobs. The raid must then kill these blobs in order to reduce Viscidus' health.
 
  +
! [[Image:Spell Shadow DeathAndDecay.png|32px]] !! [[Death and Decay (death knight ability)]]
  +
| 60
  +
| 30 yards
  +
| Unholy
  +
| Corrupts the ground targeted by the Death Knight, causing X Shadow damage every sec that targets remain in the area for 10 sec. This ability produces a high amount of threat.
   
  +
|- align="center"
−
The triggering for his normal state into frozen seems to be a hitcounter of ~200 '''Frost''' based attacks/spells/abilities.
 
  +
! [[Image:Spell DeathKnight ClassIcon.png|32px]] !! [[Obliterate]]
  +
| 61
  +
| Melee
  +
| Frost
  +
| A brutal instant attack that deals 150% weapon damage plus X. Total damage is increased by 12.5% for each of your diseases on the target.
   
  +
|- align="center"
−
The triggering for him to shatter once frozen seems to be a hitcounter of ~75 (in 1.12) melee hits, regardless of damage. Caster DPS should melee too.
 
  +
! [[Image:Spell DeathKnight PathOfFrost.png|32px]] !! [[Path of Frost]]
  +
| 61
  +
| 50 yards
  +
| Frost
  +
| Your freezing aura creates ice beneath your feet, allowing party or raid within 50 yards to walk on water for 10 min. Works while mounted, but being attacked or receiving damage will cancel the effect.
   
  +
|- align="center"
−
All stages have a 15 second time-limit, so if you fail to reach the next stage after that he reverts to his previous one. Time is of the essence. Once people start dying, the fight goes down hill. Killing Viscidus should take around 4 freezing phases to accomplish. Therefore, longevity is the key along with poison cleansing abilities. Mages and Druids are key to this encounter. Shamans make the fight relatively easier for the Horde. There might be changes in 1.11 or future patches allowing weapons with +X-Y frost damage to count as (part of) the number of attacks needed. This would mean that Hurricane and other weapons would be very useful.
 
  +
! [[Image:Spell DeathKnight IceBoundFortitude.png|32px]] !! [[Icebound Fortitude]]
  +
| 62
  +
| Self only
  +
| Frost
  +
| The Death Knight freezes his/her blood to become immune to Stun effects and reduce all damage taken by 20% for 12 sec.<br/> (Tooltip does not state but this is usable while stunned.)
   
  +
|- align="center"
−
===Melee positioning===
 
  +
! [[Image:Spell DeathKnight BloodTap.png|32px]] !! [[Blood Tap]]
  +
| 64
  +
| Self only
  +
| Blood
  +
| Immediately activates a Blood Rune and converts it into a Death Rune for the next 20 sec. Death Runes count as a Blood, Frost or Unholy Rune.
   
  +
|- align="center"
−
Most guilds keep their melee players away from Viscidus so that they don't take poison damage. They have to stay at least 100 yards away to avoid damage. This can be accomplished either by standing on the staircase outside Viscidus' room or by standing inside Viscidus' room far off to one side. The difficulty with this strat is that meleers will take one or two poison volleys while running in and out, and someone has to be in range to depoison them. However, with proper depoisoning, meleers takes much less damage and may not even need to wear full NR.
 
  +
! [[Image:inv sword 61.png|32px]] !! [[Festering Strike]]
  +
| 64
  +
| Melee
  +
| Frost
  +
| An instant attack that deals 150% weapon damage plus X and increases the duration of your Blood Plague, Frost Fever, and Chains of Ice effects on the target by up to 6 sec.
   
  +
|- align="center"
−
The alternative is to have high-NR melee players in melee range of Viscidus, DPSing him at all times. This does a minimal amount of damage to Viscidus, but it does hurt him a bit. The advantage is that, with players moving around less, it is far easier to keep in range of shaman totems and of your Druids for depoison. The tradeoff is that you take more direct Poison damage (which is resistable), but hopefully you take less DoT damage (not resistable). You can also make use of [[Frost Oil]] to help freeze Viscidus.
 
  +
! [[Image:Spell Nature ShamanRage.png|32px]] !! [[Dark Command]]
  +
| 65
  +
| 30 yards
  +
| Blood
  +
| Commands the target to attack you, but has no effect if the target is already attacking you.
   
  +
|- align="center"
−
==Loot==
 
  +
! [[Image:INV Misc Horn 02.png|32px]] !! [[Horn of Winter]]
−
{{lootbox|[[Brood of Nozdormu set|Tier 2.5]] set pieces|Qiraji Bindings of Command|Qiraji Bindings of Dominance}}
 
  +
| 65
−
{{lootbox|Viscidus non-set loot|Gauntlets of Kalimdor|Gauntlets of the Righteous Champion|Idol of Health|Imperial Qiraji Armaments|Imperial Qiraji Regalia|Ring of the Qiraji Fury|Scarab Brooch|Sharpened Silithid Femur|Slime-coated Leggings}}
 
  +
| 45 yards
  +
| Frost
  +
| The Death Knight blows the Horn of Winter, which generates 10 runic power and increases total Strength and Agility of all party or raid members within 45 yards by X. Lasts 2 min.<br/> (This ability can still be used while under the effects of similar buffs to gain the runic power.)
   
  +
|- align="center"
−
== External links ==
 
  +
! [[Image:Spell Shadow DeathPact.png|32px]] !! [[Death Pact]]
−
{{elinks-NPC|15299|tb=958636}}
 
  +
| 66
−
*[[Image:Bosskillers.png|Bosskillers.com]] [http://www.bosskillers.com/cgi-bin/bbguild/index.cgi?action=bosspage&bossid=49 Bosskillers]
 
  +
| Self only
  +
| Blood
  +
| Sacrifices an undead minion, healing the Death Knight for 25% of his/her maximum health. This heal cannot be a critical.
   
  +
|- align="center"
−
==First 5 Viscidus Kills==
 
  +
! [[Image:Spell DeathKnight DarkConviction.png|32px]] !! [[Rune Strike]]
−
* Death and Taxes. Shattered Hand Alliance http://www.dtguilds.com
 
  +
| 67
−
* Immortality. Skullcrusher Alliance http://immortalityguild.com
 
  +
| Melee
−
* Nihilum. Magtheridon-EU Horde http://www.nihilum.co.uk
 
  +
| Frost
−
* Millenium. Archimonde-FR Alliance http://www.millenium-guilde.org
 
  +
| Strike the target for 180% weapon damage plus X. Only usable while in Blood Presence, or for 10 sec after the Death Knight dodges or parries. This attack can not be dodged, blocked, or parried and causes a high amount of threat.
−
* Impervious. Stormreaver Alliance http://www.impervious-guild.com
 
   
  +
|- align="center"
−
[[Category:Oozes]]
 
  +
! [[Image:Spell Shadow AntiMagicShell.png|32px]] !! [[Anti-Magic Shell]]
−
[[Category:Bosses]]
 
  +
| 68
−
[[Category:Instance:Temple of Ahn'Qiraj]]
 
  +
| Self only
−
[[Category:Uncategorized Creatures]]
 
  +
| Unholy
  +
| Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by harmful spells (up to a maximum of 50% of the Death Knight's health) and preventing application of harmful magical effects. Lasts 5 sec.
  +
  +
|- align="center"
  +
! [[Image:inv misc rune 10.png|32px]] !! [[Runic Empowerment]] (Passive)
  +
| 68
  +
| Self only
  +
| Frost
  +
| When you successfully use Death Coil, Frost Strike, or Rune Strike ability, you have a 45% chance to activate a random fully depleted rune.
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight UnholyPresence.png|32px]] !! [[Unholy Presence]]
  +
| 70
  +
| Self only
  +
| Unholy
  +
| You are infused with unholy fury, increasing attack speed and rune regeneration by 10%, and movement speed by 15%, and reducing the global cooldown on your abilities by 0.5 sec. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
  +
  +
|- align="center"
  +
! [[Image:spell shadow deadofnight.png|32px]] !! [[Raise Ally]]
  +
| 72
  +
| 30 yards
  +
| Unholy
  +
| Pours dark energy into a dead target, reuniting spirit and body to allow the target to reenter battle with 20% health and 20% mana.
  +
  +
|- align="center"
  +
! [[Image:INV Sword 62.png|32px]] !! [[Empower Rune Weapon]]
  +
| 75
  +
| Self only
  +
| Frost
  +
| Empower your rune weapon, immediately activating all your runes and generating 25 runic power.
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight ArmyOfTheDead.png|32px]] !! [[Army of the Dead]]
  +
| 80
  +
| Self only
  +
| Unholy
  +
| Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. While channelling Army of the Dead, the Death Knight takes less damage equal to his/her Dodge plus Parry chance.
  +
  +
|- align="center"
  +
! [[Image:spell deathvortex.png|32px]] !! [[Outbreak]]
  +
| 81
  +
| 30 yards
  +
| Unholy
  +
| Instantly applies Blood Plague and Frost Fever to the target enemy.
  +
  +
|- align="center"
  +
! [[Image:inv axe 96.png|32px]] !! [[Necrotic Strike]]
  +
| 83
  +
| Melee
  +
| Unholy
  +
| A vicious strike that deals 100% weapon damage and absorbs the next X healing received by the target. For 10 sec, or until the full amount of healing is absorbed, the target's casting time is increased by 30%.
  +
  +
|- align="center"
  +
! [[Image:spell holy consumemagic.png|32px]] !! [[Dark Simulacrum]]
  +
| 85
  +
| 40 yards
  +
| Blood
  +
| Places a dark ward on an enemy that persists for 8 sec, triggering when the enemy next spends mana on a spell, and allowing the Death Knight to unleash an exact duplicate of that spell. Against nonplayers, only absorbs some harmful spells.
  +
|}
  +
  +
==Talent-granted abilities==
  +
  +
===Blood===
  +
  +
{| class="darktable zebra sortable"
  +
!width="34px" | Icon !! width="130px" | Ability !! width="50px" | Min Points !! width="50px" | Range !! Description
  +
  +
|- align="center"
  +
! [[Image:inv weapon shortblade 40.png|32px]] !! [[Heart Strike]]
  +
| Blood Primary
  +
| Melee
  +
| Instantly strike the target and up to two additional nearby enemies, causing 175% weapon damage plus X on the primary target, with each additional enemy struck taking 25% less damage than the previous target. Damage dealt to each target is increased by an additional 15% for each of your diseases present.
  +
  +
|- align="center"
  +
! [[Image:ability deathknight boneshield.png|32px]] !! [[Bone Shield]]
  +
| Blood 10
  +
| Self only
  +
| Surrounds you with a barrier of whirling bones. The shield begins with 4 charges, and each damaging attack consumes a charge. While at least 1 charge remains, you take 20% less damage from all sources and deal 2% more damage with all attacks, spells and abilities. Lasts 5 min.
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight RuneTap.png|32px]] !! [[Rune Tap]]
  +
| Blood 20
  +
| Self only
  +
| Converts 1 [[Blood Rune]] into 10% of your maximum health.
  +
  +
|- align="center"
  +
! [[Image:Spell Shadow LifeDrain.png|32px]] !! [[Vampiric Blood]]
  +
| Blood 20
  +
| Self only
  +
| Temporarily grants the Death Knight 15% of maximum health and increases the amount of health generated through spells and effects by 25% for 10 sec. After the effect expires, the health is lost.
  +
  +
|- align="center"
  +
! [[Image:INV Sword 07.png|32px]] !! [[Dancing Rune Weapon]]
  +
| Blood 30
  +
| Self only
  +
| Summons a second rune weapon that fights on its own for 12 sec, doing the same attacks as the Death Knight but for 50% reduced damage. The rune weapon also assists in defense of its master, granting an additional 20% parry chance while active.
  +
|}
  +
  +
===Frost===
  +
  +
{| class="darktable zebra sortable"
  +
!width="34px" | Icon !! width="130px" | Ability !! width="50px" | Min Points !! width="50px" | Range !! Description
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight EmpowerRuneBlade2.png|32px]] !! [[Frost Strike]]
  +
| Frost Primary
  +
| Melee
  +
| Instantly strike the enemy, causing 130% weapon damage plus X as Frost damage.
  +
  +
|- align="center"
  +
! [[Image:Spell Shadow RaiseDead.png|32px]] !! [[Lichborne]]
  +
| Frost 5
  +
| Self only
  +
| Draw upon unholy energy to become undead for 10 sec. While undead, you are immune to Charm, Fear and Sleep effects.
  +
  +
|- align="center"
  +
! [[Image:ability deathknight pillaroffrost.png|32px]] !! [[Pillar of Frost]]
  +
| Frost 15
  +
| Self only
  +
| Calls upon the power of Frost to increase the Death Knight's Strength by 20%. Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movement such as knockbacks. Lasts 20 sec.
  +
  +
|- align="center"
  +
! [[Image:INV Staff 15.png|32px]] !! [[Hungering Cold]]
  +
| Frost 20
  +
| 10 yards
  +
| Purges the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 10 sec and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice.
  +
  +
|- align="center"
  +
! [[Image:Spell Frost ArcticWinds.png|32px]] !! [[Howling Blast]]
  +
| Frost 30
  +
| 20 yards
  +
| Blast the target with a frigid wind dealing X Frost damage to that foe, and Y Frost damage to all other enemies within 10 yards.
  +
|}
  +
  +
===Unholy===
  +
  +
{| class="darktable zebra sortable"
  +
!width="34px" | Icon !! width="130px" | Ability !! width="50px" | Min Points !! width="50px" | Range !! Description
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight ScourgeStrike.png|32px]] !! [[Scourge Strike]]
  +
| Unholy Primary
  +
| Melee
  +
| An unholy strike that deals 100% of weapon damage as Physical damage plus X. In addition, for each of your diseases on your target, you deal an additional 18% of the Physical damage done as Shadow damage.
  +
  +
|- align="center"
  +
! [[Image:spell shadow unholyfrenzy.png|32px]] !! [[Unholy Frenzy]]
  +
| Unholy 10
  +
| 30 yards
  +
| Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their melee and ranged haste by 20%, but causes them to lose health equal to 2% of their maximum health every 3 sec.
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight AntiMagicZone.png|32px]] !! [[Anti-Magic Zone]]
  +
| Unholy 20
  +
| Self only
  +
| Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%. The Anti-Magic Zone lasts for 10 sec or until it absorbs X spell damage.
  +
  +
|- align="center"
  +
! [[Image:achievement boss festergutrotface.png|32px]] !! [[Dark Transformation]]
  +
| Unholy 20
  +
| 100 yards
  +
| Consume 5 charges of Shadow Infusion on your Ghoul to transform it into a powerful undead monstrosity for 30 sec. The Ghoul's abilities are empowered and take on new functions while the transformation is active.
  +
  +
|- align="center"
  +
! [[Image:ability deathknight summongargoyle.png|32px]] !! [[Summon Gargoyle]]
  +
| Unholy 30
  +
| Self only
  +
| A Gargoyle flies into the area and bombards the target with Nature damage modified by the Death Knight's attack power. Persists for 30 sec.
  +
  +
|}
  +
  +
==Abilities by cost==
  +
[[File:FavorOfAcherus.jpg|thumb|A Death Knight firing up some hefty spellwork.]]
  +
[[File:Black Blood TCG.jpg|thumb|Many Death Knight-abilities infect the target with diseases.]]
  +
===Abilities without rune or runic power costs===
  +
{| class="darktable"
  +
! Untalented || Blood || Frost || Unholy
  +
|-
  +
|
  +
*[[Acherus Deathcharger (ability)]]
  +
*[[Blood Presence]]
  +
*[[Blood Tap]]
  +
*[[Dark Command]]
  +
*[[Death Grip]]
  +
*[[Empower Rune Weapon]]
  +
*[[Frost Presence]]
  +
*[[Horn of Winter]]
  +
*[[Raise Dead (death knight ability)]]
  +
*[[Outbreak]]
  +
*[[Unholy Presence]]
  +
|
  +
*[[Vampiric Blood]]
  +
|
  +
*[[Lichborne]]
  +
|
  +
*[[Unholy Frenzy]]
  +
  +
|}
  +
  +
===Single rune abilities===
  +
{| class="darktable"
  +
! Rune !! [[Image:Blood.png]] Blood || [[Image:Frost.png]] Frost || [[Image:Unholy.png]] Unholy
  +
|- valign="center"
  +
! Untalented
  +
|
  +
*[[Blood Boil]]
  +
*[[Blood Strike]]
  +
*[[Pestilence]]
  +
*[[Strangulate]]
  +
|
  +
*[[Chains of Ice]]
  +
*[[Icy Touch]]
  +
*[[Path of Frost]]
  +
|
  +
*[[Death Gate]]
  +
*[[Death and Decay (death knight ability)]]
  +
*[[Plague Strike]]
  +
*[[Necrotic Strike]]
  +
|- valign="center" class="alt"
  +
! Talented
  +
|
  +
*[[Heart Strike]]
  +
*[[Rune Tap]]
  +
|
  +
*[[Howling Blast]]
  +
*[[Pillar of Frost]]
  +
|
  +
*[[Anti-Magic Zone]]
  +
*[[Bone Shield]] (Blood)
  +
*[[Dark Transformation]]
  +
*[[Scourge Strike]]
  +
|}
  +
  +
===Multi-rune abilities===
  +
{| class="darktable"
  +
! Cost !! [[Image:Blood.png]][[Image:Frost.png]] Blood + Frost || [[Image:Frost.png]][[Image:Unholy.png]] Frost + Unholy || [[Image:Blood.png]][[Image:Frost.png]][[Image:Unholy.png]] Blood + Frost + Unholy
  +
  +
|-
  +
! Talented !! No !! No !! No
  +
|- valign="center"
  +
!Abilities
  +
|
  +
*[[Festering Strike]]
  +
|
  +
*[[Death Strike]]
  +
*[[Obliterate]]
  +
|
  +
*[[Army of the Dead]]
  +
|}
  +
  +
===Runic power abilities===
  +
{| class=darktable
  +
! Untalented || Blood || Frost || Unholy
  +
|-
  +
|
  +
*[[Death Coil (death knight ability)]] (40)
  +
*[[Death Pact]] (40)
  +
*[[Icebound Fortitude]] (20)
  +
*[[Mind Freeze]] (20)
  +
*[[Rune Strike]] (30)
  +
*[[Raise Ally]] (50)
  +
*[[Dark Simulacrum]] (20)
  +
|
  +
*[[Dancing Rune Weapon]] (60)
  +
|
  +
*[[Frost Strike]] (40)
  +
*[[Hungering Cold]] (40)
  +
|
  +
*[[Summon Gargoyle]] (60)
  +
|}
  +
  +
==See also==
  +
*[[Runeforging]] - Allows the Death Knight to emblazon their weapon with runes.
  +
  +
==Abilities from Previous Games==
  +
These are death knight abilities seen in previous Warcraft games. Some may not have yet appeared on the hero class, and some may appear but with a new name or different effect.
  +
*'''Alabaster Skin''' (RPG) - the death knight’s skin hardens and grows pale, resembling marble or alabaster. (His hair also develops streaks of white, and some death knights’ hair goes completely white as they progress in power. The new skin is slightly tougher than previous flesh.
  +
*'''Contagion''' (RPG) - the death knight gains the ability to inflict disease upon a touched target. May have similar effect as Death and Decay but on a single target.
  +
*'''Dark Grace''' (RPG) - Death knight gets out of dangerious situations more often. Too vague, might be represented by more spesific abilities like [[Lichborne]], [[Icebound Fortitude]] and [[Unbreakable Armor]]
  +
*[[Death and Decay (death knight)]] (WC2, WC3, & Wrath) - deals area of effect damage and is channeled (WC2). Ability found on lich (WC3).
  +
*[[Death Coil (Death Knight)]] (WC2, WC3, RPG, & Wrath) - kills target unit, damages a neighboring unit and/or heals the caster (WC2). Damage an enemy non-undead unit, or heal a friendly undead unit (WC3 and Wrath). Does damage to living and heals undead (RPG).
  +
*[[Death Pact]] (WC3, RPG, & Wrath)- Kill a friendly undead unit to restore the Death Knight's health (WC3).
  +
*'''Unholy Armor''' (WC2) - lowers target unit's HP and grants it temporary invincibility. Similar to [[Hysteria]].
  +
*[[Raise Dead]] (WC2 & Wrath) - raises skeletons from corpses (WC2).
  +
*'''Haste''' (WC2) - temporarily increases movement speed of target
  +
*'''Whirlwind''' (WC2) -summons a whirlwind that moves around randomly to deal AoE damage
  +
*[[Unholy Aura]] (WC3 & RPG) - Increase the movement speed and health regeneration of nearby friendly units (passive).(WC3) a death knight may project an aura in a 10-foot radius that will heal damage to any undead controlled by the death knight and/or to those of evil alignment allied to the death knight, divided among those in the area of the aura’s effect as chosen by the death knight. The death knight can also heal himself. Those of good alignment take damage instead (RPG)... May be similar to Unholy Presence.
  +
*'''Animate Dead''' (WC3) - Raise up to six nearby dead units to fight for the Death Knight for forty seconds. Similar to [[Army of the Dead]].
  +
*'''True Evil''' (RPG) - Death knights are immune to attempts to alter their alignment magically. Holy weapons and spells that specifically target those of evil alignment (such as holy smite), however, do 1.5 times their normal damage to death knights.
  +
*'''Undead Minions''' (RPG) - the death knight may summon the dead to fight alongside him in combat. Similar to [[Raise Dead]] and [[Army of the Dead]], and the RPG's ''animate dead'' or ''create undead''. It allows the death knight to cast either animated undead or create undead.
  +
*'''Crumbling Vessel''' ([[Hysteria]]) (RPG) - As he continues to embrace the darkness, the life force of the death knight ebbs as it is focused into strengthening and maintaining his physical form. His Constitution modifier is now added as a profane bonus to his Armor Class.
  +
*'''Life Stealing''' ([[Vendetta]]/[[Butchery]]) (RPG) - a death knight discovers how to leech the life force of those he slays in combat. For each living creature he kills, the death knight recovers energy.
  +
*'''Greater Death Coil''' (RPG) - Greater Death Coil does more damage than regular Death Coil & heals undead for more health.
  +
*'''Undying''' (RPG) - the death knight becomes immune to all death spells and magical death effects. This immunity does not protect the death knight from other sorts of attacks such as hit point loss, poison, petrification or other effects even if they might be lethal.
  +
  +
  +
{{Classfooter|Death knight}}
  +
[[Category:Death knight abilities| ]]
  +
[[Category:Wrath of the Lich King]]

Revision as of 01:33, 4 December 2011

Classes Deathknight Demon hunter Druid Evoker Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior
Class races DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Quests DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Abilities DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Trainers DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Armor sets DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Useful macros DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Class Halls DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr

Death Knight abilities use either runes (as part of the rune system) or runic power and are divided into the trees of Frost, Blood and Unholy.

Passive non-talent abilities

In addition to racial traits, all Death Knights start with the following passive abilities:

Icon Ability Description
Spell DeathKnight BloodPlague Spell deathknight bloodplague [Blood Plague] A disease dealing X Shadow damage every 3 sec for 21 sec. Caused by Plague Strike and other abilities.
Spell DeathKnight FrostFever Spell deathknight frostfever [Frost Fever] A disease dealing X Frost damage every 3 sec and reducing the target's melee and ranged attack speed by 20% for 21 sec. Caused by Icy Touch and other spells.
Ability Parry Ability parry [Forceful Deflection] Increases your Parry Rating by 25% of your total Strength. (Removed with Patch 4.0.1, all tanking classes now get an increase to their parry rating of 27% of their total strength.)
INV Weapon Hand 09 Inv weapon hand 09 [Runic Focus] Unlike most casters, a Death Knight's spells cause double damage on critical hits and their chance to hit is increased by 9%. Spells are all Death Knight abilities that are not direct weapon strikes.

Frost Fever and Blood Plague are DoTs that proc from certain abilities, while Forceful Deflection and Runic Focus are passive stat modificators.

Trainable abilities

Icon Ability Min Level Range Tree Description
Spell DeathKnight FrostPresence Spell deathknight frostpresence [Frost Presence] Starts with Self only Frost Strengthens you with the presence of Frost, increasing damage by 10% and increasing Runic Power generation by 10%. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
Spell DeathKnight DeathStrike Spell deathknight deathstrike [Blood Strike] Starts with Melee Blood Instantly strikes the enemy, causing 80% weapon damage plus X. Damage is increased by 12.5% for each of your diseases on the target.
Spell Shadow DeathCoil Death Coil (death knight ability) Starts with Enemy: 30 yards

Friendly: 40 yards

Unholy Fire a blast of unholy energy, causing X Shadow damage to an enemy target or healing Y damage on a friendly Undead target.
Spell DeathKnight Strangulate Spell deathknight strangulate [Death Grip] Starts with 30 yards Unholy Harness the unholy energy that surrounds and binds all matter, drawing the target toward the death knight and forcing the enemy to attack the death knight for 3 sec.
Spell DeathKnight IceTouch Spell deathknight icetouch [Icy Touch] Starts with 20 yards Frost Chills the target for X Frost damage and infects them with Frost Fever, a disease that deals periodic damage and reduces melee and ranged attack speed by 20% for 21 sec.
Spell DeathKnight EmpowerRuneBlade Spell deathknight empowerruneblade [Plague Strike] Starts with Melee Unholy A vicious strike that deals 100% weapon damage plus X and infects the target with Blood Plague, a disease dealing Shadow damage over time.
Spell DeathKnight SummonDeathCharger Acherus Deathcharger (ability) 55* Self only N/A Summons and dismisses your rideable Acherus Deathcharger. This is a very fast mount.
*Rewarded from Quest:Into the Realm of Shadows.
Spell Arcane TeleportUnderCity Spell arcane teleportundercity [Death Gate] 55* Self only Unholy Opens a gate which the Death Knight can use to return to Ebon Hold.
*Rewarded from Quest:The Light of Dawn.
Spell DeathKnight Butcher2 Spell deathknight butcher2 [Death Strike] 56 Melee Blood A deadly attack that deals 150% weapon damage plus X, healing you for 20% of the damage you have sustained during the preceding 5 sec (minimum of at least 7% of your maximum health).
Spell Shadow PlagueCloud Spell deathknight necroticplague [Pestilence] 56 Melee Blood Spreads existing Blood Plague and Frost Fever infections from your target to all other enemies within 10 yards. Diseases spread this way deal 50% of normal damage.
File:Spell Shadow AnimateDead.png Inv pet ghoul [Raise Dead] 56 Self only Unholy Raises a Ghoul to fight by your side. You can have a maximum of one Ghoul at a time. Lasts 1 min.
Spell DeathKnight BloodPresence Spell deathknight bloodpresence [Blood Presence] 57 Self only Blood You assume the presence of Blood, increasing Stamina by 8%, armor contribution from cloth, leather, mail and plate items by 30%, and reducing damage taken by 8%. Increases threat generated. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
Spell DeathKnight MindFreeze Spell deathknight mindfreeze [Mind Freeze] 57 Melee Frost Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec.
Spell DeathKnight BloodBoil Spell deathknight bloodboil [Blood Boil] 58 10 yards Blood Boils the blood of all enemies within 10 yards, dealing X Shadow damage. Deals additional damage to targets infected with Blood Plague or Frost Fever.
Spell Frost ChainsOfIce Spell frost chainsofice [Chains of Ice] 58 20 yards Frost Shackles the target with frozen chains, reducing movement speed by 60% for 8 sec. Also infects the target with Frost Fever.
Spell Shadow SoulLeech 3 Spell shadow soulleech 3 [Strangulate] 59 30 yards Blood Strangulates an enemy, silencing them for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec.
Spell Shadow DeathAndDecay Spell shadow deathanddecay [Death and Decay] 60 30 yards Unholy Corrupts the ground targeted by the Death Knight, causing X Shadow damage every sec that targets remain in the area for 10 sec. This ability produces a high amount of threat.
Spell DeathKnight ClassIcon Spell deathknight classicon [Obliterate] 61 Melee Frost A brutal instant attack that deals 150% weapon damage plus X. Total damage is increased by 12.5% for each of your diseases on the target.
Spell DeathKnight PathOfFrost Spell deathknight pathoffrost [Path of Frost] 61 50 yards Frost Your freezing aura creates ice beneath your feet, allowing party or raid within 50 yards to walk on water for 10 min. Works while mounted, but being attacked or receiving damage will cancel the effect.
Spell DeathKnight IceBoundFortitude Spell deathknight iceboundfortitude [Icebound Fortitude] 62 Self only Frost The Death Knight freezes his/her blood to become immune to Stun effects and reduce all damage taken by 20% for 12 sec.
(Tooltip does not state but this is usable while stunned.)
Spell DeathKnight BloodTap Spell deathknight bloodtap [Blood Tap] 64 Self only Blood Immediately activates a Blood Rune and converts it into a Death Rune for the next 20 sec. Death Runes count as a Blood, Frost or Unholy Rune.
Inv sword 61 Spell deathknight festering strike [Festering Strike] 64 Melee Frost An instant attack that deals 150% weapon damage plus X and increases the duration of your Blood Plague, Frost Fever, and Chains of Ice effects on the target by up to 6 sec.
Spell Nature ShamanRage Spell nature shamanrage [Dark Command] 65 30 yards Blood Commands the target to attack you, but has no effect if the target is already attacking you.
INV Misc Horn 02 Inv misc horn 02 [Horn of Winter] 65 45 yards Frost The Death Knight blows the Horn of Winter, which generates 10 runic power and increases total Strength and Agility of all party or raid members within 45 yards by X. Lasts 2 min.
(This ability can still be used while under the effects of similar buffs to gain the runic power.)
Spell Shadow DeathPact Spell shadow deathpact [Death Pact] 66 Self only Blood Sacrifices an undead minion, healing the Death Knight for 25% of his/her maximum health. This heal cannot be a critical.
Spell DeathKnight DarkConviction Spell deathknight darkconviction [Rune Strike] 67 Melee Frost Strike the target for 180% weapon damage plus X. Only usable while in Blood Presence, or for 10 sec after the Death Knight dodges or parries. This attack can not be dodged, blocked, or parried and causes a high amount of threat.
Spell Shadow AntiMagicShell Spell shadow antimagicshell [Anti-Magic Shell] 68 Self only Unholy Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by harmful spells (up to a maximum of 50% of the Death Knight's health) and preventing application of harmful magical effects. Lasts 5 sec.
Inv misc rune 10 Inv misc rune 10 [Runic Empowerment] (Passive) 68 Self only Frost When you successfully use Death Coil, Frost Strike, or Rune Strike ability, you have a 45% chance to activate a random fully depleted rune.
Spell DeathKnight UnholyPresence Spell deathknight unholypresence [Unholy Presence] 70 Self only Unholy You are infused with unholy fury, increasing attack speed and rune regeneration by 10%, and movement speed by 15%, and reducing the global cooldown on your abilities by 0.5 sec. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
Spell shadow deadofnight Spell shadow deadofnight [Raise Ally] 72 30 yards Unholy Pours dark energy into a dead target, reuniting spirit and body to allow the target to reenter battle with 20% health and 20% mana.
INV Sword 62 Inv sword 62 [Empower Rune Weapon] 75 Self only Frost Empower your rune weapon, immediately activating all your runes and generating 25 runic power.
Spell DeathKnight ArmyOfTheDead Spell deathknight armyofthedead [Army of the Dead] 80 Self only Unholy Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. While channelling Army of the Dead, the Death Knight takes less damage equal to his/her Dodge plus Parry chance.
Spell deathvortex Spell deathvortex [Outbreak] 81 30 yards Unholy Instantly applies Blood Plague and Frost Fever to the target enemy.
Inv axe 96 Inv axe 96 [Necrotic Strike] 83 Melee Unholy A vicious strike that deals 100% weapon damage and absorbs the next X healing received by the target. For 10 sec, or until the full amount of healing is absorbed, the target's casting time is increased by 30%.
Spell holy consumemagic Spell holy consumemagic [Dark Simulacrum] 85 40 yards Blood Places a dark ward on an enemy that persists for 8 sec, triggering when the enemy next spends mana on a spell, and allowing the Death Knight to unleash an exact duplicate of that spell. Against nonplayers, only absorbs some harmful spells.

Talent-granted abilities

Blood

Icon Ability Min Points Range Description
Inv weapon shortblade 40 Inv weapon shortblade 40 [Heart Strike] Blood Primary Melee Instantly strike the target and up to two additional nearby enemies, causing 175% weapon damage plus X on the primary target, with each additional enemy struck taking 25% less damage than the previous target. Damage dealt to each target is increased by an additional 15% for each of your diseases present.
Ability deathknight boneshield Inv chest leather 13 [Bone Shield] Blood 10 Self only Surrounds you with a barrier of whirling bones. The shield begins with 4 charges, and each damaging attack consumes a charge. While at least 1 charge remains, you take 20% less damage from all sources and deal 2% more damage with all attacks, spells and abilities. Lasts 5 min.
Spell DeathKnight RuneTap Spell deathknight runetap [Rune Tap] Blood 20 Self only Converts 1 Blood Rune into 10% of your maximum health.
Spell Shadow LifeDrain Spell shadow lifedrain [Vampiric Blood] Blood 20 Self only Temporarily grants the Death Knight 15% of maximum health and increases the amount of health generated through spells and effects by 25% for 10 sec. After the effect expires, the health is lost.
INV Sword 07 Inv sword 07 [Dancing Rune Weapon] Blood 30 Self only Summons a second rune weapon that fights on its own for 12 sec, doing the same attacks as the Death Knight but for 50% reduced damage. The rune weapon also assists in defense of its master, granting an additional 20% parry chance while active.

Frost

Icon Ability Min Points Range Description
Spell DeathKnight EmpowerRuneBlade2 Spell deathknight empowerruneblade2 [Frost Strike] Frost Primary Melee Instantly strike the enemy, causing 130% weapon damage plus X as Frost damage.
Spell Shadow RaiseDead Spell shadow raisedead [Lichborne] Frost 5 Self only Draw upon unholy energy to become undead for 10 sec. While undead, you are immune to Charm, Fear and Sleep effects.
Ability deathknight pillaroffrost Ability deathknight pillaroffrost [Pillar of Frost] Frost 15 Self only Calls upon the power of Frost to increase the Death Knight's Strength by 20%. Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movement such as knockbacks. Lasts 20 sec.
INV Staff 15 Inv staff 15 [Hungering Cold] Frost 20 10 yards Purges the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 10 sec and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice.
Spell Frost ArcticWinds Spell frost arcticwinds [Howling Blast] Frost 30 20 yards Blast the target with a frigid wind dealing X Frost damage to that foe, and Y Frost damage to all other enemies within 10 yards.

Unholy

Icon Ability Min Points Range Description
Spell DeathKnight ScourgeStrike Spell deathknight scourgestrike [Scourge Strike] Unholy Primary Melee An unholy strike that deals 100% of weapon damage as Physical damage plus X. In addition, for each of your diseases on your target, you deal an additional 18% of the Physical damage done as Shadow damage.
Spell shadow unholyfrenzy Spell shadow unholyfrenzy [Unholy Frenzy] Unholy 10 30 yards Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their melee and ranged haste by 20%, but causes them to lose health equal to 2% of their maximum health every 3 sec.
Spell DeathKnight AntiMagicZone Spell deathknight antimagiczone [Anti-Magic Zone] Unholy 20 Self only Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%. The Anti-Magic Zone lasts for 10 sec or until it absorbs X spell damage.
Achievement boss festergutrotface Achievement boss festergutrotface [Dark Transformation] Unholy 20 100 yards Consume 5 charges of Shadow Infusion on your Ghoul to transform it into a powerful undead monstrosity for 30 sec. The Ghoul's abilities are empowered and take on new functions while the transformation is active.
Ability deathknight summongargoyle Ability deathknight summongargoyle [Summon Gargoyle] Unholy 30 Self only A Gargoyle flies into the area and bombards the target with Nature damage modified by the Death Knight's attack power. Persists for 30 sec.

Abilities by cost

FavorOfAcherus

A Death Knight firing up some hefty spellwork.

Black Blood TCG

Many Death Knight-abilities infect the target with diseases.

Abilities without rune or runic power costs

Untalented Blood Frost Unholy

Single rune abilities

Rune Blood Blood Frost Frost Unholy Unholy
Untalented
Talented

Multi-rune abilities

Cost BloodFrost Blood + Frost FrostUnholy Frost + Unholy BloodFrostUnholy Blood + Frost + Unholy
Talented No No No
Abilities

Runic power abilities

Untalented Blood Frost Unholy

See also

  • Spell deathknight frozenruneweapon [Runeforging] - Allows the Death Knight to emblazon their weapon with runes.

Abilities from Previous Games

These are death knight abilities seen in previous Warcraft games. Some may not have yet appeared on the hero class, and some may appear but with a new name or different effect.

  • Alabaster Skin (RPG) - the death knight’s skin hardens and grows pale, resembling marble or alabaster. (His hair also develops streaks of white, and some death knights’ hair goes completely white as they progress in power. The new skin is slightly tougher than previous flesh.
  • Contagion (RPG) - the death knight gains the ability to inflict disease upon a touched target. May have similar effect as Death and Decay but on a single target.
  • Dark Grace (RPG) - Death knight gets out of dangerious situations more often. Too vague, might be represented by more spesific abilities like Spell shadow raisedead [Lichborne], Spell deathknight iceboundfortitude [Icebound Fortitude] and Inv armor helm plate naxxramas raidwarrior c 01 [Unbreakable Armor]
  • Death and Decay (death knight) (WC2, WC3, & Wrath) - deals area of effect damage and is channeled (WC2). Ability found on lich (WC3).
  • Death Coil (Death Knight) (WC2, WC3, RPG, & Wrath) - kills target unit, damages a neighboring unit and/or heals the caster (WC2). Damage an enemy non-undead unit, or heal a friendly undead unit (WC3 and Wrath). Does damage to living and heals undead (RPG).
  • Spell shadow deathpact [Death Pact] (WC3, RPG, & Wrath)- Kill a friendly undead unit to restore the Death Knight's health (WC3).
  • Unholy Armor (WC2) - lowers target unit's HP and grants it temporary invincibility. Similar to Hysteria.
  • Raise Dead (WC2 & Wrath) - raises skeletons from corpses (WC2).
  • Haste (WC2) - temporarily increases movement speed of target
  • Whirlwind (WC2) -summons a whirlwind that moves around randomly to deal AoE damage
  • Ability deathknight decomposingaura [Unholy Aura] (WC3 & RPG) - Increase the movement speed and health regeneration of nearby friendly units (passive).(WC3) a death knight may project an aura in a 10-foot radius that will heal damage to any undead controlled by the death knight and/or to those of evil alignment allied to the death knight, divided among those in the area of the aura’s effect as chosen by the death knight. The death knight can also heal himself. Those of good alignment take damage instead (RPG)... May be similar to Unholy Presence.
  • Animate Dead (WC3) - Raise up to six nearby dead units to fight for the Death Knight for forty seconds. Similar to Spell deathknight armyofthedead [Army of the Dead].
  • True Evil (RPG) - Death knights are immune to attempts to alter their alignment magically. Holy weapons and spells that specifically target those of evil alignment (such as holy smite), however, do 1.5 times their normal damage to death knights.
  • Undead Minions (RPG) - the death knight may summon the dead to fight alongside him in combat. Similar to Raise Dead and Spell deathknight armyofthedead [Army of the Dead], and the RPG's animate dead or create undead. It allows the death knight to cast either animated undead or create undead.
  • Crumbling Vessel (Hysteria) (RPG) - As he continues to embrace the darkness, the life force of the death knight ebbs as it is focused into strengthening and maintaining his physical form. His Constitution modifier is now added as a profane bonus to his Armor Class.
  • Life Stealing (Ability rogue deadliness [Vendetta]/Ability butcher cleave [Butchery]) (RPG) - a death knight discovers how to leech the life force of those he slays in combat. For each living creature he kills, the death knight recovers energy.
  • Greater Death Coil (RPG) - Greater Death Coil does more damage than regular Death Coil & heals undead for more health.
  • Undying (RPG) - the death knight becomes immune to all death spells and magical death effects. This immunity does not protect the death knight from other sorts of attacks such as hit point loss, poison, petrification or other effects even if they might be lethal.