DeathKnight

DeathKnight is the third Necropolis class. It is unlocked by turning in 1 Undead Slayer Badge to Malifact's Ghost (via Artix at the Necropolis) after fully training both Paladin and Necromancer, and as such effectively requires 31 Undead Slayer Badges and the completion of Noxus Fumes to unlock. It costs an additional 14 Undead Slayer badges to fully train this class.
DeathKnight uses a special mechanic known as Presence, allowing to freely toggle between Consuming Presence and Healing Presence to either sacrifice HP for more damage or passively heal every turn.
In addition, having DeathKnight items equipped increases the effectiveness of multiple class skills.
== Skills ==
* Necrotic Shift
** 20 MP, 10 CD
** Grants an extra action.
** If the player is in Consuming Presence:
*** You impose your necrotic curse on your foe!
*** Automatically inflicts 'Necrotic Curse' for 5 turns inclusive.
**** A (40 + 5X)% Curse DoT.
***** This DoT immediately ticks once upon use.
***** If the player has at least one Utility Relic equipped, X is equal to the number of equipped DeathKnight relics.
***** If the player has two Utility Relics equipped, X is increased by 2.
***** With a full set of DeathKnight relics equipped, 'Necrotic Curse' becomes an 80% Curse DoT.
**** +(Y + Z) / 2 Health (max 100).
***** Y is equal to the player's missing HP%.
***** Z is equal to the enemy's missing HP%.
***** This value is floored at 20.
** If the player is in Healing Presence:
*** You force the necrotic curse to sustain you!
*** Applies 'Necrotic Curse' for 4 turns, a (3 + 0.375X)% HoT.
**** This HoT immediately ticks once upon use.
**** If the player has at least one Utility Relic equipped, X is equal to the number of equipped DeathKnight relics.
**** If the player has two Utility Relics equipped, X is increased by 2.
**** With a full set of DeathKnight relics equipped, 'Necrotic Curse' becomes a 6% HoT.
** If the player shifts between Consuming Presence and Healing Presence, any 'Necrotic Curse' effects on the player and all enemies are removed upon taking any action.
*** Your necrotic curse recedes as your presence shifts to Consuming.
*** Your necrotic curse recedes as your presence shifts to Healing.
* Blood Tap
** 30 MP, 7 CD
** Attacks for 1 hit of 100% damage.
** If the hit connects, heals the player for (12 + 0.75X)% of their maximum HP.
*** If the player has at least one Utility Relic equipped, X is equal to the number of equipped DeathKnight relics.
*** If the player has two Utility Relics equipped, X is increased by 2.
*** With a full set of DeathKnight relics equipped, this skill heals the player for 18% of their maximum HP.
* Soul Slash
** 25 MP, 4 CD
** Attacks for 3 hits of 33.33% damage (100% total).
** Inflicts 'Soul Slash' for 5 turns, a (40 + 5X)% Curse DoT.
*** If the player has at least one Utility Relic equipped, X is equal to the number of equipped DeathKnight relics.
*** If the player has two Utility Relics equipped, X is increased by 2.
*** With a full set of DeathKnight relics equipped, 'Soul Slash' becomes an 80% Curse DoT.
* Unholy Shadow
** 30 MP, 1 CD
** Attacks all enemies for 1 hit of 120% damage.
* Obliterate 
** 25 MP, 9 CD
** Attacks for 5 hits of 35% damage with +200 Crit (175% total).
* Instill Fear 
** 25 MP, 12 CD
** Attacks for 1 hit of 100% damage.
** Inflicts 'Overwhelming Fear' for 3 turns, a stun.
* Garb of Undeath 
** 30 MP, 9 CD
** Applies 'Garb of Undeath' for 2 turns inclusive.
*** +(140 + 10X) Melee/Pierce/Magic.
**** If the player has at least one Utility Relic equipped, X is equal to the number of equipped DeathKnight relics.
**** If the player has two Utility Relics equipped, X is increased by 2.
**** With a full set of DeathKnight relics equipped, this buff provides +220 Melee/Pierce/Magic.
* Attack 
** 0 MP, 0 CD
** Heals the player for 15 MP.
** Attacks for 1 hit of 100% damage.
* Inspire Weakness (DA-locked)
** 25 MP, 7 CD
** Attacks for 1 hit of 100% damage.
** Inflicts 'Weakened' for 4 turns inclusive.
*** -(30 + 2.5X) All.
*** +(30 + 2.5X) Health.
*** -(60 + 5X) Crit.
**** If the player has at least one Utility Relic equipped, X is equal to the number of equipped DeathKnight relics.
**** If the player has two Utility Relics equipped, X is increased by 2.
**** With a full set of DeathKnight relics equipped, this debuff provides -50 All, +50 Health, and -100 Crit.
* Unholy Will (DA-locked)
** 30 MP, 17 CD
** Applies 'Unholy Will' for 2 turns inclusive.
*** +(20 + 5X) All.
**** If the player has at least one Utility Relic equipped, X is equal to the number of equipped DeathKnight relics.
**** If the player has two Utility Relics equipped, X is increased by 2.
**** With a full set of DeathKnight relics equipped, this buff provides +60 All.
* Dark Rite (DA-locked)
** 0 MP, 7 CD
** Costs 25% of maximum HP. When used with <25% HP, sets the player's HP to 1.
** Applies 'Dark Rite' for 5 turns inclusive.
*** +(20 + 2.5X) Boost.
*** +(20 + 2.5X) Bonus.
*** +(20 + 2.5X) Crit.
**** If the player has at least one Utility Relic equipped, X is equal to the number of equipped DeathKnight relics.
**** If the player has two Utility Relics equipped, X is increased by 2.
**** With a full set of DeathKnight relics equipped, this buff provides +40 Boost, Bonus, and Crit.
** Attacks for 1 hit of 100% damage.
* Strength Reap (DA-locked)
** 25 MP, 7 CD
** Attacks for 1 hit of 100% damage.
** Inflicts 'Strength Reap' for 5 turns.
*** -(20 + 2.5X) Boost.
*** -(20 + 2.5X) Bonus.
** Applies 'Reaped Strength' for the next 5 turns.
*** +(20 + 2.5X) Boost.
*** +(20 + 2.5X) Bonus.
** If the player has at least one Utility Relic equipped, X is equal to the number of equipped DeathKnight relics.
** If the player has two Utility Relics equipped, X is increased by 2.
** With a full set of DeathKnight relics equipped, this skill provides +40 Boost and +40 Bonus to the player and -40 Boost and -40 Bonus to the enemy.
* The Edge of Death (DA-locked)
** 40 MP, 20 CD
** Sets the player's HP to 1.
** Purges the player of all DoTs.
** Applies 'On the Edge' for 3 turns inclusive.
*** While 'On The Edge' is active, become Deathproof.
*** When this effect expires (either by duration, purges, or end of battle), heals the player for (15 + 1.25X)% of their maximum HP.
**** Returned from the edge.
**** If the player has at least one Utility Relic equipped, X is equal to the number of equipped DeathKnight relics.
**** If the player has two Utility Relics equipped, X is increased by 2.
**** With a full set of DeathKnight relics equipped, this effect heals the player for 25% of their maximum HP.
* Cursed Strike (DA-locked)
** 15 MP, 2 CD
** Attacks for 1 hit of (100 + 15X)% damage (max 190%).
*** X is equal to the number of equipped DeathKnight relics.
* Call of the Dead (DA-locked)
** 35 MP, 9 CD
** Attacks for 5 hits of (40 + 0.4Y)% damage ((200 + 2Y)% total) (max 400%).
*** Y is equal to the player's missing HP %, calculated before Consuming Presence/Healing Presence are applied.
** Each hit heals the player for 10% of the damage dealt.
== Mechanics ==
=== DeathKnight Relics ===
DeathKnight relics empower the effectiveness of multiple skills, as well as provide passive benefits. The list of DeathKnight relics includes:
* Original DeathKnight items (from the DeathKnight quest)
* Upgraded, Shadowed, Zeclem and Unhallowed DeathKnight items (from Sir Malifact)
* Relic DeathKnight, Zeclem's Relic and Tarnished Relic Deathknight items (from Zeclem's Keep)
DeathKnight relics are split into three categories: Offensive, Defensive, and Utility.
* Offensive: Weapon and Belt slots
* Defensive: Cape and Helm slots
* Utility: Ring and Necklace slots
=== Presence ===
* Clicking the widget above the Attack button allows the player to toggle between Consuming Presence and Healing Presence.
** Shifted to Consuming Presence. Attacks will consume X HP for 50% base damage, 0 Bonus, and 0 Crit.
** Shifted to Healing Presence. Attacks will heal Y HP.
* While in Consuming Presence:
** Each of this class's skills besides Necrotic Shift will also cost 5% of the player's maximum HP.
*** If a skill is used with <5% HP, it will set the player's HP to 1.
** Each of this class's skills will gain +50% base damage.
*** If the player has at least one Offensive Relic equipped, all class skills gain +5% base damage, +5 Bonus, and +5 Crit for each DeathKnight relic the player has equipped.
*** If the player has two Offensive Relics equipped, all class skills gain +20% base damage, +20 Bonus, and +20 Crit.
*** With a full set of DeathKnight relics equipped, all class skills gain +100% base damage, +50 Bonus, and +50 Crit.
* While in Healing Presence:
** All class skills besides Necrotic Shift heal the player for 2% of their maximum HP.
*** For each Defensive Relic equipped, heals an additional +1% HP (4% total with both relics).
* Both Consuming Presence and Healing Presence HP cost and healing also affect trinket/On-Demand skills and potions, though Consuming Presence will not buff trinket/On-Demand skill damage.
=== Relic Barrier ===
* If the player has at least one Defensive Relic equipped, they apply 'Relic Barrier' for 99 turns at the start of the fight and after every action.
** +Z All.
** -Z Health.
** -Z Light.
** -Z Darkness.
*** Z is equal to Floor[Player Level / 16, 5] * [# of DeathKnight relics equipped], capped at 5 per DeathKnight relic.
*** If the player has two Defensive Relics equipped, this effect will gain +10 All and -10 Health, Light, and Darkness.
*** With a full set of DeathKnight relics equipped, this effect provides +40 All and -40 Health, Light, and Darkness at level 80+.
** 'Relic Barrier' will update its value after every action.
* If no Defensive Relics are equipped, 'Relic Barrier' is purged upon taking any action.
== Rotation ==
=== Offensive Rotation ===
The following damage rotation in Consuming Presence maximizes overall damage:
# Strength Reap
# Dark Rite
# Inspire Weakness
# Soul Slash
# Cursed Strike
# Call of the Dead
Call of the Dead is used last to gain as much damage as possible from low HP. Necrotic Shift can also be used before Soul Slash if DoTs are needed.
If you don't have enough HP to comfortably use both Dark Rite and Consuming Presence, it's better to keep Consuming active for all 6 turns and drop Rite:
# Strength Reap
# Soul Slash
# Inspire Weakness
# Obliterate
# Cursed Strike
# Call of the Dead
=== Defensive Rotation ===
After the offensive rotation, you should immediately switch to Healing Presence and use Necrotic Shift, as you will often only have a maximum of 45% HP by the end of the Call of the Dead turn. As the defensive skills should only be used as needed against monsters, an example rotation with Healing Presence can look something like this, with any skill swaps or potions allowed in-between:
# Necrotic Shift + Garb of Undeath
# Blood Tap
# Cursed Strike
# Filler
As Strength Reap and Dark Rite have short cooldowns, you can immediately set up a burst cycle again after using Blood Tap, though you may want to stay in Healing Presence until Inspire Weakness to get the full healing from Necrotic Shift.
=== The Edge of Death ===
When needing to use The Edge of Death, the following rotation can be used in Consuming Presence:
# Strength Reap
# Inspire Weakness
# The Edge of Death
# Dark Rite
# Call of the Dead
The effect expiring only heals back a maximum of 25% HP, so reverting to the defensive rotation is recommended.
== Strategy ==
DeathKnight is a flexible class that can freely switch between turtling in Healing Presence or bursting in Consuming Presence.
* This is further enabled by equipping the DeathKnight relics, which increases the effectiveness of several skills, including passive ones such as Relic Barrier's All resistance and the Base Damage/Crit/Bonus buff while in Consuming Presence.
** The Offensive, Defensive, and Utility bonuses are much larger when all 6 relics are equipped, meaning that your gear cannot be switched without consequences. As an example, switching just the Weapon reduces Consuming Presence bonuses by 25 across the board, and switching only the Cape reduces Relic Barrier from 40 to 25. Outside of drinking a potion and switching your Weapon against something with Light and Darkness resistance, 6 relics should be equipped at all times.
*** This effectively restricts your additional resistances to whatever your trinket and bracer can provide, as the Relics only provide Light, Darkness, Good, and Evil resistances.
* The Edge of Death grants Deathproof for 3 turns at the cost of setting your HP to 1, and heals the player after it expires - 15% or up to 25% depending on relics.
** This goes well with increasing Call of the Dead damage and mitigating Consuming Presence and Dark Rite's HP cost.
* Garb of Undeath and Unholy Will are more conventional forms of damage mitigation, being a shield and a massive All resist buff respectively.
* Necrotic Shift can either heal over time or inflict a DoT and a Health resist debuff on your opponent depending on your current Presence. The HoT is noticeably stronger (especially since the extra action can be afforded to Blood Tap or Garb of Undeath) and far easier to use for sustain, but the DoT can be used to help aggressively burst down some bosses.
* DeathKnight has various ways of further buffing its damage output, including Strength Reap, Inspire Weakness, and the aforementioned Dark Rite. Stacking these skills together along with the Relics in Consuming Presence grants a total of +80 Boost, +130 Bonus, and +130 Crit, and +100% base damage to all class skills, on top of -50 All on the enemy. Since Strength Reap's buff lasts the longest followed by Dark Rite, Inspire Weakness should be used last for maximum effectiveness with the damage dealing skills.
While DeathKnight can certainly control the pace of the fight in many situations, the resistances provided by the Relics and the limitation of the Weapon make it more matchup dependent than many other classes, as most bosses will effectively deal ~60% more damage to DeathKnight compared to other classes not locked to the Relics. The Edge of Death is also not infallible; while it can purge DoTs on activation, it does not make the player immune to DoTs inflicted afterwards, so many challenge fights can potentially make The Edge of Death useless without proper timing. Some bosses also require strict HP thresholds for the player, making the set 1 HP ill-advised in those fights most of the time.
INT and END are the recommended primary stats, as Consuming Presence easily brings you over 100 Crit. DEX is also viable in place of INT due to the DoT potential from both Soul Slash and Necrotic Shift if you fit it into your burst rotation, allowing for a more aggressive playstyle than INT/END. A pet Dragon with points in Protection is a given, but Assistance can further increase Boost for burst damage, and Bonus can be increased while the other buffs are down.
Category:Class