Death Knight
Blood
Playstyle
Reactive, optimization-driven tank playstyle: generate Runic Power and spend it via Death Strike to self-heal. Deep toolkit of self-sustain cooldowns (Vampiric Blood, Dancing Rune Weapon), situational immunities (Lichborne, Icebound Fortitude, Anti-Magic Shell, knockback immunity, Purgatory cheat-death), two taunts, and a pet ghoul (Raise Dead) for extra DPS. Tuned around taking high upfront damage and healing it back, which can catch new players off guard.
Excellent self-sustain when played well
Season 2 Tier Set
Baleful Grave-Knight's Crucible
Your attack speed is increased by 15%, and Crimson Scourge's chance to occur is increased by an additional 5%.
Crimson Scourge increases the damage of your next Death and Decay by 100%, and grants 5% critical strike chance for 8 seconds when consumed.
+ The Good
Excellent self-sustain when played well
Unique group utility: Anti-Magic Zone, Death Grip, Gorefiend's Grasp, combat rez, AoE disorient (Blinding Sleet), undead-only CC (Control Undead)
− The Bad
Damage and survival depend on staying in melee
Limited mobility outside Death's Advance/talents
Fewer defensive-cooldown options than in past expansions
Pick My Main ratings
Raid buffs
None documented yet.
Utility
Hero talents
Blood & Unholy hero tree. Burst centers on the 90s Dancing Rune Weapon window, gambling on Death Strike procs to build Essence of the Blood Queen stacks. Patch 12.1 tuning put it back in a competitive spot from single-target up through small packs; harder to execute well than Deathbringer.
Blood & Frost hero tree. Burst centers on the 45s (30s talented) Reaper's Mark rather than Dancing Rune Weapon. Easier to play than San'layn with better baseline defensives (near-permanent 7.5% damage reduction) -- Wowhead's guide calls it the better pick specifically for Mythic+.