Talent Tree
Blood Death Knight Talents
The full Blood Death Knight talent tree from the current game data: class, specialization, and hero talents with icons, ranks, and tooltips.
About the Blood Death Knight talent tree
The Blood Death Knight talent tree below is read straight from the current World of Warcraft client build. It is grouped the way the in-game talent UI presents it - the shared class talents, the Blood specialization talents, and the hero talent trees this spec can choose from. Each talent shows its icon and how many points it can take; click any talent to open its spell page for the full tooltip resolved from the game data. Use the calculator above to build and share a spec.
Interactive: click a talent to spend a point, right-click to remove, and import or export a build string that works in-game.
Class Talents 44
Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 30% for 8 sec.
Focuses dark power into a strike with both weapons, that deals a total of Physical damage and heals you for 20.2% of all damage taken in the last 5 sec, minimum 7.1% of maximum health.
Raises a geist to fight by your side. You can have a maximum of one geist at a time. Lasts 1 min.
Auto attacks have a chance to generate 3 Runic Power.
Death Strike's cost is reduced by 5, and its healing is increased by 15%.
Frostscythe deals 20% increased damage during Remorseless Winter.Heart Strike hits up to 3Scourge Strike and Festering Strike deal 10% increased damage. additional enemies while you remain in Death and Decay. When leaving your Death and Decay you retain its bonus effects for 4 sec.
Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 5 sec.
Targets in a cone in front of you are blinded, causing them to wander disoriented for 5 sec. Damage may cancel the effect. When Blinding Sleet ends, enemies are slowed by 50% for 6 sec.
Absorbs are 15% more effective on you.
Death's Advance grants an additional 25% movement speed over the first 3 sec. Movement speed while using Price of Progress is increased by 5%.
Embrace the power of the Shadowlands, removing all root effects and increasing your movement speed by 70% for 4 sec. Taking any action cancels the effect. While active, your movement speed cannot be reduced below $m2%.
Increases Haste by 2%.
Dominates the target undead creature up to level 38, forcing it to do your bidding for 5 min.
Your ghoul's attacks have a chance to apply Enfeeble, reducing the enemies movement speed by 30% and the damage they deal to you by 12% for 6 sec.
Successfully interrupting an enemy with Mind Freeze grants 10 Runic Power and reduces its cooldown by 3 sec.
Chains of Ice affects 1 additional nearby enemy.
Your auto attack damage grants you an absorb shield equal to 40% of the damage dealt.
Stamina increased by 20%. Damage taken reduced by 0%.
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 sec.
Your diseases have a chance to weaken your enemy causing your attacks against them to deal 6% increased damage for 5 sec.
While you are below 50% health, your Ghoul sacrifices 4% of its maximum health to heal you for% of your maximum health every sec.
Your Runic Power spending abilities increase your melee attack speed by 6% for 10 sec, stacking up to $194879u times.
Raise Ally costs 30 less Runic Power.
Places an Anti-Magic Zone for 6 sec, reducing the magic damage taken by party or raid members by $145629m1%.
The cooldown of Death Pact is reduced by 30 sec, and you receive 50% increased healing while its healing absorb is active.
Increases the effectiveness of your Runeforge effects by 20%.
Chains of Ice now also roots enemies for 4 sec but its cooldown is increased to 12 sec.
Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 5 sec.
Increases the range of Death Grip by 10 yds. Killing an enemy that yields experience or honor resets the cooldown of Death Grip.
The cooldown of Anti-Magic Zone is reduced by 60 sec and its duration is increased by 2 sec.
Reduces the cooldown of Anti-Magic Shell by 20 sec and increases its duration and amount absorbed by 40%.
Defile reduces the movement speed of enemies within its area by 90%, decaying by 10% every sec.
Damage taken from area of effect attacks reduced by 3%. When suffering a loss of control effect, this bonus is increased by an additional 6% for 6 sec.
Increases Leech by 3%.
Increases Lichborne duration by 2 sec and reduces the cooldown by 30 sec.
Anti-Magic Shell increases healing received by 15%.
Your auto-attacks reduce the target's auto-attack speed by 5% for 30 sec, stacking up to $391568u times.
Your chance to be critically struck is reduced by 3% and your Armor is increased by 6%.
When you fall below 30% health you drain health from nearby enemies, the damage you take is reduced by 10% and your Death Strike cost is reduced by 10 for 8 sec. Can only occur every 2 min.
Consuming a Rune has a chance to increase your Strength by 3% for 8 sec.
When you would pull an enemy, the damage they deal to you is reduced by 6% for 6 sec.
Damage taken below 30% Health is reduced by 20%.
Magic damage taken is reduced by 8% and the duration of harmful Magic effects against you are reduced by 35%.
Anti-Magic Shell now removes all harmful magical effects when activated, but its cooldown is increased by 20 sec.
Death's Advance, Death and Decay, and Death Grip have 1 additional charge.
Casting Anti-Magic Shell grants $454863i nearby allies a Lesser Anti-Magic Shell that Absorbs up to magic damage and reduces the duration of harmful Magic effects against them by 50%.
Blood Talents 41
Instantly strike the target and 1 other nearby enemy, causing Physical damage, and reducing enemies' movement speed by 20% for 8 sec Generates 5 bonus Runic Power, plus 2 Runic Power per additional enemy struck.
Smash the target, dealing Physical damage and generating 3 charges of Bone Shield. $@spellicon195181 $@spellname195181 Surrounds you with a barrier of whirling bones, increasing Armor by ${180*$STR/100}, and your Haste by 0%. Each melee attack against you consumes a charge. Lasts 30 sec or until all charges are consumed.
Deals Shadow damage to all enemies within yds.
Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 30% for 10 sec.
When you would pull an enemy generate 1 charge of Bone Shield. $@spellicon195181 $@spellname195181 Surrounds you with a barrier of whirling bones, increasing Armor by ${180*$STR/100}, and your Haste by 0%. Each melee attack against you consumes a charge. Lasts 30 sec or until all charges are consumed.
While you have at least 5 Bone Shield charges, the cost of Death Strike is reduced by Runic Power. Additionally, your maximum Runic Power is increased.
Vampiric Blood's healing and absorb amount is increased by 5% and duration by 2 sec.
Heart Strike damage increased by 15%.
While Crimson Scourge is active, your next Death and Decay heals you for health per Bone Shield charge and you immediately gain 10 Runic Power.
Heart Strike heals you for 0.25.2% health for each enemy hit while affected by Blood Plague.
Your Heart Strike generates 2 additional Runic Power per target hit.
Each charge of Bone Shield increases your maximum health by%.
Summons a rune weapon for 8 sec that mirrors your melee attacks and bolsters your defenses. While active, you gain 25% parry chance.
Each enemy hit by Blood Boil increases the damage and healing done by your next Death Strike by 8%, stacking up to $273947u times.
When Crimson Scourge is consumed, you gain 6% Versatility for 6 sec.
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.
Shadowy tendrils coil around all enemies within yards of a hostile or friendly target, pulling them to the target's location and Silencing them for 3 sec.
Sprout an additional limb, pulling enemies further than 8 yds from you every 1 sec sec. The same enemy can only be pulled once every 4 sec.
Bone Shield increases your Haste by 10% and it can stack 2 additional times.
Dancing Rune Weapon's cooldown is reduced by 30 sec and now generates 5 Bone Shield charges.
Death Strike hits an additional 2 enemies at% effectiveness.
Your Blood Plague and Death and Decay deal damage 15% more often. Additionally, your Blood Plague leeches 50% more Health.
Heart Strike has a chance to make your next Blood Boil empowered, dealing 50% increased damage and echoing after 3 sec.
Death Strike heals for an additional 20% of its healing over 5 sec.
Summons 1 additional copy of Dancing Rune Weapon and increases its duration by 4 sec.
Death Strike's healing is increased by 5% and grants you 12% Leech for 8 sec.
Anti-Magic Shell heals you for 100% of the damage it absorbs.
Your Blood Plague critical hits have a chance to reduce the cooldown of your Blood Boil by 0.25.2 sec.
While Blood Shield is active, taking direct damage reflects Shadow damage back to the attacker. Blood Shield can now absorb up to 65% of your maximum health.
Blood Shield's duration is increased by 2 sec and it absorbs 20% more damage.
Parrying an attack grants you a charge of Bloodied Blade, increasing your Strength by 0.5.1%, up to.1% for 15 sec. At $460499U stacks, your next parry consumes all charges to unleash a Heart Strike at 300% effectiveness, and increases your Strength by 10% for 6 sec.
Enemies affected by Blood Plague take 5% increased damage from you and Death Strike increases the damage of your Blood Plague by 10% for 15 sec, stacking up to $391481u times.
When you cast Dancing Rune Weapon, you become enveloped in a blood mist that surrounds you for 8 sec, increasing your Parry by 5%. Deals Shadow damage every 1 sec sec to enemies within yds. Every time it deals damage you gain 2 Runic Power, up to a maximum of 10 Runic Power. Deals reduced damage beyond 8 targets.
You deal 6% more damage and receive 5% more healing while standing in your Death and Decay.
While Blood Shield is active, you deal 8% increased damage.
Empower the runes in your weapon, reducing the damage you take over the duration and unleashing a devastating attack that deals Shadow damage and consumes up to 75% of your Blood Plague instantly from enemies in front of you. I: Consumes up to 25% of your Blood Plague. While empowering, your damage taken is reduced by 5% and an additional 8 sec after empowering. II: Consumes up to 50% of your Blood Plague. While empowering, your damage taken is reduced by 10% and an additional 4 sec after empowering. III: Consumes up to 75% of your Blood Plague. While empowering, your damage taken is reduced by 15% and an additional 2 sec after empowering.
Reduces the cooldown on Vampiric Blood by 2.1 sec per 10 Runic Power spent.
When Blood Mist ends it deals Shadow damage to $1263786i nearby enemies, healing you for% of the damage dealt. The damage is increased by 2% for every 1 Runic Power spent while Blood Mist was active.
An unholy pact that prevents fatal damage, instead absorbing incoming healing equal to the damage prevented, lasting 3 sec. If any healing absorption remains when this effect expires, you will die. This effect may only occur every 4 min.
Consumption now contributes to your Mastery: Blood Shield. Each time an enemy strikes your Blood Shield, the cooldown of Consumption has chance to be reset.
After Vampiric Blood expires, you absorb damage equal to 5 times the damage your Blood Plague dealt during Vampiric Blood.
While Dancing Rune Weapon is active, Parrying an attack has a chance to make your next Heart Strike cost no Runes and deal 150% increased damage.
For each Dancing Rune Weapon active your damage is increased by 0% and your damage taken is reduced by 0%.
When you consume a Rune you have a chance to call a Dancing Rune Weapon to your aid for 8 sec.
Deathbringer 14
Choose two hero trees is a Midnight/TWW feature; the trees below are the ones this spec can pick from.
Viciously slice into the soul of your enemy, dealing Shadowfrost damage and applying Reaper's Mark. Each time you deal Shadow or Frost damage, add a stack of Reaper's Mark. After 12 sec or reaching $434765u stacks, the mark explodes, dealing damage per stack. Reaper's Mark travels to an unmarked enemy nearby if the target dies.
Reaper's Mark sends forth bursts of Shadowfrost energy and back, dealing Shadowfrost damage both ways to all enemies caught in its path. Wave of Souls critical strikes cause enemies to take 5% increased Shadowfrost damage for 15 sec, stacking up to 2 times, and it is always a critical strike on its way back.
Blood Plague deals its damage 100% faster, and the second scythe of Exterminate applies Blood Plague.
Blood Boil deals 30% increased damage, and is now Shadowfrost. Shadowfrost damage applies 2 stacks to Reaper's Mark and 4 stacks when it is a critical strike.
The effectiveness of Permafrost is increased by 100%$?c1[ and Exterminate grants Permafrost equal to 10% of the damage dealt.]?c2[.][] $@spellicon207200$@spellname207200 Your auto attack damage grants you an absorb shield equal to 40% of the damage dealt.
When Reaper's Mark explodes, it deals 10% of the damage dealt to nearby enemies.
Reaper's Mark initial strike grants $?a137008][3 charges of Bone Shield][Killing Machine]. Reaper's Mark explosion deals up to 30% increased damage based on your target's missing health.
When you suffer a damaging effect equal to 25% of your maximum health, you instantly cast Death Pact at 50% effectiveness. May only occur every 2 min. When a Reaper's Mark explodes, the cooldowns of this effect and Death Pact are reduced by 5 sec.
Each Rune spent reduces the magic damage you take.1% and each Rune generated reduces the physical damage you take.1% for 5 sec, up to $440290u times.
$?c2[Frost Strike damage is increased by 15% and Glacial Advance damage is increased by 5%. Reaper's Mark grants 3 charges of Bonegrinder if it is known.]?c1[Death Strike damage increased by 12%.][]
If no enemies are struck by Soul Rupture, you gain 10% Strength for 8 sec. Wave of Souls is 100% more effective on the main target of your Reaper's Mark.
Marrowrend and Heart Strike have a 25% chance to grant 3 stacks of Icy Talons and increase its maximum stacks by the same amount for 6 sec. Runic Power spending abilities count as Shadowfrost while Icy Talons is active.
Reduces the cooldown of Reaper's Mark by 15 sec, but the amount of Marrowrends empowered by Exterminate is reduced by 1.
Reduces the cooldowns of Lichborne and Raise Dead by 30 sec.
When an enemy deals direct damage to your Anti-Magic Shell, their cast speed is reduced by 10% for 6 sec.
Reaper's Mark deals 5% increased damage. Casting $?c1?[Dancing Rune Weapon][Reaper's Mark] grants $?c1?[1][1] stacks of Exterminate with $?c1?[100][100]% first scythe and $?c1?[100][100]% second scythe effectiveness.
After Reaper's Mark explodes, your next 2 Marrowrends cost 1 Runes and summon 2 scythes to strike your enemies. The first scythe strikes your target for Shadowfrost damage and has a 100% chance to grant Killing Machine, the second scythe strikes all enemies around your target for Shadowfrost damage$?(a441894&a137008)[ and applies Blood Plague]?(a441894&)[ and applies Frost Fever][]. Deals reduced damage beyond 8 targets.
San'layn 14
Choose two hero trees is a Midnight/TWW feature; the trees below are the ones this spec can pick from.
Your Death Coil, Epidemic and Death Strike have a 25% chance to make your next $?a137008[Heart Strike]?s207311[Clawing Shadows][Scourge Strike] become Vampiric Strike. Vampiric Strike heals you for 1% of your maximum health and grants you Essence of the Blood Queen, increasing your Haste by 1.1%, up to.1% for 20 sec.
Raise Ally revives players at full health and grants you and your ally an absorb shield equal to 20% of your maximum health.
Death's Advance and Wraith Walk movement speed bonuses are increased by 10%. Activating Death's Advance or Wraith Walk increases 4 nearby allies movement speed by 20% for 5 sec.
While you are within your Death and Decay, your physical damage taken is reduced by 5% and your chance to gain Vampiric Strike is increased by 5%.
Death and Decay deals its damage 33.3333% faster.
Your Leech is increased by 2%. While Lichborne is active, the Leech bonus of this effect is increased by 100%, and it affects 4 allies within 12 yds.
Icebound Fortitude reduces all damage you take by up to an additional 20% based on your missing health. Killing an enemy that yields experience or honor reduces the cooldown of Icebound Fortitude by 3 sec.
Essence of the Blood Queen additionally increases your Mastery by 0.2.1% per stack. Dread Plague deals 10% and Virulent Plague deals 10% increased damage.
When Vampiric Strike damages an enemy affected by your Blood Plague, it extends the duration of the disease by 3.1 sec, and deals 10% of the remaining damage to the enemy.
Essence of the Blood Queen stacks 2 additional times and increases the damage of your Death Coil and Death Strike by 5% per stack.
$?a137008[Dancing Rune Weapon]?s275699[Apocalypse][Dark Transformation] summons a Blood Beast to attack your enemy for 10 sec. Each time the Blood Beast attacks, it stores a portion of the damage dealt. When the Blood Beast dies, it explodes, dealing 15% of the damage accumulated to nearby enemies and healing the Death Knight for the same amount. Deals reduced damage beyond 8 targets.
When Crimson Scourge is consumed, you gain 12% Strength for 12 sec.
Blood Plague deals up to 30% increased damage based on the target's missing health. Vampiric Strike grants maximum stacks of Clawing Shadows.
Vampiric Strike and $?a137008[Heart Strike]?s207311[Clawing Shadows][Scourge Strike] cause your targets to take 1% increased Shadow damage, up to% for 15 sec. Vampiric Strike benefits from Incite Terror at 400% effectiveness.
You store 10% of all Shadow damage dealt into your Blood Beast to explode for additional damage when it expires.
Your Death Coil, Epidemic and Death Strike have a 15% increased chance to trigger Vampiric Strike when damaging enemies below 35% health.
Vampiric Strike increases the damage of the Lesser Ghoul it summons by 10%.
While Dancing Rune Weapon is active you gain Gift of the San'layn. Gift of the San'layn increases the effectiveness of your Essence of the Blood Queen by 80%, and Vampiric Strike replaces your $?a137008[Heart Strike]?s207311[Clawing Shadows][Scourge Strike] for the duration.