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Death Knight AoE Leveling — AoE Leveling · WoW Wrath of the Lich King

Death knights start at 55 and have their whole AoE kit by 60, when Death and Decay is trained: infect the first enemy with Icy Touch and Plague Strike, spread the diseases with Pestilence, then Death and Decay and Blood Boil the whole pack. The unholy leveling build adds Desecration and Wandering Plague, so diseased packs keep dying while you heal through Death Strike and your ghoul.

Diseases spread with one button and Blood Boil hits everything diseased: death knights clear packs quickly without kiting.

Strengths

  • Pestilence from 56 and Blood Boil from 58: AoE almost from the start
  • Self-healing with Death Strike
  • A permanent ghoul with Master of Ghouls

Weaknesses

  • Runes limit how often Death and Decay comes back
  • Casters stay out of Death and Decay
Class
Death Knight
Talents
Unholy (12/0/59)
Starts at
Level 60
Difficulty
Easy
Farming spots
6
Version
WoW Wrath of the Lich King

Talents by level

The build is the popular leveling build Unholy Leveling, learned in its talent order. Each stage opens the talent calculator with the points you have at that level.

  1. Level 80

    71 points · 12/0/59

    The full unholy build: Desecration, Wandering Plague, Scourge Strike and Summon Gargoyle.

    • Virulence 3/3
    • Morbidity 3/3
    • Ravenous Dead 3/3
    • Bladed Armor 5/5
    • Butchery 2/2
    • Crypt Fever 3/3
    • Epidemic 2/2
    • Master of Ghouls 1/1
    • Summon Gargoyle 1/1
    • Reaping 3/3
    • Wandering Plague 3/3
    • Blood-Caked Blade 3/3
    • Impurity 5/5
    • Bone Shield 1/1
    • Blade Barrier 3/5
    • Rage of Rivendare 5/5
    • On a Pale Horse 2/2
    • Ebon Plaguebringer 3/3
    • Necrosis 5/5
    • Vicious Strikes 2/2
    • Ghoul Frenzy 1/1
    • Scourge Strike 1/1
    • Two-Handed Weapon Specialization 2/2
    • Night of the Dead 2/2
    • Desecration 2/2
    • Desolation 5/5
    Open the level 80 build in the talent calculator

Open the full build (12/0/59)

Key talents

  • Epidemic · Unholy, up to 2

    Longer diseases.

    Increases the duration of Blood Plague and Frost Fever by 6 sec.

  • Desecration · Unholy, up to 2

    Slows enemies in your strikes' area.

    Your Plague Strikes and Scourge Strikes cause the Desecrated Ground effect. Targets in the area are slowed by 50% by the grasping arms of the dead while standing on the unholy ground. Lasts 20 sec.

  • Wandering Plague · Unholy, up to 3

    Disease damage splashes to nearby enemies.

    When your diseases damage an enemy, there is a chance equal to your melee critical strike chance that they will cause 100% additional damage to the target and all enemies within 8 yards. Ignores any target under the effect of a spell that is cancelled by taking damage.

  • Master of Ghouls · Unholy, up to 1

    A permanent ghoul.

    Reduces the cooldown on Raise Dead by 60 sec, and 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.

  • Bone Shield · Unholy, up to 1

    Absorbs hits.

    The Death Knight is surrounded by 3 whirling bones. While at least 1 bone remains, he takes 20% less damage from all sources and deals 2% more damage with all attacks, spells and abilities. Each damaging attack that lands consumes 1 bone. Lasts 5 min.

  • Scourge Strike · Unholy, up to 1

    Strong strike on diseased enemies.

    An unholy strike that deals 70% of weapon damage as Physical damage plus 238. In addition, for each of your diseases on your target, you deal an additional 12% of the Physical damage done as Shadow damage.

Abilities

  • Icy Touch · level 55, 5 ranks

    Frost Fever on the first enemy.

    Chills the target for 227 to 245 Frost damage and infects them with Frost Fever, a disease that deals periodic damage and reduces melee and ranged attack speed by 14% for 15 sec. Very high threat when in Frost Presence.

  • Plague Strike · level 55, 6 ranks

    Blood Plague on the first enemy.

    A vicious strike that deals 50% weapon damage plus 189 and infects the target with Blood Plague, a disease dealing Shadow damage over time.

  • Pestilence · level 56

    Spreads both diseases to the pack.

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

  • Death and Decay · level 60, 4 ranks

    AoE under the pack.

    Corrupts the ground targeted by the Death Knight, causing 62 Shadow damage every sec that targets remain in the area for 10 sec. This ability produces a high amount of threat.

  • Blood Boil · level 58, 4 ranks

    AoE damage, more on diseased enemies.

    Boils the blood of all enemies within 10 yards, dealing 180 to 220 Shadow damage. Deals additional damage to targets infected with Blood Plague or Frost Fever.

  • Death Grip · level 55

    Pulls a caster into the pack.

    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 sec.

  • Death Strike · level 56, 5 ranks

    Heals you.

    A deadly attack that deals 75% weapon damage plus 223 and heals the Death Knight for 5% of his maximum health for each of his diseases on the target.

  • Bone Shield · talent

    Before a big pull.

    The Death Knight is surrounded by 3 whirling bones. While at least 1 bone remains, he takes 20% less damage from all sources and deals 2% more damage with all attacks, spells and abilities. Each damaging attack that lands consumes 1 bone. Lasts 5 min.

  • Icebound Fortitude · level 62

    Emergency damage reduction.

    The Death Knight freezes his blood to become immune to Stun effects and reduce all damage taken by 30% plus additional damage reduction based on Defense for 12 sec.

  • Anti-Magic Shell · level 68

    Against casters.

    Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the 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 by Anti-Magic Shell energizes the Death Knight with additional runic power. Lasts 5 sec.

  • Raise Dead · level 56

    Your ghoul.

    Raises a Ghoul to fight by your side. If no humanoid corpse that yields experience or honor is available, you must supply Corpse Dust to complete the spell. You can have a maximum of one Ghoul at a time. Lasts 1 min.

  • Horn of Winter · level 65, 2 ranks

    Strength and Agility buff.

    The Death Knight blows the Horn of Winter, which generates 10 runic power and increases total Strength and Agility of all party or raid members within 30 yards by 155. Lasts 2 min.

The pull

  1. Ghoul up, Horn of Winter, Bone Shield.
  2. Death Grip or walk into the pack.
  3. Icy Touch and Plague Strike on one enemy.
  4. Pestilence to spread the diseases.
  5. Death and Decay, then Blood Boil.
  6. Death Strike to heal; Scourge Strike the last enemies.
Pulling
Walk through the area and let the pack gather; Death Grip casters in.
Grouping
Stand in the middle once they arrive.
Positioning
Death and Decay is placed: keep the pack inside it.
Crowd control
Chains of Ice slows a runner; Strangulate silences a caster.
Defensives
Icebound Fortitude, Anti-Magic Shell, Bone Shield, Death Strike.
Mana and health
Runes and runic power: spend runic power on Death Coil when runes are down.

Common mistakes

  • Pestilence before both diseases are up
  • Death and Decay before the pack is gathered

Gear and consumables

Gear
Strength and Stamina; a two-handed weapon. Gear from the Acherus starting area carries you into Outland.
Stats
Strength, Stamina, hit.
Enchants
A weapon rune from Runeforging at Acherus; Stamina on chest.
  • Runic Healing PotionHealth in an emergency.
  • Elixir of Mighty FortitudeMore health.

Farming spots

In the order you reach them. Each opens its area on the World Map.

  • Shoveltusks in central Howling Fjord

    Howling Fjord · Levels 68–70

    Easy

    Shoveltusks and Shoveltusk Stags at levels 68–69 on Howling Fjord's central grasslands: beasts in open country, with tail hair that vendors for 12 silver and Borean Leather for skinners.

    Spawn points
    134
    Respawn
    about 5 min
    Coin per kill
    None
    Vendor loot per kill
    39 silver 13 copper

    Creatures

    • ShoveltuskLevel 68 · 76 spawns
    • Shoveltusk StagLevel 69 · 58 spawns

    Pros

    • Very dense and open
    • Melee beasts
    • Skinning: Borean Leather

    Cons

    • No coin
    • Calves add kills worth little
    Requires:
    Any AoE class: frost mage, protection paladin, death knight.
    How to farm it, step by step
    1. 1.Where to stand: Start in open grass.
    2. 2.Pull: Gather six to ten shoveltusks.
    3. 3.Group them up: Lead them in a line and turn.
    4. 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Avenger's Shield to pull, Consecration, Holy Shield and Hammer of the Righteous. Death knights: Death and Decay, then Pestilence and Blood Boil.
    5. 5.Kite: Open country in every direction.
    6. 6.Finish: Arcane Explosion, Holy Wrath or Blood Boil.
    7. 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
    8. 8.Avoid: Dragonflayer Guardians stand at the edges.
  • Steam Ragers in eastern Borean Tundra

    Borean Tundra · Levels 70–72

    EasyGood value

    Steam Ragers at levels 70–71 among the geysers of eastern Borean Tundra: melee elementals with Crystallized Air on one kill in seven.

    Spawn points
    51
    Respawn
    about 5 min
    Coin per kill
    None
    Vendor loot per kill
    57 silver 62 copper

    Creatures

    • Steam RagerLevels 70–71 · 51 spawns

    Materials

    • Crystallized Air15% of kills · vendor price 6 silverUsed in Leatherworking (2), Blacksmithing (1), Engineering (1) recipes10 combine into Eternal Air, used in Leatherworking (26), Engineering (6), Alchemy (5), Blacksmithing (5), Jewelcrafting (3), Enchanting (1) recipes

    Pros

    • Melee only
    • Crystallized Air on one kill in seven
    • Elemental Fragments vendor for 12 silver

    Cons

    • No coin
    Requires:
    Any AoE class.
    Value:
    Ten Crystallized Air make Eternal Air, used most by Leatherworking; price depends on your realm.
    How to farm it, step by step
    1. 1.Where to stand: Work the steam field from its edge.
    2. 2.Pull: Gather five to eight ragers.
    3. 3.Group them up: Let them bunch behind you.
    4. 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Consecration and Holy Shield. Death knights: Death and Decay and Blood Boil.
    5. 5.Kite: Open ground between the geysers.
    6. 6.Finish: Arcane Explosion, Holy Wrath or Blood Boil.
    7. 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
    8. 8.Avoid: Nerub'ar Tunnelers surface nearby.
  • Tallhorn Stags in western Grizzly Hills

    Grizzly Hills · Levels 72–74

    Easy

    Tallhorn Stags at levels 72–73 in western Grizzly Hills: over a hundred melee beasts with tail hair that vendors for 15 silver and Borean Leather for skinners.

    Spawn points
    102
    Respawn
    about 5 min
    Coin per kill
    None
    Vendor loot per kill
    61 silver 3 copper

    Creatures

    • Tallhorn StagLevels 72–73 · 102 spawns

    Pros

    • More than a hundred spawns
    • Thick Tail Hair on four kills in five
    • Skinning: Borean Leather

    Cons

    • No coin
    • Entropic Oozes and bears share the forest
    Requires:
    Any AoE class; hunters also farm them.
    Watch out for:
    Seething Hate (73, elite)
    How to farm it, step by step
    1. 1.Where to stand: Start in a clearing.
    2. 2.Pull: Gather six to ten stags.
    3. 3.Group them up: Lead them into open ground.
    4. 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Consecration and Holy Shield. Death knights: Death and Decay and Pestilence.
    5. 5.Kite: Through the clearings; trees break line of sight.
    6. 6.Finish: Arcane Explosion, Holy Wrath or Blood Boil.
    7. 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
    8. 8.Avoid: Entropic Oozes, Graymist Hunters, Grizzly Bears, and the elite Seething Hate.
  • Mangal Crocolisks in Sholazar Basin

    Sholazar Basin · Levels 75–77

    Medium

    Mangal Crocolisks at levels 75–76 along Sholazar's rivers: beasts with flippers that vendor for 19 silver and Borean Leather on almost every skin.

    Spawn points
    33
    Respawn
    about 5 min
    Coin per kill
    None
    Vendor loot per kill
    75 silver 80 copper

    Creatures

    • Mangal CrocoliskLevels 75–76 · 33 spawns

    Pros

    • Severed Flippers on four kills in five
    • Borean Leather on 99% of skins

    Cons

    • Emperor Cobras and Servants of Freya share the river
    Requires:
    Any AoE class.
    How to farm it, step by step
    1. 1.Where to stand: Start on the bank, not in the water.
    2. 2.Pull: Gather four to six crocolisks.
    3. 3.Group them up: Lead them onto the bank.
    4. 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Consecration and Holy Shield. Death knights: Death and Decay and Blood Boil.
    5. 5.Kite: Along the bank.
    6. 6.Finish: Arcane Explosion, Holy Wrath or Blood Boil.
    7. 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
    8. 8.Avoid: Emperor Cobras and Servants of Freya.
  • Frozen Earth in central Zul'Drak

    Zul'Drak · Levels 76–78

    MediumGood value

    Frozen Earth elementals at levels 76–77 in central Zul'Drak: melee elementals with Crystallized Water on a fifth of kills and crystals that vendor for nearly 20 silver.

    Spawn points
    49
    Respawn
    about 5 min
    Coin per kill
    None
    Vendor loot per kill
    80 silver 41 copper

    Creatures

    • Frozen EarthLevels 76–77 · 49 spawns

    Materials

    • Crystallized Water23% of kills · vendor price 6 silverUsed in Blacksmithing (8), Leatherworking (6), Engineering (4), Alchemy (1), Enchanting (1) recipes10 combine into Eternal Water, used in Leatherworking (35), Blacksmithing (11), Engineering (4), Jewelcrafting (4), Tailoring (4), Alchemy (3), Enchanting (1) recipes

    Pros

    • Crystallized Water on 22% of kills
    • Hoary Crystals on four kills in five

    Cons

    • Elemental Rifts and Priests of Rhunok cast
    • Elite Guardians of Zim'Rhuk nearby
    Requires:
    Any AoE class.
    Watch out for:
    Elemental Rift (77, caster), Priest of Rhunok (76–77, caster), Guardian of Zim'Rhuk (76–77, elite)
    Value:
    Ten Crystallized Water make Eternal Water, used by Leatherworking and Blacksmithing most; price depends on your realm.
    How to farm it, step by step
    1. 1.Where to stand: Start away from the temple's elite guardians.
    2. 2.Pull: Gather four to six elementals.
    3. 3.Group them up: Let them bunch.
    4. 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Consecration and Holy Shield. Death knights: Death and Decay and Blood Boil.
    5. 5.Kite: Open ground.
    6. 6.Finish: Arcane Explosion, Holy Wrath or Blood Boil.
    7. 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
    8. 8.Avoid: Elemental Rifts and Priests of Rhunok (casters) and the elite Guardians of Zim'Rhuk.
  • Jotunheim Warriors in western Icecrown

    Icecrown · Levels 79–80

    HardGood value

    Jotunheim Warriors at levels 79–80 in the vrykul camps of western Icecrown: melee vrykul with Frostweave on a quarter of kills and up to 37 silver of coin each — but casters stand among them.

    Spawn points
    64
    Respawn
    about 5 min
    Coin per kill
    23 silver 16 copper
    Vendor loot per kill
    68 silver 28 copper

    Creatures

    • Jotunheim WarriorLevels 79–80 · 64 spawns

    Materials

    • Frostweave Cloth23% of kills · vendor price 12 silver 50 copperUsed in Engineering (3), Tailoring (2), First Aid (2) recipes

    Pros

    • Frostweave on 23% of kills
    • Coin on every kill
    • Dense

    Cons

    • Njorndar Spear-Sisters and Mjordin Water Magi (casters) are just as common
    Requires:
    Level 79+; good AoE control.
    Watch out for:
    Njorndar Spear-Sister (79–80, caster), Mjordin Water Magus (79–80, caster), Water Terror (77–78, caster)
    Value:
    Frostweave Cloth is used by Tailoring, Engineering and First Aid; price depends on your realm.
    How to farm it, step by step
    1. 1.Where to stand: Start at a camp's edge and check where the casters stand.
    2. 2.Pull: Gather Warriors only, four to six.
    3. 3.Group them up: Lead them away from the casters.
    4. 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Avenger's Shield, Consecration, Holy Shield. Death knights: Death Grip a caster in if one joins, then Death and Decay.
    5. 5.Kite: Away from the camp.
    6. 6.Finish: Arcane Explosion, Holy Wrath or Blood Boil.
    7. 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
    8. 8.Avoid: Njorndar Spear-Sisters, Mjordin Water Magi and Water Terrors cast; Valhalas Vargul wander.