Unholy Death Knight Beginner's Guide

This is intended to be a simple guide to the basic rotation and dynamics of the spec that gets you up and running without requiring more advanced optimization.

Information on hero talents will be coming soon, but in general know that overall they add a minor layer on top of how each spec plays, and most of what’s here should be applicable regardless.

Talent Build #

This is a simplified talent build designed to avoid complex interactions and skip unnecessary abilities. While not optimal in all cases, it should be a great way to get started learning the spec and should work reasonably well in world content, delves, dungeons, and raids. Abilities and talents not chosen in this build are not described here, and the rotation information assumes you’ll be using the build.

Copy the text below to import the recommended build:
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Resources #

Core Abilities #

Cooldowns #

Effects #

These are some of the more notable effects, interactions, and passive talents that you should be aware of. It’s not covering effects (even if they’re very strong) that provide flat bonuses or that don’t require much thought to use, and it only includes those used in our recommended build.

Rotation Overview #

This is an overview of the core rotation. It’s not a strict priority order but rather an outline of how the different abilities interact and are used. It assumes you’re using the recommended talent build above.

Single Target:

AoE:

Defensives #

dk def

Crowd Control #

Chains of Ice – Spends a Rune to substantially slow the target for 8s. Helpful when you’re trying to evade enemies or keep them from reaching you.

Mobility #

Death's Advance – Moderately increases your movement speed for 10s. 45s cooldown. A core mobility tool that should be used to help get around the world or to move somewhere in combat. While active also prevents slows and knockbacks, though this effect has very niche uses in PvE.

Utility #

death coil

Lichborne – Grants immunity to charm, fear, and sleep effects and increases Leech for 10s. 2m cooldown. The leech effect is helpful on its own when you need some extra healing, but the immunities are powerful and as you get a sense for enemies and bosses that use these effects you should use it preventively.

Anti-Magic Shell – Provides a moderate shield against magical effects and damage. 1m cooldown. Try to get in the habit of using this anytime damage seems to be magic-based, as you become more experienced you’ll get a sense for what it does or doesn’t work on. Note that it will also prevent magic debuffs from applying to you, including some boss abilities.

Raise Ally – Resurrects the targeted dead ally, even while in combat. 10m cooldown. The long cooldown means you’ll have a limited number of times you can use this during a dungeon or raid, but can save your group if things have gotten dicey.

Quality of Life #

Path of Frost – 10m buff that lets you, your party, or your raid walk on water. Extremely niche uses in group content, but very helpful when exploring and navigating the world.

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