Blood Death Knight Tank Mythic+ Tips — The War Within (11.0.5)
In this guide, you will find tips and advice to tackle Mythic+ dungeons with your Blood Death Knight in World of Warcraft — The War Within (11.0.5).
Blood Death Knight Mythic+ Guide for The War Within Season 1
In this guide, we will talk about getting the most out of your Hunter in Mythic+ dungeons, including the best way to set up your character, how your rotation may change, and tips and tricks for using your abilities most optimally.
If you are unfamiliar with Mythic+ and its associated general mechanics, you can read more about it on our dedicated Mythic+ page below.
To learn more about the Mythic+ Meta, check out our Mythic+ Tier List below.
Blood Death Knight in The War Within Mythic+
Blood Death Knight is a versatile tank packed to the brim with a wide array of abilities that can be used to control enemies in Mythic+, all while being largely self-sufficient when in expert hands. This combination makes us both a great choice at almost any key level, and a spec that is both easy to get into and actually fun to see results with.
Best Mythic+ Talents for Blood Death Knight in The War Within
For a more general overview of Talents for Blood Death Knight, please visit our dedicated Talents page.
Best Mythic+ Talent Builds for Blood Death Knight
Mythic+ Utility for Blood Death Knight in The War Within Season 1
This section talks mostly about the uses of different spells. For in-depth explanations of all Blood Death Knight Abilities and Talents, including these, check out our Spells page.
Utility of Blood Death Knight in The War Within
Interrupts, Stuns and Stops
 Mind Freeze is your kick; it is a talented ability, has a 15-yard range
and is on a standard melee cooldown. You can choose to spec into
 Mind Freeze is your kick; it is a talented ability, has a 15-yard range
and is on a standard melee cooldown. You can choose to spec into  Coldthirst
to reduce this to 12 seconds if you manage to successfully interrupt a spec, but we
generally recommend against it; in Season 1, no notable enemy has a 12-second
recast time on a dangerous ability.
 Coldthirst
to reduce this to 12 seconds if you manage to successfully interrupt a spec, but we
generally recommend against it; in Season 1, no notable enemy has a 12-second
recast time on a dangerous ability.
You should use a macro similar to the one below in order to be able to easily transition between kicking your focus or your current target if you do not have a focus target set. This generally allows you to pre-identify what you will kick, even if it is not your current target:
- /cast [@focus,exists,nodead] [] Mind Freeze
Make sure that your UI shows your Focus Target's casts clearly so that you are always able to kick it on cooldown or in coordination with the rest of your group.
Other Group Stops
 Asphyxiate is available on the class tree; it is a relatively long cooldown (45s),
ranged stun, and costs an entire GCD to cast. When used, your target is stunned for 4 seconds.
 Asphyxiate is available on the class tree; it is a relatively long cooldown (45s),
ranged stun, and costs an entire GCD to cast. When used, your target is stunned for 4 seconds.
 Blinding Sleet disorients all targets in front of you until they take a small amount
of damage, or for 5 seconds. When the disorient breaks, they are slowed by 50% for 6 seconds.
 Blinding Sleet disorients all targets in front of you until they take a small amount
of damage, or for 5 seconds. When the disorient breaks, they are slowed by 50% for 6 seconds.
 Death Grip's primary utility is as a soft stop on casts; with two charges on a rolling
15-second recharge timer with
 Death Grip's primary utility is as a soft stop on casts; with two charges on a rolling
15-second recharge timer with  Death's Echo, and only costing 1/3 of a GCD, it is very
useful to force certain enemies to restart their cast. Unfortunately for us, in The War Within,
the default behavior of most spells is to just attempt to recast if stopped, and as a result, this
only buys you a short amount of time.
 Death's Echo, and only costing 1/3 of a GCD, it is very
useful to force certain enemies to restart their cast. Unfortunately for us, in The War Within,
the default behavior of most spells is to just attempt to recast if stopped, and as a result, this
only buys you a short amount of time.
 Abomination Limb can technically be considered a stop, as it will reliably pull the
furthest target further than 8 yards from you to your position, and this check + grip can occur
up to once per second and up to once every 4 seconds per mob.
 Abomination Limb can technically be considered a stop, as it will reliably pull the
furthest target further than 8 yards from you to your position, and this check + grip can occur
up to once per second and up to once every 4 seconds per mob.
Finally,  Gorefiend's Grasp can be picked on the spec tree; it functions as a targeted
AoE displacement tool. It requires a target to cast, and when used, all hostile targets within 15
yards of the target are pulled to the center of that target's hitbox. This is incredibly
dangerous to cast on yourself; you should always cast on somebody (or something) else. It is also
worth noting that the target you cast it on is not moved, and thus, no cast is stopped if they were
casting.
 Gorefiend's Grasp can be picked on the spec tree; it functions as a targeted
AoE displacement tool. It requires a target to cast, and when used, all hostile targets within 15
yards of the target are pulled to the center of that target's hitbox. This is incredibly
dangerous to cast on yourself; you should always cast on somebody (or something) else. It is also
worth noting that the target you cast it on is not moved, and thus, no cast is stopped if they were
casting.
You can augment  Gorefiend's Grasp with a 3-second silence on anything it gripped, including
its main target, by talenting into
 Gorefiend's Grasp with a 3-second silence on anything it gripped, including
its main target, by talenting into  Tightening Grasp.
 Tightening Grasp.
Other Utility
 Death and Decay, when paired with the
 Death and Decay, when paired with the  Grip of the Dead
talent becomes a highly effective tool for starting to kite as you head to the
next pack. As with
 Grip of the Dead
talent becomes a highly effective tool for starting to kite as you head to the
next pack. As with  Bone Shield, be sure that Death and Decay is
available to use when you are ready to move on to the next pack.
 Bone Shield, be sure that Death and Decay is
available to use when you are ready to move on to the next pack.
 Raise Ally is the Death Knight combat resurrection spell. While
in a raid environment, you would not normally want to rely on the tank for
combat resurrection, in a Mythic+ dungeon, you may be the only player to bring
this utility. Additionally, the instant-cast nature of
 Raise Ally is the Death Knight combat resurrection spell. While
in a raid environment, you would not normally want to rely on the tank for
combat resurrection, in a Mythic+ dungeon, you may be the only player to bring
this utility. Additionally, the instant-cast nature of  Raise Ally will make it
preferable to other combat resurrections in some circumstances, even considering
its steep Runic Power cost. If you need to resurrect an ally, be sure to consider
both timing and positioning — avoid placing the newly resurrected player
in the path of a dangerous boss cleave or immediately before a dungeon-wide
damage event.
 Raise Ally will make it
preferable to other combat resurrections in some circumstances, even considering
its steep Runic Power cost. If you need to resurrect an ally, be sure to consider
both timing and positioning — avoid placing the newly resurrected player
in the path of a dangerous boss cleave or immediately before a dungeon-wide
damage event.
 Anti-Magic Zone provides
Death Knights with a way to help the group survive large bursts of magic
damage. Its range and duration are limited, but mostly sufficient in Mythic+.
Its cooldown can be brought down to 90 seconds with
 Anti-Magic Zone provides
Death Knights with a way to help the group survive large bursts of magic
damage. Its range and duration are limited, but mostly sufficient in Mythic+.
Its cooldown can be brought down to 90 seconds with  Assimilation, but
much like
 Assimilation, but
much like  Coldthirst, we recommend evaluating whether this is a
concrete gain for you instead of just blindly picking it and never leveraging it.
 Coldthirst, we recommend evaluating whether this is a
concrete gain for you instead of just blindly picking it and never leveraging it.
Dungeon Tips and Tricks for Blood Death Knight for The War Within Season 1
Before getting into dungeon-specific tips, one very important detail about
starting a key as a Blood Death Knight needs to be mentioned. You can pre-stack
 Bone Shield stacks before the key starts, and you have a very strong
incentive to do so, as this frees you from having to rapidly gather the first
pull of a dungeon while also having to worry about it.
 Bone Shield stacks before the key starts, and you have a very strong
incentive to do so, as this frees you from having to rapidly gather the first
pull of a dungeon while also having to worry about it.
You can do so by just stacking it up before the key starts; just bear in mind that the stacks last 30 seconds.
Mythic+ Tips for Blood Death Knight in The War Within Season 1
Bosses
Avanoxx
 Grip of the Dead,
 Grip of the Dead,  Death Grip and
 Death Grip and  Chains of Ice (as a last resort) allow you to
control and snare Starved Crawlers fixating the rest of your team. Make a neat pile with them and help them
burn them down; be careful not to put melee DPS players while doing so.
 Chains of Ice (as a last resort) allow you to
control and snare Starved Crawlers fixating the rest of your team. Make a neat pile with them and help them
burn them down; be careful not to put melee DPS players while doing so.
You can use  Anti-Magic Shell to cross Vile Webbing without being affected by the stacking debuff it
applies. As long as
 Anti-Magic Shell to cross Vile Webbing without being affected by the stacking debuff it
applies. As long as  Anti-Magic Shell is up before you enter the zone, even after it fades, as long as
you do not exit then re-enter Vile Webbing, you will not gain stacks.
 Anti-Magic Shell is up before you enter the zone, even after it fades, as long as
you do not exit then re-enter Vile Webbing, you will not gain stacks.
Avanoxx's tankbuster is physical, deals a relatively low amount of damage in three consecutive hits with
the third dealing more damage. Wait for two hits, then hit  Death Strike; in high keys, cycle a cooldown
on top of it (it occurs every 15 seconds).
 Death Strike; in high keys, cycle a cooldown
on top of it (it occurs every 15 seconds).
Anub'zekt
Ceaseless Swarm can be crossed with  Anti-Magic Shell without causing any interaction with it. This
also applies to the intermission (Eye of the Swarm), so if you see your team is struggling for space,
press
 Anti-Magic Shell without causing any interaction with it. This
also applies to the intermission (Eye of the Swarm), so if you see your team is struggling for space,
press  Anti-Magic Shell and step out for a bit.
 Anti-Magic Shell and step out for a bit.
Adds on this fight can be gripped; while this does not cause them to stop casting Silken Restraints, it does allow your team to gain time, and brings them in melee to DPS them easily.
There are no tank-specific mechanics on this fight.
Ki'katal the Harvester
There are once again no tank-specific mechanics on this boss.
You can use  Death's Advance to completely negate
 Death's Advance to completely negate  Cosmic Singularity. On low keys, you can also
face-tank it with
 Cosmic Singularity. On low keys, you can also
face-tank it with  Vampiric Blood and
 Vampiric Blood and  Anti-Magic Shell, but we do not recommend doing this as it buys
very little additional value, and fosters bad habits (it quickly becomes deadly).
 Anti-Magic Shell, but we do not recommend doing this as it buys
very little additional value, and fosters bad habits (it quickly becomes deadly).
You can pre-immune every single voidzone present on the floor (webs and blood) with  Anti-Magic Shell.
However, if you walk through a Black Blood puddle this way, you will still spawn a blood (but you will not be
rooted).
 Anti-Magic Shell.
However, if you walk through a Black Blood puddle this way, you will still spawn a blood (but you will not be
rooted).
Trash
There is honestly not much to speak of in Ara-kara in terms of Death Knight-only trick that can make the fight significantly easier until things go wrong. Your route matters, and the limiter on the key is your group's ability to keep enemies from casting.
The overwhelming majority of enemies in this dungeon are casters that possess random, no-cooldown spammable
nukes that target random players. Keep an eye out for  Web Bolt,
 Web Bolt,  Revolting Volley and
 Revolting Volley and
 Venom Volley. If
 Venom Volley. If  Revolting Volley goes through (or is about to go through), you can immune
its Fear effect with
 Revolting Volley goes through (or is about to go through), you can immune
its Fear effect with  Anti-Magic Shell or
 Anti-Magic Shell or  Lichborne.
 Lichborne.
The timer on this dungeon is very lenient even on the highest of keys. We recommend following a route that takes very little risk and limits the number of accidental death-by-caster accidents for members of your group.
Note that it is early days and that this section will be far more fleshed out as the Season progresses and cool tricks and tips are found.
Bosses
Orator Krix'vizk
Proposed cooldown plan for  Subjugate (+12):
 Subjugate (+12):
| Time | Cooldowns | 
|---|---|
| 0:05 |  Vampiric Blood | 
| 0:22 |  Anti-Magic Shell | 
| 0:35 |  Vampiric Blood | 
| 0:53 |  Lichborne | 
| 01:05 |  Anti-Magic Shell | 
| 01:23 |  Vampiric Blood | 
| 01:37 |  Icebound Fortitude | 
| 01:55 |  Anti-Magic Shell | 
| 02:08 |  Vampiric Blood | 
| 02:26 |  Anti-Magic Zone | 
| Repeat from 0:22 (  Anti-Magic Shell) | |
You can pass over shadow voidzones by pre-casting  Anti-Magic Shell, but since
it is part of a strict cooldown rotation on this boss, we recommend avoiding this. Similarly,
while
 Anti-Magic Shell, but since
it is part of a strict cooldown rotation on this boss, we recommend avoiding this. Similarly,
while  Anti-Magic Shell and
 Anti-Magic Shell and  Lichborne can be used to immune Terrorize if you
manage to get hit by it (if you do, congratulations, not an easy feat), but as they are
both somewhat strictly assigned to a cooldown plan, you are left with just having to dodge
that one mechanic.
 Lichborne can be used to immune Terrorize if you
manage to get hit by it (if you do, congratulations, not an easy feat), but as they are
both somewhat strictly assigned to a cooldown plan, you are left with just having to dodge
that one mechanic.
Fangs of the Queen
The only noteworthy interaction on this boss consists in being able to immune all of the
stack applications from  Rime Dagger with
 Rime Dagger with  Anti-Magic Shell. Pay close attention
to its cooldown (use Bigwigs or an equivalent weakaura pack) and press
 Anti-Magic Shell. Pay close attention
to its cooldown (use Bigwigs or an equivalent weakaura pack) and press  Anti-Magic Shell
before it applies to you.
 Anti-Magic Shell
before it applies to you.
The Coaglamation
Help your teammates with the blobs.
You can pre-immune the mortal strike effect from  Oozing Smash if
 Oozing Smash if  Anti-Magic Shell is
up at the time of the hit, even if it does not fully absorb the tankbuster. You cannot do this
every time, and can instead only get ~50% of the casts.
 Anti-Magic Shell is
up at the time of the hit, even if it does not fully absorb the tankbuster. You cannot do this
every time, and can instead only get ~50% of the casts.
 Oozing Smash only reduces direct healing received, not absorbs. This means that while
the immediate healing from
 Oozing Smash only reduces direct healing received, not absorbs. This means that while
the immediate healing from  Death Strike and other sources will be reduced, absorbs such as
 Death Strike and other sources will be reduced, absorbs such as
 Blood Shield,
 Blood Shield,  Anti-Magic Shell and
 Anti-Magic Shell and  Tombstone will still be 100% effective.
 Tombstone will still be 100% effective.
Izo, the Grand Splicer
You can pre-immune  Umbral Weave and
 Umbral Weave and  Splice with
 Splice with  Anti-Magic Shell. Additionally,
if somebody fails the scarab check and casts
 Anti-Magic Shell. Additionally,
if somebody fails the scarab check and casts  Gutburst, you can pre-immune the stun and DoT with
 Gutburst, you can pre-immune the stun and DoT with
 Anti-Magic Shell or
 Anti-Magic Shell or  Icebound Fortitude.
 Icebound Fortitude.
The three Shifting Anomalies' pushback can be negated with  Death's Advance and their harmful effects
immuned with
 Death's Advance and their harmful effects
immuned with  Anti-Magic Shell. You need both up at the same time to safely cross an orb.
 Anti-Magic Shell. You need both up at the same time to safely cross an orb.
Trash
After the first boss, the spy mini-game has fixed positions. They are as follows:
 
    You should memorize these positions and eliminate them in order; the fastest way to clear them is to work from left to right.
This dungeon is very similar to Ara-kara in terms of trash type: a significant amount of packs that are lethal to your group and not to you. The deal and recommendation is the same: pull conservatively, take your time, and collect your winnings.
Bosses
Speaker Shadowcrown
You can pre-immune the healing absorption effect from the healer dispelling  Burning Shadows on anybody else
with
 Burning Shadows on anybody else
with  Anti-Magic Shell. Unfortunately, this is pretty much the only tip for this boss; do the mechanics, fly away
when you need to (
 Anti-Magic Shell. Unfortunately, this is pretty much the only tip for this boss; do the mechanics, fly away
when you need to ( Anti-Magic Shell does not immune that), and brace for the brutal spectacle that is the second
area of trash.
 Anti-Magic Shell does not immune that), and brace for the brutal spectacle that is the second
area of trash.
Anub'ikkaj
You can immune the knockback from  Terrifying Slam with
 Terrifying Slam with  Death's Advance, and unless you waste a charge
unnecessarily, you can immune 2/3 of them. Using
 Death's Advance, and unless you waste a charge
unnecessarily, you can immune 2/3 of them. Using  Anti-Magic Shell only reduces the damage and does not prevent the
knockback.
 Anti-Magic Shell only reduces the damage and does not prevent the
knockback.
Your cooldown plan on this boss revolves solely around  Terrifying Slam but is made more difficult as you will need
to account for two variables:
 Terrifying Slam but is made more difficult as you will need
to account for two variables:
- Which  Terrifying Slams you cannot cover with Terrifying Slams you cannot cover with Death's Advance, as these will send you
    away from the boss and lead to taking an additional auto-attack before you can Death's Advance, as these will send you
    away from the boss and lead to taking an additional auto-attack before you can Death Strike if your
    team is not smart enough to give you space to be close to the boss when it happens (they can be at max range,
    and this allows you to Death Strike if your
    team is not smart enough to give you space to be close to the boss when it happens (they can be at max range,
    and this allows you to Death Strike the boss mid flight. Do not make the mistake of going out of melee
    for it). Death Strike the boss mid flight. Do not make the mistake of going out of melee
    for it).
- Which  Terrifying Slam will sync up with the detonation of the Terrifying Slam will sync up with the detonation of the Dark Orb from DPS players. When
    it fades, it deals proximity damage to the entire group - and while on its own, this is not enough to kill you,
    being surprised by a bonus 4-5M damage just as Dark Orb from DPS players. When
    it fades, it deals proximity damage to the entire group - and while on its own, this is not enough to kill you,
    being surprised by a bonus 4-5M damage just as Terrifying Slam lands definitely will. Terrifying Slam lands definitely will.
Rasha'nan
Do not leave melee range! It is your group's issue to do anything but the closest Arathi Bombs.
There are no mechanics you can particularly help with, unfortunately, and nothing specifically dangerous.
Trash
Beyond the usual caster spam (be particularly careful when planning your route after Speaker Shadowcrown; the town is crammed full of dangerous ennemies), there is a particularly point of note regarding Nightfall Tacticians, which are by far the most dangerous mobs in the instance due to their surprising auto-attack damage and their periodic enrage. Roughly every 20 seconds (after their frontal), they will melee for 100% more damage for 9 seconds. Do not disrespect this - cycle cooldowns and handle them properly.
Your routing choice includes one unusual tank-decides-the-value pull around the miniboss by the house. You can opt to pull two Nightfall Tacticians along with the miniboss, or pull five Tacticians along with the miniboss and send all party cooldowns in order to get some relatively free (for the group) count. We do not recommend this, but if you do decide to do this, stagger pulling them in - pull the miniboss + her two sidekicks, then two more 5 seconds later, and then the last one. This guarantees that enrages will never be synced (their cast is based on when you pulled them).
Bosses
- No fancy tips yet. Please check back next week!
Trash
- No fancy tips yet. Please check back next week!
Bosses
Blightbone
You can pre-immune the silence voidzones (the green goo on the floor stemming from his AoE or when maggots pop) with
 Anti-Magic Shell. As this is the only magic ability in the entire fight, you can use this liberally.
 Anti-Magic Shell. As this is the only magic ability in the entire fight, you can use this liberally.
That's it. There is nothing really important. You can grip the maggots into a neat stack and drop  Death and Decay
for a 90% slow below them and to help cleave them down, but be aware that melees that are fixated may be surprised by this.
 Death and Decay
for a 90% slow below them and to help cleave them down, but be aware that melees that are fixated may be surprised by this.
Amarth
Bring  Control Undead. Every wave of adds, control one of the Risen Mages to drastically reduce the chance for
 Control Undead. Every wave of adds, control one of the Risen Mages to drastically reduce the chance for
 Frostbolt Volley to go through; when Amarth causes all adds to detonate, wait for the detonation to happen,
then release and kill your mage.
 Frostbolt Volley to go through; when Amarth causes all adds to detonate, wait for the detonation to happen,
then release and kill your mage.
Stitchflesh
The pulsing damage from abominations stacks and ramps up the longer they are alive, and your team may not be inclined
to kill them early, particularly if Stitchflesh is on the floor. You may end up sweating a lot; save
 Icebound Fortitude for if you end up having to tank two abominations simultaneously.
 Icebound Fortitude for if you end up having to tank two abominations simultaneously.
Your ghoul can accidentally get hit by the hook; be aware of this when the hook actually matters.
Nalthor
Everything on this fight that matters is Physical damage!
 Icy Shard, despite its name, is physical damage; mitigate as you would normally (i.e.
 Icy Shard, despite its name, is physical damage; mitigate as you would normally (i.e.  Death Strike,
liberal use of
 Death Strike,
liberal use of  Vampiric Blood and
 Vampiric Blood and  Tombstone).
 Tombstone).
 Anti-Magic Shell is best sent when the shield is up as there is no other real magic damage. It is impossible
to be targeted by the root as a tank unless only three players (or less) are on the platform at a time.
 Anti-Magic Shell is best sent when the shield is up as there is no other real magic damage. It is impossible
to be targeted by the root as a tank unless only three players (or less) are on the platform at a time.
Trash
Bring  Control Undead; this will massively reduce the difficulty of some pulls:
 Control Undead; this will massively reduce the difficulty of some pulls:
- On the very first pull, you should  Control Undead the Stitched Vanguard as it is the only
    dangerous mob in the pull; its stacking attack speed increase and the fact that it is the lowest priority kill
    target in the pull for your group means that, if it does not regularly get soothed, you will eventually die to
    ludicrously fast auto-attacks. You control it to remove this factor from the pull entirely. Control Undead the Stitched Vanguard as it is the only
    dangerous mob in the pull; its stacking attack speed increase and the fact that it is the lowest priority kill
    target in the pull for your group means that, if it does not regularly get soothed, you will eventually die to
    ludicrously fast auto-attacks. You control it to remove this factor from the pull entirely.
- On the way to Amarth, you can  Control Undead the risen mages in order to completely remove the need
    for kicks on those pulls. Control Undead the risen mages in order to completely remove the need
    for kicks on those pulls.
- Finally, in the necropolis, you can control one of the Loyal Creations to remove their AoE stun from the pull and use it on the enemies instead.
It is worth noting that there is a single Flesh Crafter on the right side of the area, and
a couple of Flesh crafters in the necropolis.
Their  Throw Cleaver ability throws a cleaver that can also damage enemies if it collides
with them, making it a quick way to gain additional damage should you decide to pull it. This works
against all enemies and bosses, and is the primary way to make Zolramus Gatekeepers efficient to pull:
take the Flesh Crafter with them, and use
 Throw Cleaver ability throws a cleaver that can also damage enemies if it collides
with them, making it a quick way to gain additional damage should you decide to pull it. This works
against all enemies and bosses, and is the primary way to make Zolramus Gatekeepers efficient to pull:
take the Flesh Crafter with them, and use  Throw Cleaver to delete it.
 Throw Cleaver to delete it.
Bosses
Ingra Maloch
Positioning is everything on this boss, and unfortunately the only real thing you can help with. You should aim to make your melees' lives easier by making sure there is ample free space around the boss, while also making sure that the radial fear from Ingra Maloch always has a somewhat safe space for people.
You can immune the fear with  Lichborne and
 Lichborne and  Anti-Magic Shell.
 Anti-Magic Shell.
Mistcaller
Be particularly aware of the fox when using  Abomination Limb, as it will grip it in melee (and freeze everybody
nearby) if it strays too close.
 Abomination Limb, as it will grip it in melee (and freeze everybody
nearby) if it strays too close.
You are the only player capable of kicking  Patty Cake. Be sure to not miss it.
 Patty Cake. Be sure to not miss it.
Tred'ova
You can pre-immune the  Mind Link with
 Mind Link with  Anti-Magic Shell. It cannot directly target you, but it can
tie you to somebody else if they are targeted while being close to you.
 Anti-Magic Shell. It cannot directly target you, but it can
tie you to somebody else if they are targeted while being close to you.
Trash
Before you go any further, instruct somebody in your team to grab the Maze Navigator weakaura to trivialize the maze. Whilst not strictly necessary, it will save you a lot of running if somebody screws it up.
Drust Area (Trash)
The Drust mobs appear to be very simple at first; however, there is a lot of subtlety to the way you handle them, as they have both the potential to deal ludicrous damage to you and your team, and also to heal while doing so, complicating the run and adding to the timer in more ways than one.
Drust Soulcleavers are the mobs you will likely care the most about as a Blood Death Knight. They show up in every pack up to Ingra Maloch, and have two devastating abilities:
 Hand of Thros is a self-buff on them that cannot be purged, and which
has two effects: it causes them to attack 30% faster, and every time they
successfully melee you, they will self-heal for 3% of their max HP, making it a
15-20% total heal if they melee you for the entire duration. This is the
indication to kite, not because you could weather the damage, but because it is
not cost-effective to do so due to the self-heal. Hand of Thros is a self-buff on them that cannot be purged, and which
has two effects: it causes them to attack 30% faster, and every time they
successfully melee you, they will self-heal for 3% of their max HP, making it a
15-20% total heal if they melee you for the entire duration. This is the
indication to kite, not because you could weather the damage, but because it is
not cost-effective to do so due to the self-heal.
 Soul Split is a stacking magical debuff on you that increases your
damage taken by 20% for 8 seconds, stacking. Get dispelled - you should also use Soul Split is a stacking magical debuff on you that increases your
damage taken by 20% for 8 seconds, stacking. Get dispelled - you should also use Anti-Magic Shell to prevent its application (it is very predictable). Anti-Magic Shell to prevent its application (it is very predictable).
The key to these mobs is to use the 10-12 seconds prior to every  Hand of Thros
to generate enough threat to kite the debuff entirely if
 Hand of Thros
to generate enough threat to kite the debuff entirely if  Dancing Rune Weapon
is not available. You should make
sure you have enough space to do so, evidently; for the last pack before Ingra
Maloch, get a Night Fae to open the alcove with the mushroom buffs
to have ample kiting space!
 Dancing Rune Weapon
is not available. You should make
sure you have enough space to do so, evidently; for the last pack before Ingra
Maloch, get a Night Fae to open the alcove with the mushroom buffs
to have ample kiting space!
Drust Harvesters mobs pose two threats to your group: they cast  Spirit Bolt
randomly at targets, and periodically cast
 Spirit Bolt
randomly at targets, and periodically cast  Harvest Essence, a very
potent channeled life drain on all of your party. Both of those should
be kicked as often as possible; if you do not have enough kicks, use
 Harvest Essence, a very
potent channeled life drain on all of your party. Both of those should
be kicked as often as possible; if you do not have enough kicks, use
 Asphyxiate or
 Asphyxiate or  Death Grip to cancel this channel.
 Death Grip to cancel this channel.
When kiting the soulcleavers, make sure the kicks are being taken care of.
It is all too easy to forget one of these mobs and get sent straight to the
instance portal by  Spirit Bolt from the other side of the area.
 Spirit Bolt from the other side of the area.
Tirnen Villagers — Be warned: these hit hard. Fortunately, they spend 50% of their time casting either a frontal (which you should move out of), or a channeled spell on a nearby party member (which you are not a valid target for and cannot aid in any way). Use the breaks in melees to your advantage!
Finally, the first two packs you will pull are Drust Spiteclaws. They
have a peculiar on-death ability, assuming nobody in your group dispels the buff
they have:  Dying Breath applies to anybody within 8 yards, players and mobs
alike, and causes them to take 10% extra damage, stacking.
 Dying Breath applies to anybody within 8 yards, players and mobs
alike, and causes them to take 10% extra damage, stacking.
There are five of them. That is 50% extra damage to the entire pack, making it
an extremely efficient use of time if you can survive the pull —
just remember to  Anti-Magic Shell before they die!
 Anti-Magic Shell before they die!
The Maze (Trash)
The maze of mists has six "regular" enemy types and three minibosses; during a run, you can expect to have to fight anywhere between 5-7 rooms featuring up to one miniboss. We've detailed the ones you can do something about below.
Assign priority DPS in the following order:
- Mistveil Stalkers
- Mistveil Stingers
- Mistveil Shapers / Tenders
- Anything else
Below, you will find tips for each type of mobs.
- Mistveil Guardian Anima Slash deals a very large amount of upfront Nature damage
and stacks a short-duration DoT. You should use Anima Slash deals a very large amount of upfront Nature damage
and stacks a short-duration DoT. You should use Anti-Magic Shell just before
the second stack is applied to you in order to immune it, prevent the
stack from refreshing and causing the stacks to fall off entirely. A single Guardian
cannot stack this up, but there are pulls with two; there is also the opportunity to
pull three at the same time by getting a pet class to pull through the walls using
their pet. Anti-Magic Shell just before
the second stack is applied to you in order to immune it, prevent the
stack from refreshing and causing the stacks to fall off entirely. A single Guardian
cannot stack this up, but there are pulls with two; there is also the opportunity to
pull three at the same time by getting a pet class to pull through the walls using
their pet.
- These mobs are also empowered by other nearby enemies' presence, causing them to deal more damage the bigger the pull is.
 
- Mistveil Tender / Mistveil Shaper- These mobs act as healers in the packs they are in. Tenders cast
 Nourish the Forest whenever one of their allies drop below 50%, which works
as a periodic, dispellable HoT; Shapers cast Nourish the Forest whenever one of their allies drop below 50%, which works
as a periodic, dispellable HoT; Shapers cast Bramblethorn Coat instead,
which acts as a shield. Bramblethorn Coat instead,
which acts as a shield.
- Whenever you engage a pack with one of either, assign a melee (15s) kick to them.
 
- These mobs act as healers in the packs they are in. Tenders cast
- Mistveil Defender- These mobs auto-attack. That's it.
 
- Mistveil Stalker- These mobs have an instant cast ( Mistveil Tear) that causes them to leap
to a target and apply a brutal bleed on them for 12 seconds. If you stun
it with Mistveil Tear) that causes them to leap
to a target and apply a brutal bleed on them for 12 seconds. If you stun
it with Asphyxiate before it casts, it goes on cooldown, making it a significant
chunk of damage your healer does not have to deal with, and a much smaller mortality
rate for whoever was targeted. Asphyxiate before it casts, it goes on cooldown, making it a significant
chunk of damage your healer does not have to deal with, and a much smaller mortality
rate for whoever was targeted.
 
- These mobs have an instant cast (
- Mistveil Stinger- The last of the mobs in the gauntlet is, fortunately, a mob with no real mechanics as a tank. They keep darting to party members and applying a dispellable magical debuff called Anima Injection. Just be aware that they move around a lot, and that your healer absolutely needs to dispel this before it runs its course.
 
Tred'ova Area
You are limited in what you pull here by two separate mechanics:
- Spinemaw Staghorns stack a 20% damage amplification debuff on the group while in
    combat, making multiples of them impossible to pull; they would already be dangerous
    thanks to  Stimulate Regeneration and Stimulate Regeneration and Stimulate Resistance. Stimulate Resistance.
- Spinemaw Reavers frequently dart to a nearby target and cast  Debilitating Poison
    on them, stacking a nasty poison DoT. The more of them you pull, the faster the stacks will
    ramp on everybody else, and this often leads to a death if they are not killed quickly. Debilitating Poison
    on them, stacking a nasty poison DoT. The more of them you pull, the faster the stacks will
    ramp on everybody else, and this often leads to a death if they are not killed quickly.
This expansion, everybody gets to discover, relish and enjoy the Alliance version of Siege of Boralus, arguably the more difficult of the two former variants.
Bosses
Chopper Redhook
Adds on this fight spawn periodically from predictable spawn points; they need to be picked up and burned down. The ranged spawned mobs can be gripped in to ease with this.
Do not get caught by the hook, do not walk in the bombs, and DPS things down; assuming the fight goes correctly, there is surprisingly little tanking to do on this.
If your group is feeling frisky, the adds can be CCed at their spawn point, allowing you more uptime on the boss.
Dread Captain Lockwood
Her frontal is currently bugged and does not lock the direction in which she faces; to solve this problem, move out of melee in order to not get hit.
Hadal Darkfathom
Position the boss near the statue at all times; you and your team can bait the splash zones from
 Break Water; you should be pointing the giant outwards so that
 Break Water; you should be pointing the giant outwards so that  Crashing Tide
does not leave puddles in the wrong place. This also will allow you and your team to very easily rotate around the statue when
 Crashing Tide
does not leave puddles in the wrong place. This also will allow you and your team to very easily rotate around the statue when
 Tidal Surge is cast.
 Tidal Surge is cast.
Viq'goth
No particular trick here, you are not a valid target for  Putrid Waters unless two DPS players are
dead, so you do not even get to have fun immuning it with
 Putrid Waters unless two DPS players are
dead, so you do not even get to have fun immuning it with  Anti-Magic Shell. Just tank the demolisher
tentacle on every platform, do the mechanics, and collect your loot.
 Anti-Magic Shell. Just tank the demolisher
tentacle on every platform, do the mechanics, and collect your loot.
You can use  Path of Frost to walk over the water when going between platforms as long as you
are not taking damage from any source during it.
 Path of Frost to walk over the water when going between platforms as long as you
are not taking damage from any source during it.
Bosses
E.D.N.A
The biggest danger on this fight is  Seismic Smash, a very hard hitting Physical tankbuster
cast roughly every 30 seconds (the timing alternates depending on whether E.D.N.A is breaking pillars). This
debuffs you for 30 seconds, and when this DoT is dispelled, it applies
 Seismic Smash, a very hard hitting Physical tankbuster
cast roughly every 30 seconds (the timing alternates depending on whether E.D.N.A is breaking pillars). This
debuffs you for 30 seconds, and when this DoT is dispelled, it applies  Stone Shield to you, reducing
all damage taken by 50% for 6 seconds - right on time when the next
 Stone Shield to you, reducing
all damage taken by 50% for 6 seconds - right on time when the next  Seismic Smash is about to happen.
 Seismic Smash is about to happen.
You have two scenarios to consider here:
- If you know your healer is capable of dispelling at the right time, tell them how to do so (dispel
    just before the next  Seismic Smash starts casting), and collect your free 50% damage reduction
    on every Seismic Smash starts casting), and collect your free 50% damage reduction
    on every Seismic Smash except the first. Seismic Smash except the first.
- If you do not know, or your healer is an unknown quantity, you should assume that they do not know.
    On keys up to +10, this just means pressing  Vampiric Blood and either Vampiric Blood and either Lichborne, Lichborne, Icebound Fortitude or Icebound Fortitude or Tombstone for every Tombstone for every Seismic Smash. Seismic Smash.
If you are feeling adventurous, you can line of sight  Seismic Smash here:
 Seismic Smash here:
 
    Master Machinists
There is nothing particularly unique to do on this boss, unfortunately. Do not die, do not get one-shot by
the box, and be aware that the box is always followed by a  Molten Metal cast which needs to be kicked.
As
 Molten Metal cast which needs to be kicked.
As  Mind Freeze has a ludicrously long range, you are one of the best targets to do this.
 Mind Freeze has a ludicrously long range, you are one of the best targets to do this.
The main tankbuster on this fight is  Igneous Hammer, which just deals a moderate amount of Fire damage
every 12-14 seconds. Cycle CDs, weave in
 Igneous Hammer, which just deals a moderate amount of Fire damage
every 12-14 seconds. Cycle CDs, weave in  Anti-Magic Shell when Brokk is not pulsing damage simultaneously; on
up to +12, you can take this with nothing up as long as you are at full health, though we recommend getting into the
habit of just cycling cooldowns.
 Anti-Magic Shell when Brokk is not pulsing damage simultaneously; on
up to +12, you can take this with nothing up as long as you are at full health, though we recommend getting into the
habit of just cycling cooldowns.
Skarmorak
The tankbuster on this fight,  Crystalline Smash, is Physical damage and is cast twice in short succession
(12-13s apart), then again after the boss comes back to being active. Cycle cooldowns accordingly
 Crystalline Smash, is Physical damage and is cast twice in short succession
(12-13s apart), then again after the boss comes back to being active. Cycle cooldowns accordingly
Void Speaker Eirich
Position your voidzones so they do not affect much of the group, and position the boss so his frontal is easy to dodge.
You can pre- Anti-Magic Shell
 Anti-Magic Shell  Entropic Reckoning, preventing a zone of Entropy from forming.
 Entropic Reckoning, preventing a zone of Entropy from forming.
Trash
There is no real noteworthy tech in Stonevault beyond a few nifty uses of  Anti-Magic Shell:
 Anti-Magic Shell:
- You can immune  Ground Pound from Earth Infused Golems Ground Pound from Earth Infused Golems
- You can immune  Shadow Claw from Void Bound Despoilers in the Skarmorak wing Shadow Claw from Void Bound Despoilers in the Skarmorak wing
- When Void Bound Despoilers pulse group damage with  Void Outburst, help your group
    with Void Outburst, help your group
    with Anti-Magic Zone Anti-Magic Zone
- In the Master Machinist wing, if you are targeted by  Censoring Gear, you can
    immune the silence with Censoring Gear, you can
    immune the silence with Anti-Magic Shell Anti-Magic Shell
- In the final corridor, you can  Anti-Magic Shell Anti-Magic Shell Smash Rock from
    Rock smashers Smash Rock from
    Rock smashers
Affix Tips, Tricks and Management for Blood Death Knight in The War Within Season 1
This section has Blood Death Knight-specific tips for dealing with the various affixes of Mythic+. If you want general guides for each of our Dungeons or Mythic+ in general, check out our dedicated page below.
Affix Guide for Blood Death Knight in The War Within
Ascendant Affix Management for Blood Death Knight
Our default builds already include  Blinding Sleet and
 Blinding Sleet and  Mind Freeze.
Be aware of the orb spawn timer, and position yourself so you can stop multiple with sleet!
 Mind Freeze.
Be aware of the orb spawn timer, and position yourself so you can stop multiple with sleet!
Oblivion Affix Management for Blood Death Knight
You should practice strafing around enemies without them repositioning around
you in order to be able to assist your group on this affix without accidentally
causing enemies to eat orbs. When you are able to do this, use  Death's Advance
to rapidly strafe around enemies and soak up all the orbs - or just let your DPS deal
with it, as the penalty for screwing it up is significantly worse.
 Death's Advance
to rapidly strafe around enemies and soak up all the orbs - or just let your DPS deal
with it, as the penalty for screwing it up is significantly worse.
Voidbound Affix Management for Blood Death Knight
Voidbound emissaries are a straightforward DPS check. If you are playing  Deathbringer, we
recommend trying to save either an
 Deathbringer, we
recommend trying to save either an  Exterminate stack or two to assist in dealing with it.
 Exterminate stack or two to assist in dealing with it.
They have 1% health and a large shield, making them ideal targets for  Soul Reaper.
 Soul Reaper.
Devour Affix Management for Blood Death Knight
You can pre-emptively  Anti-Magic Shell this affix, but this costs your entire team damage. Instead,
you should simply
 Anti-Magic Shell this affix, but this costs your entire team damage. Instead,
you should simply  Death Strike it away!
 Death Strike it away!
Changelog
- 21 Oct. 2024: The tips are in!
- 09 Sep. 2024: Preparing for TWW S1 launch. Everything except dungeon tips are in place.
- 19 Aug. 2024: Updated talent tree for The War Within Launch.
- 24 Jul. 2024: Correcting talent hashes.
- 18 Jul. 2024: Adjusted builds for TWW pre-patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Clarified pre-key, pre-pull, between-pull tips, affix tips, sorted out builds and added routing tips. Reviewed for Season 4.
- 19 Mar. 2024: Reviewed for Patch 10.2.6.
- 15 Jan. 2024: Reviewed for Patch 10.2.5.
- 06 Nov. 2023: Swapped a season 2 reference.
- 04 Sep. 2023: Reviewed for Patch 10.1.7
- 10 Jul. 2023: Reviewed for Patch 10.1.5.
- 01 May 2023: Removed thundering, added info about new affixes and how Blood has no way to help with them.
- 20 Mar. 2023: Clarified talents.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 11 Dec. 2022: Reviewed for Dragonflight Season 1.
- 28 Nov. 2022: Prepared for the initial release of Mythic+. In-depth, expanded spell information will follow after launch.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
More Death Knight Guides
Guides from Other Classes
This guide has been written by Mandl and Panthea.
Mandl is one of Acherus' Useful Minions and Blood Death Knight theorycrafter.
Panthea raids in Catalyst and is the author of TankNotes. He plays all tanks and is a "Useful Minion" for the Acherus Death Knight Discord. You can follow him on Twitter.
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