Blood Death Knight raid bosses guide

Patch 9.2.5 Last Updated: 8th Aug, 2022
Tokaine Blood Death Knight Author
Tokaine
Alex Blood Death Knight Author
Alex

Raid Bosses

Sepulcher of the First Ones

Vigilant Guardian

Hectic Add Cleave / Single Target
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Talents: 3 2 3 1 2 1 2 (Defensive) Recommended Legendary Crimson Rune Weapon

Talents: 3 2 3 1 2 3 3 (Offensive) Recommended Legendary Crimson Rune Weapon

Notes: There isn’t much to this boss. The easiest thing to do in this fight is to 3 tank it (If you have the option). This means you’d have 1 tank mainly focus on handling the adds while having the 2 main tanks swap between the boss. The main things you need to watch out for in this fight if you are tanking the boss is Split Resolution; this will slam you at your current position, leaving a star pattern that people need to move away from before they explode. Be mindful of your positioning during the Exposed Core, so you aren’t taking up too much space within the safe zone. Additionally, this boss has a tank swap ability every time he casts Pneumatic Impact. Be mindful of the Wave of Disintegration the Pre-Fabricated Sentry casts by facing them away from the raid as much as possible.

Death Grip, Gorefiend’s Grasp, and Abomination Limb are very useful tools on this fight and should be used to group the add’s up quicker underneath the boss (which is active on the pull in mythic). Additionally, Anti-Magic Zone should be used during the Exposed Core or during Core Overload to help reduce the raid damage. 

Skolex

Single Target
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Talents: 3 2 3 1 3 1 2 (Defensive) Recommended Legendary Crimson Rune Weapon

Talents: 3 2 3 1 3 3 3 (Offensive) Recommended Legendary Crimson Rune Weapon

Notes: A straightforward fight for tanks. It does hit hard, though! The main mechanics for tanks in this fight involves juggling Rend and Riftmaw. The general rule is to swap on the Riftmaw casts because you are unable to take 2 of them in a row. The tank combo is cast at 100 energy and can be either of the abilities, casting 3 in a random order. A good tip is that you should utilize paladin's Blessing of Protection to remove 2 stacks of Rend if the abilities are cast in a way where this happens. The other thing the tanks have to look out for is Wormhole Jaws. Like Sludgefist, this boss's auto attacks will hit the closest target to its main target, so both tanks must remain stacked together at all times during this encounter.

As a Blood DK with 4pc, you should be the primary tank on this fight as Wormhole Jaws does not trigger if you parry an attack, and because of our 4pc, we parry a ton of melee hits. This will reduce tank damage by a considerable amount. When the raid stacks to force his Ravening Burrow, it is good for the Blood DK to use Death's Advance to avoid the knockback when he reemerges. Just be sure the melee are aware of this if your Co-tank isn't with you when the boss starts meleeing again, as Wormhole Jaws will cleave anyone near you till your Co-tank is back.

Artificer Xy'mox

Single Target / Cleave
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Talents: 3 2 3 2 2 1 2 (Defensive) Recommended Legendary Crimson Rune Weapon

Talents: 3 2 3 2 2 3 3 (Offensive) Recommended Legendary Crimson Rune Weapon

Notes: The primary job of the tank here is utilizing the Glyph of Relocation to grip the raid to a safe spot. This mechanic does fall-off damage when it expires and grips every member of the raid to the tank's position (regardless of range.) You can grip people through the Genesis Rings with this mechanic. If a player is gripped through the Dimensional Tear or a Stasis Trap, it will trigger both mechanics, either teleporting the player or stunning them in a trap. 
During the intermission at 75% and 50% hp, the tanks will need to pick up the Xy Acolytes, which does a large cone frontal called Massive Blast. However, these adds can be stunned, and most of the time, just having a stun rotation on them will negate any need to mind where you're positioning them. On Mythic difficulty, you'll need to be mindful of the Cartel Overseer on the far platforms. This does the same frontal and has Rotary Body Armor, which may require positioning to ensure the ranged aren't DPS'ing into the rotating shield.

Death Knight is excellent in this fight as you can use your Anti-Magic Shell to run through the Genesis Rings; this will make it a lot easier to get into a good position for when you need to grip the raid with Glyph of Relocation. You should also keep an eye out during the intermissions to use Death Grip on any adds that remain far out; Gorefiend's Grasp and Abomination Limb are also powerful tools to group the adds up quickly.

Dausegne

Single Target / Add
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Talents: 3 2 3 1 3 1 2 (Defensive) Recommended Legendary Crimson Rune Weapon

Talents: 3 2 3 1 3 3 3 (Offensive) Recommended Legendary Crimson Rune Weapon

Notes: A successful melee attack against you will apply a stack of Infused Strikes, and this ability is a DoT that increases damage per application. Upon expiry, this will explode on the raid and deal damage based on the number of stacks you had when it expired. You can generally keep the boss on you for a while as it stacks up slowly due to the number of abilities she casts. It is advised to swap around 6+ stacks. Additionally, she will occasionally spawn a Domination Core, and this is an add which needs to be tanked and will cast an interruptable spell as its auto-attack. Additionally, every 10 seconds, it will spawn 3 pools of Encroaching Domination. It is good practice to pre-move the boss to her next channel point when she is low on energy, just so the raid doesn't have to run across the platform when she teleports to start channeling Inevitable Dominion.

Anti-Magic Shell is a really powerful tool in this fight as it allows you to pass through Disintegration Halo without receiving the debuff. This allows you to pass through multiple rings quickly.

Prototype Pantheon

2T Cleave / 4T Burn Phase
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Talents: 3 2 3 1 3 1 2 (Defensive) Recommended Legendary Crimson Rune Weapon

Talents: 3 2 3 1 3 3 3 (Offensive) Recommended Legendary Crimson Rune Weapon

Notes:This fight has 4 bosses, 2 of which hits the tanks. The prototype of Absolution and Prototype of Duty are the 2 bosses which melee tanks, Prototype of War and Prototype of renewal, will cast kickable spells at random raid members. You should still have agro on them, so they remain in melee when they are kicked. Absolution and Duty both have tank slams. Humbling Strikes will reverberate a portion of the damage you take onto the raid. You can use Paladin’s Blessing of Protection as the boss is casting this to straight-up remove the damage the raid takes from this mechanic, which is very strong in the last phase when you have all 4 bosses active. 

Prototype of Absolution (who is literally Sire Denathrius) will cast Wracking Pain (Nostalgia trip, anyone?) This will increase the damage you take by 25%. You should tank swap after every cast of these abilities. During the last phase, you should note that the 2nd Humbling Strikes from the prototype of Duty will come in while you are still afflicted by Wracking Pain. If you are going to use Blessing of Protections to remove the raid damage, it is recommended to use it here. Be mindful of boss positioning here as well; you can aim Wracking Pain at the Prototype of War’s necrotic ritualists to apply the debuff to them and damage them a bit. You should also keep an eye out for the Prototype of Renewals Wild Stampede, making sure the bosses are positioned in a way where it won’t be coming through them.

Anti-Magic Shell should be used every time the Prototype of Absolution uses Wracking Pain as it will stop the 25% damage taken increase from being applied. When the Prototype of Duty casts Windswept Wings, you can use Death’s Advance to avoid the pushback.

Lihuvim

Single Target / Add Cleave
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Talents: 3 2 3 1 3 1 2 (Defensive) Recommended Legendary Crimson Rune Weapon

Talents: 3 2 3 1 3 3 3 (Offensive) Recommended Legendary Crimson Rune Weapon

Notes: This boss has the world's largest room... It's important to pre-move the boss to the add you will kill during his Synthesize, which it casts at 100 energy. One of the main things the tanks need to look out for in this fight is the Deconstructing Blast. This will clear any motes which have been dropped via Manifest Mote, and the tank should look to clear as many motes as possible with the blast. Additionally, you will take 200% increased physical damage for 12 seconds after the blast expires, so make sure that you taunt swap when it is applied. On top of this, the other main thing tanks must look out for is the Resonance tank combo. This will do 3 slams which need to be swapped between, and the order is Kinetic - Sundering - Kinetic. This means that 1 tank will take the 2 kinetics, which deals physical damage and increases cosmic damage taken. The other will take 1 sundering, which deals cosmic damage and increases physical damage taken. On mythic, you should also be mindful that the Defense Matrix Automa drops a big shield on death and should be moved out before it dies.

Death's Advance is up for every single Cosmic Shift and should be used to negate the knockback of the ability. Additionally, you should look to use Gorefiend's Grasp and Abomination Limb to help group the Degeneration Automa as they have a tendency to stand outside and cast.

Halondrus

Single Target
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Talents: 3 2 3 1 3 1 2 (Defensive) Recommended Legendary Crimson Rune Weapon

Talents: 3 2 3 1 3 3 3 (Offensive) Recommended Legendary Crimson Rune Weapon

Notes: This boss is fixed position-wise; it will not move until his intermission pushes at 77% and 45%, so you don’t need to worry about that! The main thing the tanks will need to keep an eye out for is his Lightshatter Beam. You want to swap on every cast of this ability, and it is advised to taunt during the cast on your Co-tank as Halondrus will instantly cast a Lance after the beam, and it just makes things a bit easier to manage if you’re only taking a beam and not beam into Lance! You should keep an eye out for the Ephermeral Mote’s that spawns from the Seismic Tremors. 2 of the tremor lines will be lighter in colour, and they will spawn a mote with a Fractal Shell. You must hit that mote with the Lightshatter Beam, or no one will be able to knock it back, and you’ll wipe. Other than that, there isn’t much for tanks, and you should look at knocking back as many motes as you can as you’re naturally more durable as a tank.

During the intermissions, you should use Death’s Advance to ignore the knockback from Shatter. Additionally, Anti-Magic Shell’ can be used to ignore the Planetcracker Beam, which rotates around the boss, allowing you to move through it to create more space.

Anduin Wrynn

Single Target / Cleave
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Talents: 3 2 3 1 2 1 2 (Defensive) Recommended Legendary Crimson Rune Weapon

Talents: 3 2 3 1 2 3 3 (Offensive) Recommended Legendary Crimson Rune Weapon

Notes: Anduin has a scaling attack speed buff which increases his attack speed by 7% per stack. Tank swaps are pretty free form here, and you can swap whenever you feel like you need it. It is always advised to reset his stacks just before he casts Kingsmourne Hungers so the tank staying up fighting Anduin will have as low stacks as possible till the other tank returns from Kingsmourne.

Inside the Kingsmourne realm, you'll need to pick up the large Anduin's Despair add. He hits pretty hard, so be prepared for that. It's best to move him on top of the Anduin's Doubt adds so they can be cleaved down as well. When Anduin has done 2 Kingsmourne Hungers, he will enter his intermission, where we will need to tank an image of the Lich King and a Monstrous Soul. You will need to swap every time the Lich King casts Soul Reaper as it increases your physical damage taken by 150%.

In phase 2, it is advised that you tank the boss near the Grim Reflections but NOT on them as you will wipe if a Divine Star goes through them, which will make them immune to CC and interrupts.

Death Knight is very strong on this encounter as Death Grip, Gorefiend’s Grasp, and Abomination Limb are useful tools in the Kingsmourne phase and the intermission. Anti-Magic Shell is really good to use if you need to run through a Divine Star, and it's also good to use during Kingsmourne phases as you can ignore the add's Rain of Despair and keep the big add stacked tightly on the adds in there.

Lords of Dread

2T Cleave
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Talents: 3 2 3 1 3 1 2 (Defensive) Recommended Legendary Crimson Rune Weapon

Talents: 3 2 3 1 3 3 3 (Offensive) Recommended Legendary Crimson Rune Weapon

Notes: This fight is pretty simple for tanks. Both bosses will do a frontal cleave, so make sure you never face this towards other players, especially your Co-Tank. Mal’ganis casts Leeching Claws, which will leave a 20-second debuff on you, reducing your healing by 25%. Additionally, if you are hit by a 2nd Leeching Claws while you still have the debuff on you, it will heal Mal’Ganis for 10% of his maximum health. You should always tank swap after each Leeching Claws. Kin’tessa’s frontal is Anguishing Strike which leaves a stacking DoT on you, and you’ll sometimes take 2 of these before you swap after a Leeching Claws. You’ll constantly be rotating slowly around the room to give melee space to move from the Slumber Clouds and dodge the Cloud of Carrion. Overall, a straightforward fight for tanks.

Death knight is really good on this fight! Anti-Magic Zone is good for the Swarm of Decay and Swarm of Darkness. Additionally, being able to grip the Inchoate Shadow in to be cleaved down when it’s fully form is really strong.

Rygelon

Single Target
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Talents: 3 2 3 1 1 1 2 (Defensive) Recommended Legendary Crimson Rune Weapon

Talents: 3 2 3 1 1 3 3 (Offensive) Recommended Legendary Crimson Rune Weapon

Notes: As a tank, your primary focus will be his Corrupted Strikes. This is an attack he often does, and you’ll constantly be taunting back and forth after every one of these strikes. Any unmitigated damage the ability does will leave a Corrupted Wound on you, which will tick for 10 seconds. Each tick will deal the unmitigated damage from the initial strike (this is why he hurts on top of the fact that he melee’s ridiculously fast.) When he enters The Singularity phase, there will be Unstable cores that the raid will soak. When they are depleted, they will begin casting Gravitational Collapse, and it is the tanks job to soak this; otherwise, the raid will wipe.

Death knight is spicy on this fight, we don’t have a lot of mitigation for the Corrupted Strikes, but we do a lot of healing! Anti-Magic Shell is really good as it’ll negate the cosmic part of the Corrupted Wound. Anti-Magic Zone is really useful when the raid is soaking the Unstable Core. Death’s Advance is good to ignore the pull from Massive Bang.

BE CAREFUL if you’re playing Necrolord, you’ll need to hold Abomination Limb till all the Collapsing Quasars are dead; otherwise, you’ll grip them into the boss and most likely wipe!

The Jailer

Single Target / Cleave
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Talents: 3 2 3 1 3 1 2 (Defensive) Recommended Legendary Crimson Rune Weapon

Talents: 3 2 3 1 3 3 3 (Offensive) Recommended Legendary Crimson Rune Weapon

Notes: There's a lot to take in on this fight. First of all, the tank combo, Martyrdom! It will root you in place, hit you with a big physical hit, and then it'll have a soak that the raid will need to help you take. You'll get a debuff which increases physical damage taken by 150% for 40 seconds after, so make sure you don't soak the subsequent Martyrdom, or you will have a bad time. You should constantly be mindful of the bosses positioning during this fight; moving him around to new sets of holes in phase 1 is very important (This is for Rune of Damnation.)

Phase 2 will not have the tank combo but will have another ability that you need to swap on called Shattering Blast. When he casts this ability, you'll need to make sure you run to a nearby Pylon that he spawns via Unholy Attunement and then destroys it (phase 3 starts when 3 pylons reach the middle, you can destroy 2 for every 3 he spawns.)

In Phase 3, the mechanic that will initiate the taunt swap is Chains of Anguish. This will chain you to 4 nearby allies, and any damage taken by you will be replicated to them. You can either break all chains at once by just you running out of range or they will break 1 by 1 with you staying by the boss. You'll need to be very mindful of the boss positioning, as you'll want to move the boss if a Defile is placed near him. Additionally, you'll need to place him in an area where the raid can stand in front of him to soak Desolation. The Jailer melees very hard, and he can't be affected with Curse of Weakness.

Death Knight can be a bit spicy on this fight. Deaths Advance is really good to ignore the drag from Chains of Oppression. You'll always want to try and go for the closer pylons during Shattering Blast as a DK and let the more mobile tanks go for the further ones. I recommend always using Rune Tap when the blast is about to hit you. Death Grip is handy to grip in players who become mind-controlled by Rune of Compulsion if they're close to the edge.

Sanctum of Domination

The Tarragrue

Single Target
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Talents: 2 2 3 1 3 1 2 (Defensive) Recommended Legendary Superstrain

Talents: 2 2 3 1 3 3 2 (Offensive) Recommended Legendary Superstrain

Notes: There really isn’t much to this boss. I recommend taking the following anima powers - Blade of the Lifetaker, Elethium Diffuser, Elethium Weights, Overgrowth Seedling. These are the ones you should look out for.

Taunt swap each time the boss uses Overpower and you can help your team out by soaking the torments try and avoid taking the physical damage taken increase torment if possible or you risk the boss slapping you already more than he does. When he drops below 10% you can just taunt juggle him back and forth between your co tank and when he reaches taunt DR just pop every CD and get every external and tank him, he should be dead very quickly after that!

Eye of the Jailer

2 Target Cleave
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Talents: 1 2 3 1 3 1 2 (Defensive) Recommended Legendary Superstrain

Talents: 2 2 3 1 3 3 2 (Offensive) Recommended Legendary Superstrain

Notes: Make sure you’re picking up the Stygian Abductors when they are pulled to the platform and keep them close to the boss for cleave damage. Their Assailing Lance will slowly stack up on you if you’re not careful so make sure to swap with your co-tank if your stacks get too high.

Swap after every application of Deathlink and make sure you use a DR before it comes in to reduce the damage the raid will take. When the Deathseeker Eyes spawn make sure you keep them far enough apart so as to not trigger Shared Suffering which will most likely wipe you. If you get the debuff Spreading Misery make sure you’re in a safe location when it expires as it will drop a pool, you can run into older pools to reduce the space this will take up on the platform.

The Nine

Single Target / Cleave
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Talents: 2 2 3 1 3 1 2 (Defensive) Recommended Legendary Superstrain

Talents: 2 2 3 1 3 3 2 (Offensive) Recommended Legendary Superstrain

Notes: In phase 1 swap on 2-3 stacks of Unending Strike to reduce the raid damage. Keep both Kyra and Signe stacked up for maximum cleave damage but keep an eye out for their energy because at 100 they will both do powerful abilities.

Kyra starts with a higher amount of energy so she will cast hers first. At 100 she will cast Wings of Rage, pulling everyone towards her. Make sure she is away from Signe before this cast so melee can continue to hit the boss. Make sure to taunt the Formless Mass add when it spawns so it doesn’t melee down the DPS or Healers.

When Skyja becomes active look to swap with your co tank at around 3 stacks of Pierce Soul. One thing to look out for is Annhylde’s Bright Aegis as this will put a very large shield on the location of Skyja, it is advised to position her near the edge of the room until both the shield and the Word of Recall recast have been cast, you should then move her to the middle of the room. Make sure that when the Formless Mass add spawns you instantly Death Grip it into the boss for optimal cleave.

Remnant of Ner'zhul

Single Target
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Talents: 2 2 3 1 3 1 2 (Defensive) Recommended Legendary Superstrain

Talents: 2 2 3 1 3 3 2 (Offensive) Recommended Legendary Superstrain

Notes: The main job for the tanks in this fight is to make sure you hit the Orb’s of Torment with Suffering allowing them to be killed. Other than that make sure you swap after each cast of Suffering as well as doing your best to not hit any other member of the raid with the beam. You are able to use Death's Advance to ignore the knockback from every Malevolence.

Soulrender Dormazain

Single Target
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Talents: 2 2 3 1 2 1 2 (Defensive) Recommended Legendary Superstrain

Talents: 2 2 3 1 3 3 2 (Offensive) Recommended Legendary Superstrain

Notes: Swap after every stack of Ruinblade. Keep an eye out for Tormented Eruptions and move the boss to the safe spot shown. It is advised to keep the boss near the front of the room to give your raid the most time possible to move out of the Tormented Eruptions. When the adds spawn make sure to keep the boss on top of them for maximum cleave uptime.

Just before his energy reaches 100 you can move him near the back of the room so he has more time to run before he starts casting Tormented Eruptions. Death knight is insanely good for this fight as you are able to mass grip with Gorefiend's Grasp and if you are necrolord use Abomination Limb to group up the adds more efficiently. Need to give a shout out to the Grip of the Everlasting legendary as this makes positioning the adds so much easier for your AoE grips.

Painsmith Raznal

Single Target
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Talents: 2 2 3 1 3 1 2 (Defensive) Recommended Legendary Superstrain

Talents: 2 2 3 1 3 3 2 (Offensive) Recommended Legendary Superstrain

Notes: Try and keep the boss as central as possible (Heroic). When the boss is throwing one of his weapons at you make sure you run to max range to reduce the fall off damage as much as possible.

When the Spiked Balls spawn, move the boss on top of the balls for maximum cleave uptime. Always be conscious of your raids positioning on this boss as you can easily kill them with a wave of spikes from your tank AoE explosion. You are able to use Ice-Bound fortitude to ignore the stun part of Spiked as well as the Spiked Balls but you will still take the damage so be extra careful!

Guardian of the First Ones

Single Target
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Talents: 2 2 3 1 3 1 2 (Defensive) Recommended Legendary Superstrain

Talents: 2 2 3 1 3 3 2 (Offensive) Recommended Legendary Superstrain

Notes: Keep an eye out for the Elimination Pattern tank combo. The combo has 2 abilities, Sunder and Obliterate.

Sunder is a big AoE physical slam that only the tank wants to take, Obliterate is a big physical slam on just the tank and a magic damage AoE that needs to be soaked by members of the raid. Face the boss away during a Sunder cast and turn the boss into the correct soak group for the Obliterate cast. Make sure to move the boss to an Energy Core when his energy is depleted and you can’t take another stack of Purging Protocol.

Fatescribe Roh-Kalo

Single Target / Cleave
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Talents: 2 2 3 1 3 1 2 (Defensive) Recommended Legendary Superstrain

Talents: 2 2 3 1 3 3 2 (Offensive) Recommended Legendary Superstrain

Notes: On this boss every time you swap you will take a burst of spike magic damage due to Diviner’s Probe so be careful of that!

The main tank swap will come when the boss casts Invoke Destiny. You should run away from the raid as the damage drops off the further away people are from you. When you explode you will spawn an add, and you want to make sure that you don't let this add hit you as you will wipe if it does. Try and position yourself so the add will run through the boss and keep moving so the raid gets uptime on the cleave with the add and the boss.

In the intermission the boss will spawn 2 Fatespawn Monstrosities, make sure you send the more mobile tank to pick up the one which spawns in the distance and slowly bring them together for optimal cleave, these adds start ramping up in damage due to Monstrosity’s Boon and begin to hit very hard near the end so make sure you start rolling your cooldowns when the phase is nearing its end.

In Mythic you are unable to interrupt Despair but there are parts of the room which allow the melees in your raid to line of sight the cast of Despair. You should make sure you mass grip the Fatespawn Anomalies that spawn after your Shade of Destiny is defeated. You can use Anti-Magic Shell to immune the Despair casts which is useful on mythic as they aren’t interruptible.

Kel'Thuzad

Single Target / Cleave
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Talents: 1 2 3 1 3 1 2 (Defensive) Recommended Legendary Superstrain

Talents: 2 2 3 1 3 3 2 (Offensive) Recommended Legendary Superstrain

Notes: When the boss uses Soul Fracture on you make sure your co tank taunts off you as you will most likely be one shot if you are meleed by him again.

After the Soul Shards which spawn from this ability are killed make sure to run over their corpses to regain a piece of your soul. If you do not kill all 3 adds (5 on mythic) and remove Soul Exhaustion in 1 minute you will die. When Kel’thuzad dies and is pushed into his phylactery make sure you are ready to pick up the Unstoppable Abomination. They hit VERY HARD, so make sure you are prepared with cooldowns and externals. Try to tank them together for optimal cleave uptime.

Be careful of the Soul Reavers as they do have an aggro table and will melee you very hard if you’re too close, let ranged deal with them. You should use your Mass grip to group up the Frostbound Devoted so they all die together, this means that whenever the boss casts Dark Evocation, all the adds will spawn directly on top of each other which makes for easier cleaving.

Sylvanas Windrunner

Single Target / Cleave
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Talents: 2 2 3 2 3 1 2 (Defensive) Recommended Legendary Superstrain

Talents: 2 2 3 1 3 3 2 (Offensive) Recommended Legendary Superstrain

Notes: A lot of the damage from this fight comes from Sylvanas’ Ranger’s Heartseeker make sure to never take 2 in a row, there is a brief respite between the casts so you should try and taunt swap between them. Another thing to watch out for which isn’t mentioned in the dungeon journal is her ranged “Auto Attack” Ranger Shot. This basically allows her to continue to hit you even when you’re at range.

The main issue with this is that each Ranger Shot increases the damage of the next one by 20% this buff resets when she melees you, this is to stop cheesing by always being away from her and can be a very hidden deadly part of her boss fight.

In Phase 1 you should keep an eye out for Wailing Arrow and make sure that you get a good distance away from your raid as the AoE damage is falloff, reducing it by range of the impact zone. Other than this keep an eye on your co tanks stacks and make sure you don’t get dragged into your Domination Chains as you will take massive damage (or Wipe the raid on Mythic) Death knight is extremely well equipped at dealing with her Ranger’s Heartseeker as you are able to use Anti-Magic Shell + Rune tap to fully absorb the magical part of her hits, this means you do not receive any Banshee’s Bane stacks, this is extremely powerful in Phase 3 as it effectively removes potential puddles from the fight. Not only that but you are able to pool runic power up before each Ranger’s Heartseeker so you can fully heal yourself with just Death Strike basically removing the need for healers to look at you.

In Phase 2 you should make sure you dodge the Haunting Waves as being hit by this will push you back and apply a very high damage stacking DoT on you. Each platform will have a variety of adds, as tanks the main ones we need to be careful of are the Mawforged Goliaths as their ability Fury will cause each attack on the same target to hit harder and faster. You can just simply taunt swap on heroic (or have a DPS warrior taunt and use Die by the Sword on mythic to reset it’s stacks). The Mawforged Souljudge also has a stacking debuff called Lashing Strike that you should juggle with your co tank, ideally around the 2 stack mark. Other than these adds, make sure you move out of the Veil of Darkness and do not splash any other raid members when Sylvannas uses Banshee Wail.

Phase 3 is the hardest phase for tanks as you have a very important job and that is space management. The main mechanic of this phase is the Banshee’s Bane debuff which is permanent in this phase, only being removed via a dispel. If any member of the raid has this debuff on them you will most likely wipe when Sylvannas finishes casting as it does extra raid damage per stack on the raid (Heroic+).

The issue is Sylvannas will periodically cast Bane Arrow, creating several puddles on the platforms which will give players stacks of Banshee’s Bane if run through. Your job as a tank is to pick these pools up and hold the Banshee’s Bane stacks on yourself. Sylvanas is also casting her Ranger’s Heartseeker in this phase, giving you even more stacks. However, holding them instead of having them on the platform makes the phase a lot easier for the raid as they have a lot more room to spread out for the Veil of Darkness, which is the main killer in Phase 3.

Ideally you want to bring as many stacks from the other platforms to the platform you’re fighting on, hold those stacks and then have them dispelled just before she destroys the platform with Raze as clearing the platforms ahead of you will stop you being overwhelmed later on in the phase. You should also keep an eye out for Shadow Dagger’s as getting hit by these will just give you another DoT which you really can’t afford to have in this phase when you’re already being murdered by the Banshee’s Bane stacks!

Castle Nathria

Shriekwing

Single Target
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Make sure you Rune Tap before every Exsanguinating Bite.

Huntsman Altimor

2 Target Cleave
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Your Death Grip can be very useful when you want to kill the Shades of Barghast as you can grip both of them on top of eachother so they can be cleaved down. If you are the Dog tank make sure you use a CD before every Rip Soul.

Sun King's Salvation

Heavy Add Cleave
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Use your Death Grip and Gorefiends Grasp to help position the Reborn Phoenix’s so they are easier to CC.

Artificer Xy'mox

Single Target
15
25
30
35
40
45
50

Save your Wraith Walk for Glyph of Destruction so you are able to get as far away as possible to reduce the damage to your raid. Use your Anti-Magic Shell to clear Stasis Traps so your raid has more room to move around. During Edge of Annihilation use Death’s Advance to completely negate the mechanic.

Hungering Destroyer

Single Target
15
25
30
35
40
45
50

Save runic power to instantly Death Strike after an Overwhelm. During Consume use Death’s Advance to completely negate the suck in part of the mechanic.

Lady Inerva Darkvein

Single Target with Occasional Cleave
15
25
30
35
40
45
50

Make sure to position the boss between the adds when they spawn to have maximum uptime on the raid's cleaving ability.

The Council of Blood

Single Target
15
25
30
35
40
45
50

Make sure to aim Stavros in a way where his Evasive Lunge will not hit the raid. You can Death Grip waiters in so they are cleaved down more easily.

Sludgefist

Single Target
15
25
30
35
40
45
50

Save Wraith Walk so you are able to reach the pillar in time for his Hateful Gaze Mechanic. Make sure to save your Shackle the Unworthy for during his vulnerability phase.

Stone Legion Generals

Frequent Add Cleave
15
25
30
35
40
45
50

Death Grip can be used to grip in the Stone Legion Skirmishers to help them get cleaved down easier. Make sure to try and top yourself before the Stone Legion Goliath Hit’s 30% as Soultaint Effigy reduces healing done which really sucks for Death knight! Keep an eye on your stacks of Serrated Swipe and make sure you clear using Crystalize.

Sire Denathrius

Single Target + Cleave
15
25
30
35
40
45
50

Pool runic power so you are able to Death Strike during Shattering Pain. Use Death’s Advance to negate the knockback from Shattering Pain. Death Knights do not need to clear their stacks in phase 1 as Death’s Advance passive means you are unable to be slowed below 70%.