Cataclysm Classic Frost Death Knight Spell Summary
On this page, we present you with all spells and procs that you need to understand as a Frost Death Knight in Cataclysm Classic.
Frost Death Knight Spells, Cooldowns and Abilities
Frost has been reworked significantly in Cataclysm. While still a dual-wield focused DPS, there have been some major changes to abilities. Having a proper understanding of how they work will allow you to not only deal maximum DPS, but properly handle incoming damage and various raid mechanics that can be trivialized with your abilities as well.
Rotational Spells
Frost is one of the strongest melee DPS in the game and provides nearly unmatched kiting ability. Knowing how each of your rotational abilities functions and how to best utilize them will allow you to separate yourself from other melee DPS.
- Frost Strike — an instant cast melee attack that deals Frost damage based off of your weapon damage. This ability will act as your primary spender of Runic Power.
- Howling Blast — an instant cast ranged attack that deals Frost damage to enemies within 10 yards of the target. This ability also applies the Chilblains debuff that can be an incredibly useful tool to kite especially in 10-man content.
- Obliterate — an instant melee attack that deals damage based off of your weapon damage. This attack deals an additional 12.5% damage for each diseases active on the target. This is your primary spender of Unholy and Frost runes.
- Icy Touch — an instant cast ranged attack that deals Frost damage based off of your Attack Power and applies the Frost Fever debuff to the target.
- Plague Strike — is an instant cast melee attack deals Shadow damage based off of your Attack Power and weapon damage. This also applies the Blood Plague debuff to the target.
- Outbreak — instantly applies Blood Plague and Frost Fever to your current target.
- Death Coil — an instant cast, ranged attack that deals Shadow damage based off of your Attack Power.
- Death and Decay — summons a patch of corrupted ground dealing Shadow damage based off of your Attack Power.
- Blood Strike — an instant cast melee attack that deals physical damage based off of your weapon damage and Attack Power. This ability deals 12.5% more damage for each disease you currently have active on the target.
- Death Strike — an instant cast melee attack that deals physical damage. Death Strike also heals for 20% of the damage you have sustained in the previous five seconds with a minimum of at least 7% of your maximum health.
- Blood Boil — an instant cast AoE in a small range around the Death Knight that deals Shadow damage. This ability deals extra damage to targets effected by diseases.
- Pestilence — is an instant attack that spreads the diseases on your current target to any nearby enemies.
Cooldowns
Frost Death Knight has a wide array of cooldowns that will both greatly increase your DPS output and help mitigate incoming damage. Knowing how these cooldowns function is crucial to maximizing your DPS output.
- Pillar of Frost — a one-minute cooldown increases your Strength by 20% and causes the Death Knight to be immune to knockback effects.
- Hungering Cold — a one-minute cooldown that stuns any enemy afflicted with Frost Fever. Enemies are considered to be frozen but any damage taken other than diseases will cause this effect to break.
- Anti-Magic Shell — a 45 second cooldown buff that absorbs 75% of the damage dealt by harmful Magic spells and makes you immune to Magic effects for its five second duration or until 50% of the Death Knights health is taken in Magic damage.
- Army of the Dead — summons a horde of ghouls to attack any nearby enemies. These ghouls will attempt to taunt any nearby non-boss mob so be careful when using it.
- Dark Simulacrum — applies a debuff to an enemy that allows the Death Knight to duplicate the next spell cast by the enemy. This ability has some very powerful situational uses in PvE so always try to be aware of what spells can be Dark Simulacrum'd.
- Blood Tap — a one-minute cooldown that instantly converts a Blood Rune to a Death Rune. This ability also instantly refreshes the Rune so it is best utilized when your Blood Runes are already on cooldown.
- Icebound Fortitude — a three-minute cooldown that reduces all incoming damage.
- Raise Ally — is a ten-minute cooldown that instantly resurrects a dead party/raid member. This will return them to life at 20% health and 20% mana so make sure to use this during a period of low incoming damage.
- Death Grip — a 35 second cooldown that instantly pulls the target to the Death Knight and taunts the target for three seconds. This can be used as an impromptu interrupt as well, but always be aware of the fact you will have threat on the target for at least three seconds.
- Strangulate — a two-minute cooldown that silences the target for five seconds. This can also be used as an interrupt for targets that are immune to silencing effects.
- Empower Rune Weapon — a five-minute cooldown that instantly resets the cooldown of all of your Runes and grants you twenty five Runic Power. This ability is best used when you have depleted most if not all of your Runes.
Utility Spells
In addition to the many rotational abilities and cooldowns you find yourself using, Death Knight has been given a number of utility based tools that you will find yourself using, including the iconic Death Grip.
- Chains of Ice — slows the target by 60% for eight seconds and afflicts the target with Frost Fever.
- Mind Freeze — is a ten-second cooldown short ranged interrupt that allows you to disrupt spell casting. Having the ability to interrupt is incredibly powerful especially in emergency situations and smaller group size content. This ability is free thanks to the Endless Winter talent.
- Death Pact — instantly sacrifices your ghoul healing you for 25% of your maximum health. You may not have your ghoul active when attempting to use this ability so be aware of your Raise Dead cooldown when considering using this ability.
- Horn of Winter — is an instant cast spell that generates 10 Runic Power and increases the Strength and Agility of all nearby party/raid members.
- Raise Dead — summons a ghoul that will fight by your side for one minute.
- Death Gate — opens a gate that allows the Death Knight to teleport back to Ebon Hold.
Frost Death Knight Presence
One of the most iconic parts of the Death Knight toolkit is the different Presences. While greatly simplified in the Cataclysm expansion, it is still important to know what presence you should be in for each situation. You can only have one Presence active at any given time.
- Blood Presence — increases your Stamina by 8%, the armor contribution of your gear by 55%, and all incoming damage taken is reduced by 8%. This also greatly increases the amount of threat you generate. This will not be used as Frost in any group content but is incredibly powerful when soloing content.
- Unholy Presence — increases your attack speed and Rune regeneration rate by 10% and movement speed by 15% as well as reducing the global cooldown on your abilities by 0.5 seconds. This will be your default presence as Frost as it is the largest single target damage increase thanks to the increased Rune regeneration rate and the global cooldown reduction.
- Frost Presence — damage and Runic Power generation by 10%. While the damage and Runic Power bonuses are quite strong they are typically only better than Unholy Presence in a situation where you are consistently AoEing a large number of enemies.
Runeforging
Death Knight has the ability to enchant their weapons with powerful Runeforges that grant bonuses unique to the Death Knight. These take the place of traditional weapon enchants.
- Rune of Lichbane — your weapons deal 2% extra weapon damage as Fire damage or 4% against Undead enemies.
- Rune of Razorice — your weapons deal 2% extra weapon damage as Frost damage and increase the targets vulnerability to Frost Damage. This will be your default main-hand Rune as Frost.
- Rune of Spellbreaking — your one-handed weapons reduce incoming Spell damage by 2% and reduce the duration of silencing effects by 50%.
- Rune of Spellshattering — your two-handed weapons reducing incoming Spell damage by 4% and reduce the duration of silencing effects by 50%.
- Rune of Swordbreaking — your one-handed weapons increase your parry rating by 2% and reduce the duration of disarming effects by 60%.
- Rune of Swordshattering — your two-handed weapons increase your parry rating by 4% and reduce the duration of disarming effects by 60%.
- Rune of the Fallen Crusader — your weapon has a chance to heal you for 3% of your total health and increase your Strength by 15% for fifteen seconds. This will be your default off-hand Rune as Frost.
- Rune of the Nerubian Carapace — your one-handed weapons increase your armor by 2% and your total Stamina by 1%.
- Rune of the Stoneskin Gargoyle — your two-handed weapons increase your armor by 4% and your total Stamina by 2%.
Changelog
- 17 Sep. 2024: Reviewed for Phase 3.
- 08 May 2024: Added page.
More Cataclysm Death Knight Guides
More Cataclysm Spec Guides from Other Classes
This guide has been written by Sellin, a former top 10 US raider and current season and several time Gladiator, long time WoW Player and passionate about all things Warcraft and Theorycrafting. You can follow him on Twitter and watch him on Twitch.
- Molten Core Tuning Detailed, Coming After Weekly Reset
- Molten Core Trash Mob Immunity Hotfix
- Molten Core and Onyxia's Lair Now Live in Season of Discovery Phase 4
- Higher Libram and Burning Essence Droprate Hotfix Coming + Fire Resist Explanation in SoD P4
- Molten Core Season of Discovery Details and Launch Date and Time
- Rise of the Zandalari Patch Coming to Cataclysm Classic on July 30th!
- SoD World Boss Resurrection Issues: July 18th
- World Bosses Live Now in Season of Discovery Phase 4