Unholy Death Knight DPS Rotation, Cooldowns, and Abilities (Legion 7.2.5)
Table of Contents
General Information
On this page, we list your Unholy Death Knight core abilities and how they should be used together (rotation) in World of Warcraft Legion 7.2.5. We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that you will need to know if you want to excel at playing an Unholy Death Knight.
The other pages of our Unholy Death Knight guide can be accessed from the table of contents on the right.
About Our Reviewer
This guide has been reviewed and approved by Tain, a long-time Unholy Death Knight player who raids in Dead Weight, a top 50 guild in the US.
1. Single Target Rotation
The single target Unholy Death Knight rotation assumes you are using
Soul Reaper as your tier 7 talent, as this is currently optimal.
- Maintain
Virulent Plague on the target, using
Outbreak to
refresh it when it is about to expire. - Cast
Dark Transformation. - Cast
Festering Strike.- This applies 2-4 stacks of the
Festering Wound debuff (up to 6
if you have taken the
Castigator talent), which caps
at 8 stacks. Do not use Festering Strike if you are at maximum stacks, and
ideally avoid wasting any potential stacks unless
Apocalypse is
available or will be available shortly (so try not to cast it when you have
5 or more stacks).
- This applies 2-4 stacks of the
- Cast
Soul Reaper while the target has 3 or more stacks of
Festering Wound. Follow this up with 3
Scourge Strike/
Clawing Shadows casts while Soul Reaper is still active in order to get 3 stacks of the Haste buff Soul Reaper provides. If
Apocalypse is active,
use it after Soul Reaper instead. - Cast
Apocalypse when you have 6 stacks of
Festering Wounds. - Cast
Scourge Strike (or
Clawing Shadows, if you have taken
this talent), if there are 3+
Festering Wounds on the target.- If there are fewer than 3
Festering Wounds on the target, use
Festering Strike. - If you have the
The Instructor's Fourth Lesson legendary, cast
Festering Strike with 4 or fewer
Festering Wounds, and
Scourge Strike with 5+ Festering Wounds.
- If there are fewer than 3
- Cast
Death Coil and avoid capping Runic Power.- If you are using the
Shadow Infusion talent, you should pool some
resources so once
Dark Transformation expires, you can cast back to
back Death Coils and reduce the cooldown of Dark Transformation.
- If you are using the
If you get a proc of the
Scourge of Worlds trait, you should
prioritise
Scourge Strike over anything else as long as you are not
going to cap your Runic Power and you have
Festering Wounds up.
If you have the
Tak'theritrix's Shoulderpads legendary item,
Dark Transformation should be used once your pets are active,
so after you use
Apocalypse, so that
they can benefit from the buff.
Note that if you have the
The Instructor's Fourth Lesson legendary
bracers, you should use
Scourge Strike with as many
Festering Wounds up as possible on the target. You should still be
careful not to overcap Festering Wounds by using
Festering Strike
when you have too many active, though.
2. Multiple Target Rotation
The multiple target rotation is essentially the same as the single target
rotation, with one important change. When facing 3 or more targets, you should
use
Death and Decay, and while Death and Decay is active, you should
use
Clawing Shadows as much as possible.
Stacking
Festering Wound on a target should ideally be done before
the additional adds start, so that you can benefit from the stacks during your
AoE phase. In any case, you should only be casting Festering Strike during
your AoE rotation if both
Death and Decay/
Defile and
Epidemic are on
cooldown.
It is important to note that, when using
Scourge Strike/
Clawing Shadows while you are
standing on top of your own
Death and Decay/
Defile,
these abilities cleave everything in range of your primary target. If you are
using Clawing Shadows (which has a 30-yard range), you can drop Death and
Decay/Defile at your feet and cleave adds that are within 30 yards of your
position, as long as you are standing on top of Death and Decay/Defile.
3. Cooldown Usage
As an Unholy Death Knight, you have a total of 2 DPS cooldowns, and you gain another from your Artifact weapon. Below, we explain how they are best used. Your talents can provide you with a few other important abilities. We cover them in a subsequent section.
3.1. Apocalypse
Apocalypse is your Artifact ability. It summons a member of
the
Army of the Dead for each stack of
Festering Wounds, up to
6. Those ghouls deal decent damage, and they also interact with other
Artifact traits like
Portal to the Underworld and
Armies of the Damned, which causes them
to explode when they die.
Apocalypse should be used when you have 6 stacks of
Festering Wounds. It will only consume 6 stacks even when you have
7 or 8.
3.2. Summon Gargoyle
Summon Gargoyle is a very powerful cooldown that is free of cost.
You generally want to use it whenever it is available, but you can save it for
a period when you need to do extra damage. The gargoyle scales with spell
haste, and using it together with
Heroism/
Bloodlust/
Time Warp
allows the gargoyle to get a few extra casts off, increasing its damage
slightly.
3.3. Army of the Dead
Army of the Dead summons a number of ghouls to fight at your side for
a short while. It has a high Rune cost, but it also deals a lot of damage.
You can use it before the pull, but if you require high burst damage during the
fight it is perfectly acceptable to channel it during combat.
4. Optional Read: Mastering Your Unholy Death Knight
To help you better understand how to play the Unholy specialisation, we will explain some concepts in more detail below.
4.1. Runes and Runic Power
Death Knights use a dual resource system of runes and Runic Power. While it is quite straightforward in how it works, we will explain it here for the sake of completion.
4.1.1. Runes
You have a total of 6 Runes, which are available by default. Some of your abilities have Rune costs, and whenever you use an ability that consumes one or more Runes, those Runes will immediately begin recharging. The exact amount of time it takes a Rune to recharge depends on how much Haste you have.
Whenever a Rune is consumed, you gain 10 Runic Power (more on that below).
At most, 3 of your runes can be charging up at the same time. It is therefore optimal to keep at least 3 runes on cooldown in order to maximise the recharge rate over the course of the fight.
4.1.2. Runic Power
Runic Power is a resource that resembles Rage, in the sense that it decays when out of combat, but does not decay during combat. As mentioned above, consuming Runes generates 10 Runic Power per Rune spent, and this is the primary means of generating Runic Power, although some abilities also help with this. You can have a maximum of 100 Runic Power.
In general, spending Runic Power should only be done when 3 Runes or more
are charging up, or when you are about to cap Runic Power. This is not the
case when
Dark Arbiter is active, during which time you should try to
maximise your Runic Power expenditure.
4.2. Virulent Plague
Virulent Plague is a Shadow damage DoT that is applied to targets
using
Outbreak. Outbreak places a 5-second debuff on the target that
causes it and any nearby enemies to have Virulent Plague applied to them.
When the target affected by Virulent Plague dies, the plague explodes dealing Shadow damage split between all nearby enemies. It also has a 30% chance to explode each time it deals damage (this does not remove the DoT).
4.3. Festering Wounds
Each time you use
Festering Strike, between 2 and 4 stacks of a
debuff called
Festering Wound is applied to the target. The debuff
lasts for 23 seconds (and each added stack refreshes its duration), and does
nothing if left alone. However, using
Scourge Strike/
Clawing Shadows on a target that has Festering
Wounds on them consumes a stack, causing the target to take Shadow damage,
and also granting you 3 Runic Power. All of the stacks are consumed if the
target dies.
The ideal number of stacks at which to spend
Festering Wounds is 3.
If you have fewer than 3 stacks, you should instead generate some more using
Festering Strike (assuming you have the
Castigator talent, or
simply with spend them with at least 1 stack otherwise). This is because
having any more stacks than 3 when you use Festering Strike could cause
wasted stacks if it is a critical strike (which generates more stacks).
4.4. Anti-Magic Shell Usage
Anti-Magic Shell absorbs 100% of all magic damage taken, up to 30%
of your maximum health, for 5 seconds and grants you Runic Power based on the
amount of damage that it absorbs.
While this ability has amazing survivability benefits, allowing you to often taken practically no damage from various raid-damaging mechanics, it also has great benefits for your DPS.
Indeed, the amount of Runic Power you gain if you absorb a lot of magic damage is far from negligible.
Therefore, you should always try to make use of Anti-Magic Shell to boost your Runic Power generation throughout the fight. The best way to do it is to know when a raid-damaging attack is coming, and to have Anti Magic Shell up for that time. Then, simply enjoy the extra Runic Power (and do not forget to spend it).
That said, make sure that your Anti-Magic Shell is not needed for something much more important to your own survival, before using it just to get more runic power.
Finally, while you can use Anti-Magic Shell to purposefully stand in void zones, you should be very careful when doing this.
As an Unholy Death Knight, you can boost the power of
Anti-Magic Shell
using the
Spell Eater talent. The
Acherus Drapes legendary
further boosts Anti-Magic Shell, increasing its potency and duration.
4.5. Abilities and Cooldowns from Talents
4.5.1. Tier 2 Talents
Epidemic could be used before the pull in order
to generate Runic Power to feed
Dark Arbiter, or
while dealing AoE damage, in case the targets are spread out or while they are
stacked but
Death and Decay/
Defile is on
cooldown.
Note that you cannot start a dungeon or raid boss encounter with more than 20 Runic Power.
4.5.2. Tier 6 Talents
If you are using
Necrosis, optimising it boils down to getting as
many uses out of it as possible, so not chaining
Death Coils whenever
possible, and instead using up the procs on
Scourge Strike/
Clawing Shadows. That
said, if you do not have any wounds on the target for you to use Clawing
Shadows, it is acceptable to chain Death Coils. In the same vein, if you do
not have enough Runic Power to use Death Coil, it is acceptable to use
Clawing Shadows without having used Death Coil first.
4.5.3. Tier 7 Talents
Dark Arbiter requires preparation to use correctly. Before you
activate it, you should have saved up 100 Runic Power (or very close to it), as
well as 3 Runes. While Dark Arbiter is active, you should follow a somewhat
strict priority system to optimise the damage of this talent.
If you are going to use Dark Arbiter on the pull (which you should do), you should follow these steps. At other points in the fight, simply start pooling resources for Dark Arbiter 10-15 seconds before it becomes available (and obviously exclude the pre-pull steps).
- Use
Army of the Dead 7-8 seconds before the pull. - Use a Strength potion slightly before the pull.
- If you are using
Ebon Fever, make sure to apply/refresh
Virulent Plague before
casting
Dark Arbiter, otherwise it will drop during its duration. - Use
Festering Strike (until you are about to reach maximum Runic
Power). - Use
Dark Arbiter. - Use your racial ability (if it boosts damage) and any on-use trinkets.
- Cast as many
Death Coils as you can. - Use
Apocalypse to burst your
Festering Wound stacks
when you are at 6 stacks. - Use
Arcane Torrent (if you are a Blood Elf). - Use
Scourge Strike/
Clawing Shadows to consume
Festering Wounds if
Apocalypse is on cooldown, and use up Runes.- This consumes 1 stack of
Festering Wound, so only use it if the
target has at least 1 stack. - If you have taken the
Castigator talent, use
Scourge Strike with at least 3 stacks of
Festering Wound.
- This consumes 1 stack of
- Use
Anti-Magic Shell to absorb damage and generate Runic Power to
allow for more Death Coils, if possible. - Use
Death and Decay combined with
Scourge Strike as many
times as possible, while casting
Death Coil during AoE.- If
Death and Decay is on cooldown, use
Epidemic for 3 or
more targets.
- If
Once Dark Arbiter ends, you should simply return to your regular rotation.
If you have the
Tak'theritrix's Shoulderpads legendary item,
Dark Transformation should be used once your pets are active,
so after you use
Dark Arbiter, so that the Val'kyr can benefit from
the buff.
It is very important to note that even
Death Coils that benefit
from
Sudden Doom procs (and which, therefore, do not consume Runic
Power) increase the damage of Dark Arbiter, so it is important to make sure to
use these procs right away during Dark Arbiter and not have them wasted.
If you are pooling Runic Power pre-fight, make sure not to target the boss, and dismiss your pet and then summon it again so you do not accidentally pull.
You can use the following macro to bind your Dark Arbiter to your on-use trinkets.
- #showtooltip
- /cast Dark Arbiter
- /use 13
- /use 14
5. ChangeLog
+ show all entries - show only 10 entries- 12 Jun. 2017: Added a recommendation for using Necrosis.
- 24 Apr. 2017: Removed a redundant sentence.
- 27 Mar. 2017: No changes needed for Patch 7.2.
- 11 Mar. 2017: Updated multiple target playstyle.
- 10 Jan. 2017: Made updates to the existing rotations to bring them in line with Patch 7.1.5 changes.
- 12 Dec. 2016: Updated the guide to reflect that Soul Reaper is now the only viable tier 7 talent.
- 16 Oct. 2016: Added a mention about how the The Instructor's Fourth Lesson legendary bracers affect the single target rotation.
- 29 Aug. 2016: Updated for Legion's launch.
- 22 Jul. 2016: Made a clarification not to target the boss while building Runic Power before the pull for Dark Arbiter.
- 21 Jul. 2016: Removed mentions of a single target rotation using Defile (since this talent should never be taken), and added Death Coil to all the rotations.
- 18 Jul. 2016: Updated for the Legion pre-patch.
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