Death Knight Spells, Ghoul and Presence Information:

The Death Knight Spells are constantly being changed it seems so don't be surprised if sometimes one of the stats is a little off. A lot of the information I used this time for the update came from wowhead and mmo-champion. Please note talent based spells are found in the Death Knight Talent Area. Updated Sept 10th, 2013 for patch 5.4.

 

Death Knight Spells

 

Main Death Knight Spells:

Presence
Description

You assume the presence of Blood, increasing Stamina by 25%, increasing base armor by 55%, and reducing damage taken by 10%. Threat generation is also significantly increased.
Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.

Strengthens you with the presence of Frost, increasing Runic Power generation by 20%, and reducing the duration of effects that remove control of your character by 20%.
Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.

You are infused with unholy fury, increasing haste by 10%, and movement speed by 15%.
Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
Spell
Description

Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of damage dealt by harmful spells (up to a maximum of 50% of the Death Knight's health) and preventing application of harmful magical effects. Damage absorbed generates Runic Power. Lasts 5 seconds.

-45 second cooldown, instant

Summons an entire legion of Ghouls to fight for the Death Knight for 40 seconds. The Ghouls will swarm the area, taunting and fighting anything they can. While channeling Army of the Dead, the Death Knight takes less damage equal to his Dodge plus Parry chance.

-10 minute cooldown, need 1 blood, 1 frost and 1 unholy rune to cast, 4 second cast

Boils the blood of all enemies within 10 yards, dealing [ 3,858 + 11% of AP ] Shadow damage. Deals 50% additional damage to targets infected with Blood Plague or Frost Fever.

-instant, need 1 blood rune to cast

A disease dealing [ 197 + 15.8% of AP ] Shadow damage every 3 sec for 30 sec. Caused by Plague Strike and other abilities.

Instantly strike the enemy, causing 40% weapon damage plus 377. Damage is increased by 12.5% for each of your diseases on the target.

-need 1 blood rune to cast, instant, melee

Shackles the target with frozen chains, reducing movement speed by 60% for 8 sec. Also infects the target with Frost Fever.

-need 1 frost rune to cast, instant

Dominates the target undead creature, forcing it to do your bidding. While controlled, the time between the undead minion's attacks is increased by 30% and its casting speed is slowed by 20%.

-need 1 unholy rune to cast, lasts up to 5 minutes, 1.5 second cast

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.

-20 runic power, instant, 60 second cooldown

Corrupts the ground targeted by the Death Knight, causing [ 51 + 6.4% of AP ] Shadow damage every sec to targets that remain in the area for 10 seconds.

-need 1 unholy rune to cast, instant, 30 seond cooldown

Fire a blast of unholy energy, causing Shadow damage to an enemy target or healing a friendly Undead target.

-40 runic power

Opens a gate which the Death Knight can use to return to Ebon Hold. Using a Death Gate while in Ebon Hold will return the Death Knight back to near their departure point.

-need one unholy rune to cast, 10 second cast, 60 second cooldown

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 seconds.

-instant, 25 seond cooldown

Focuses dark power into a strike that deals 185% weapon damage plus 923 to an enemy and heals you for 20% of the damage you have sustained from non-player sources during the preceding 5 sec (minimum of at least 7% of your maximum health). This attack cannot be parried.

-costs 1 frost and one unholy rune to cast, instant, melee

Empower your rune weapon, immediately activating all your runes and generating 25 Runic Power.

-5 minute cooldown, instant

A disease dealing [ 166 + 15.8% of AP ] Frost damage every 3 sec for 30 seconds. Caused by Icy Touch and other spells.

The Death Knight blows the Horn of Winter, which generates 10 Runic Power and increases attack power of all party and raid members within 100 yards by 10%. Lasts 5 minutes.

-20 second cooldown, instant

The Death Knight freezes his blood to become immune to Stun effects and reduce all damage taken by 20% for 12 seconds.

-3 minute cooldown, instant

Chills the target for [ 583 + 31.9% of AP ] Frost damage and infects them with Frost Fever, a disease that deals periodic frost damage for 30 seconds.

-costs 1 frost rune to cast, instant

Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 4 seconds.

-15 second cooldown, instant

A vicious strike that deals 100% weapon damage, absorbs the next AP healing received by the target, and clouds the target's mind, slowing their casting speed by 50% (25% on player targets). Lasts 10 seconds.

-instant, melee

On a Pale Horse

Passive

You become as hard to stop as death itself. The duration of movement-slowing effects used against you is reduced by 30%, and your mounted speed is increased by 20%. This does not stack with other movement speed increasing effects.

Instantly applies Blood Plague and Frost Fever to the target enemy.

-instant, 60 second cooldown

Parry

Passive

Gives a chance to parry enemy melee attacks.

Your freezing aura creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water for 10 min. Works while mounted, but being attacked or receiving damage will cancel the effect.

-costs 1 frost rune to cast

Spreads existing Blood Plague and Frost Fever infections from your target to all other enemies within 10 yards.

-costs 1 blood rune to cast, instant

A vicious strike that deals 100% weapon damage plus 466 and infects the target with Blood Plague, a disease dealing Shadow damage over time. If the DK is spec'd unholy it also applies frost fever.

-costs 1 unholy rune to cast, instant

Increases your primary attribute by 5% while wearing Plate in all armor slots. Blood specialization grants Stamina, Frost specialization grants Strength, and Unholy specialization grants Strength.

Pours dark energy into a dead target, reuniting spirit and body to allow the target to reenter battle with 60% health and 20% mana.

-30 runic power, 10 minute cooldown, instant

Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time. Lasts 60 sec if spec'd frost or blood but if spec'd unholy the ghoul lasts until it dies. Only one ghoul can be active at a time.

-2 minute cooldown, instant

Shadowy tendrils constrict an enemy's throat, silencing them for 5 sec. Non-player victim spellcasting is also interrupted for 3 seconds.

-costs one blood rune to cast, instant, 60 second cooldown

 

The following spells are only usable depending on what you are specialized in, blood, frost or unholy.

Blood Spells:

Spell
Description
Your melee attacks have a 10% chance to spawn a Bloodworm. The Bloodworm attacks your enemies, gorging itself with blood until it bursts to heal nearby allies. Lasts up to 20 sec.
Whenever you hit with Death Strike, the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.
Additionally, increases the damage of your Death Strike by 40%.

-3 minute cooldown
Surrounds you with a barrier of whirling bones. The shield begins with 6 charges, and each damaging attack consumes a charge. While at least 1 charge remains, you take 20% less damage from all sources. Lasts 5 minutes.
-instant, 1 minute cooldown

Crimson Scourge

Passive

Increases the damage dealt by your Blood Boil by 10%, and when you land a melee attack on a target that is infected with your Blood Plague, there is a 10% chance that your next Blood Boil or Death and Decay will consume no runes.
Summons a second rune weapon that fights on its own for 12 sec, mirroring the Death Knight's attacks. The rune weapon also assists in defense of its master, granting an additional 20% parry chance while active.
-instant, melee, 1.5 minute cooldown
Commands the target to attack you, and increases threat that you generate against the target by 200% for 3 seconds.
-instant, 8 second cooldown
Instantly strike the target and up to two additional nearby enemies, causing 105% weapon damage plus 572 on the primary target, with each additional enemy struck taking 50% less damage than the previous target. Damage dealt to each target is increased by an additional 15% for each of your diseases present.
-costs 1 blood rune to cast, Instant
Increases your rune regeneration by 20% and reduces the chance that you will be critically hit by melee attacks while in Blood Presence by 6%.
Each time you heal yourself with Death Strike while in Blood Presence, you gain 50% of the amount healed as a Physical damage absorption shield.
Riposte
Passive
When you dodge or parry any attack, you gain 75% of your Parry and Dodge as additional Critical Strike for 20 seconds.
Strike the target for 200% weapon damage. This attack cannot be dodged, blocked, or parried.
-30 runic power, instant, melee

Converts 1 Blood Rune into 10% of your maximum health.

-costs 1 blood rune to cast, instant, 30 second cooldown

Your Icebound Fortitude reduces damage taken by an additional 30%.

Scarlet Fever

Passive

Causes your Blood Boil to refresh your diseases on targets it damages, and your Blood Plague to also afflict enemies with Weakened Blows. Weakened Blows Demoralizes the target, reducing their physical damage dealt by 10% for 30 sec.

Your successful main-hand autoattacks, dodges and parries have a chance to increase the healing and minimum healing done by your next Death Strike within 20 sec by 20%, and to generate 10 Runic Power. This effect stacks up to 5 times.

Strikes an enemy for 130% weapon damage and afflicts the target with Soul Reaper. After 5 sec, if the target is below 35% health, this effect will deal [ 59,822 + 120% of AP ] additional Shadow damage. If the enemy dies before this effect triggers, the Death Knight gains 50% haste for 5 sec.

-costs 1 unholy rune to cast, instant, melee

Temporarily grants the Death Knight 15% of maximum health and increases the amount of health received from healing spells and effects by 25% for 10 sec. After the effect expires, the health is lost.

-instant, 1 minute cooldown

Vengeance

Passive

Each time you take damage, you gain 1.5% of the unmitigated damage taken as attack power for 20 sec.
Increases your total Stamina by 9% and your chance to dodge by 2%.

When a damaging attack brings you below 30% of your maximum health, the cooldown on your Rune Tap ability is refreshed and your next Rune Tap has no cost, and all damage taken is reduced by 25% for 8 sec. This effect cannot occur more than once every 45 seconds.

-costs 1 frost rune to cast.

 

 

blood Frost Spells:

Spell
Description
Permanently transforms your Blood Runes into Death Runes. Death Runes count as a Blood, Frost, or Unholy Rune.

Your Frost Fever also applies the Physical Vulnerability effect.

Physical Vulnerability - Weakens the constitution of an enemy target, increasing their physical damage taken by 4% for 30 seconds.

Instantly strike the enemy, causing 115% weapon damage as Frost damage.
-35 runic power, melee, instant
Horn of Winter generates 10 runic power and increases total Strength and Agility for all party/raid members within 45 yards by 549. This effect lasts 2 min unless you are glyphed to extend this by another minute.
-costs one frost rune to cast, instant

Icy Talons

Passive

Your melee attack speed is increased by 30%.
While in Frost Presence, your Frost Strike ability costs 15 less Runic Power.

Killing Machine

Passive

Your autoattacks have a chance to grant a 100% critical strike bonus to your next Obliterate or Frost Strike.
Increases all Frost damage done by 16%.
When wielding a two-handed weapon, your Obliterate deals 40% more damage, and all melee attacks deal an additional 30% damage.
A brutal instant attack that deals 250% weapon damage. Total damage is increased by 12.5% for each of your diseases on the target.
-costs 1 frost and one unholy rune to cast, instant, melee
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 seconds.
-costs one frost rune to cast, Instant
Your Obliterate has a 45% chance to cause your next Howling Blast or Icy Touch to consume no runes.
Strikes an enemy for 130% weapon damage and afflicts the target with Soul Reaper. After 5 sec, if the target is below 35% health, this effect will deal [ 59,822 + 120% of AP ] additional Shadow damage. If the enemy dies before this effect triggers, the Death Knight gains 50% haste for 5 sec.
-costs one frost rune, instant, 6 second cooldown
When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, and Frost Strikes also deal damage with your off-hand weapon, and your Frost Strike damage is increased by 50%.

 

 

blood Unholy Spells:

Spell
Description
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.
-costs one unholy rune to cast, instant
Increases the damage your diseases deal by 60%, causes your Plague Strike to also apply Frost Fever, and causes your Blood Plague to also apply the Physical Vulnerability effect.
Physical Vulnerability - Weakens the constitution of an enemy target, increasing their physical damage taken by 4% for 30 seconds.

-melee, instant, lasts 5 seconds

An instant attack that deals 200% weapon damage plus 1,080 and increases the duration of your Blood Plague, Frost Fever, and Chains of Ice effects on the target by up to 6 seconds.

-costs 1 blood and 1 frost rune to cast, instant, melee

While in Unholy Presence, your haste is increased by an additional 10%.
The Ghoul summoned by your Raise Dead spell is considered a pet under your control. Unlike normal Death Knight Ghouls, your pet does not have a limited duration. Also reduces the cooldown of Raise Dead by 60 seconds.
Increases all Shadow damage done by 20%.

Reaping

Passive

Whenever you hit with Blood Strike, Pestilence, Festering Strike, Icy Touch, or Blood Boil, the Runes spent will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.

An unholy strike that deals 135% of weapon damage as Physical damage plus 806. In addition, for each of your diseases on your target, you deal an additional 25% of the Physical damage done as Shadow damage.

-costs 1 unholy rune to cast, instant, melee

Your successful Death Coils empower your active Ghoul, increasing its damage dealt by 10% for 30 sec. Stacks up to 5 times.
Strikes an enemy for 130% weapon damage and afflicts the target with Soul Reaper. After 5 sec, if the target is below 35% health, this effect will deal [ 59,822 + 120% of AP ] additional Shadow damage. If the enemy dies before this effect triggers, the Death Knight gains 50% haste for 5 sec.
-costs 1 unholy rune to cast, instant, 6 second cooldown, melee

Sudden Doom

Passive

Reduces the cost of Death Coil by 20%. While in Unholy Presence, grants your main-hand autoattacks a chance to make your next Death Coil cost no Runic Power.
A Gargoyle flies into the area and bombards the target with Plague damage modified by the Death Knight's attack power. Persists for 30 seconds.
-instant, 3 minute cooldown

Unholy Aura

Passive

Increases the melee and ranged attack speed of all party and raid members within 100 yards by 10%.

Incites a friendly party or raid member into a killing frenzy for 30 sec, increasing the target's melee and ranged haste by 20%, but causing them to lose health equal to 2% of their maximum health every 3 seconds.

-instant, 3 minute cooldown

Unholy Might

Passive

Dark power courses through your limbs, increasing your Strength by 25%.

 

Ghoul Overview

At level 56 the Death Knight gains the ability to Summon a Ghoul through the Raise Dead spell. This ghoul will fight with you for 1 minute and has a 3 minute cooldown unless you are an Unholy Death Knight. If you are an Unholy Death Knight you will have Ghoul Mastery, this means your ghoul will not disappear unless killed or you put it away. If you are an unholy DK this means you also have the ability to give your ghoul commands. Also note that ghoul commands also change when it undergoes Dark Transformation.

 

Ghoul Commands (the ones in blue are ones available when your ghoul has undergone Dark Transformation:

Ability    Cost    Description   
Claw 40 Energy Claw the enemy, dealing 125% of normal melee damage. Instant
Sweeping Claws 40 Energy Rakes an enemy with deformed claws, dealing 150% of normal damage to the target and up to 2 additional targets. This is what claw turns into when the ghoul has undergone Dark Transformation.
Gnaw 30 Energy Bite and tear at a target's limbs, stunning it for 3 sec and dealing damage.
Monstrous Blow 30 Energy Strike an enemy with a smashing attack, dealing 125% of normal melee damage and stunning for 4 sec. This is what Gnaw turns into when a Death Knight's ghoul is under the effect of Dark Transformation. Massive damage and a 1 second longer stun.
Huddle 10 Energy Go into a defensive crouch, reducing all damage taken by 50% but preventing other actions for 10 sec.
Putrid Bulwark 10 Energy Unleash a fortifying roar, reducing all damage taken by 50% for 10 sec. This is what Huddle turns into when the ghoul undergoes Dark Transformation.
Leap 10 Energy Leap behind enemy target.
Shambling Rush 10 Energy Charge an enemy, interrupting spellcasting and immobilizing them for 2 sec. This is the Dark Transformation version of Leap.