“ | It's begun. Young heroes... I was once like you. You have come to this place seeking to bring judgement upon the damned. You will venture deep into forgotten lands. You will see wonders beyond imagining. But be warned. The land itself will rise up against you. Long forgotten terrors will smother your courage. Sacrifice everything as the final darkness falls... in the end, all that awaits you is death. Only then will you understand - you've been following in my footsteps all along. So come then, you heroes! Come in all your power and glory! For in the final hour, all must serve the one... true... king. | „ |
“ | Nothing shall prevent me from having my revenge, old friend. Not even you. Now, I call out to the spirits of this place. I will give anything, or pay any price, if only you will help me save my people. | „ |
~ Arthas just before taking up Frostmourne |
Summary
Arthas Menethil, Crown Prince of Lordaeron and Knight of the Silver Hand, was the son of King Terenas Menethil II and heir to the throne. He was trained as a paladin by Uther the Lightbringer and was inducted into the Order of the Silver Hand. Arthas also had a romantic relationship with the kind sorceress Jaina Proudmoore. Committed to the protection of his people, Arthas was determined to stop the plague spreading throughout Lordaeron.
Despite his promising beginnings, Arthas became one of the most powerful and evil beings Azeroth would ever know. Although he killed the necromancer Kel'Thuzad, Arthas was unable to stop the spread of the plague and resorted to increasingly desperate methods, such as purging the city of Stratholme. Taking up the cursed runeblade Frostmourne, Arthas was able to defeat the demon Mal'Ganis, but he lost his soul in the process. Becoming a death knight of the Scourge, he led the undead in destroying Lordaeron, Quel'Thalas, and Dalaran. Arthas later made his way to the Frozen Throne of Icecrown and merged with the Lich King.
Ruling as the Lich King for years afterward, Arthas had the last remnants of his humanity destroyed and was ultimately defeated in combat by Highlord Tirion Fordring and his champions of the Light. Cradled by the spirit of his father, Arthas Menethil died, leaving the mantle of the Lich King to be taken by a noble soul who would contain the power of the Scourge. Arthas' soul found no rest in the afterlife, instead being forged into a weapon in the schemes of the Jailer that was spent until nothing was left.
Arthas first appeared as one of the main protagonists of Warcraft III: Reign of Chaos and Warcraft III: The Frozen Throne. He also serves as the main antagonist in Wrath of the Lich King.
Powers and Stats
Tier: 7-A | At least 7-A, likely 5-B, up to 5-B with Frostmourne Amps, 5-B with Frostmourne | 5-B
Key: Paladin | Death Knight | Lich King
Name: Arthas Menethil, Crown Prince of Lordaeron, Paladin of the Silver Hand, Paladin Defender of Lordaeron, Lord | Arthas Menethil, Champion of Ner'zhul, Blessed Lord, King of Lordaeron | Lich King, The Dark Lord of the Dead, The Death God, The One True king, The Prince of Darkness, The Jailer of the Damned, Lord of Terror, The Dark One, He Who Walks in Shadow, The Lord of Icecrown
Origin: Warcraft
Gender: Male
Age: 24 | 27 | 31
Classification: Human, Paladin, Champion of the Knights of the Silver Hand, Prince of Lordaeron | Undead Human, Death Knight, Champion of Ner'zhul | Undead Human, Death Knight, Lich King
Powers and Abilities:
- Superhuman Physical Characteristics
- Enhanced Senses (All Humans have an enhanced ability to detect stealthed opponents)
- Weapon Mastery (All humans have proficiency in Swords and Maces. All Paladins are proficient with Axes, Maces, Swords, Polearms, and Shields)
- Social Influencing (Humans have a natural aptitude for team work and leadership, able to solve issues through diplomacy, bring others to their side unwavering, and gain favorable reputations far easier than other races on Azeroth)
- Empowerment (Humans gain a small bonus to all secondary stats (Haste, Critical Strike, Mastery, Versatility) from all sources)
- Limited Power Nullification (All humans are able to nullify stun effects on themselves)
- Non-Physical Interaction (All combatants in Warcraft have the natural ability to harm and kill a variety of intangible and incorporeal entities, beings that are physically intangible such as ghosts and spirits and air and fire elementals as well as beings that are elementally intangible such as oozes and slimes and water elementals)
- Fire Manipulation (Via Orb of Fire)
- Resistance to Mind Manipulation/Fear Manipulation/Ice Manipulation/Transmutation/Plant Manipulation/Status Effect Inducement/Light Manipulation/Empathic Manipulation/Sleep Manipulation/Power Nullification/Telekinesis/Electricity Manipulation/Darkness Manipulation/Vibration Manipulation/Paralysis Inducement/Explosion Manipulation/Statistics Reduction/Curse Manipulation/ (Via being a Boss, Arthas is immune to Mind Control, Fear, Polymorph, and the Frost Nova spells, alongside any other Crowd Control abilities in his verse)
- Blessed/Empowerment (All Paladins are blessed by The Light, empowering them with Holy Magic)
- Magic/Light Manipulation/Holy Manipulation (All Paladins utilize Holy Magic as their source of power)
- Supernatural Willpower (Holy Magic is called forth by a combination of the user's willpower and faith in their own ability to wield the Light[1])
- Empathic Manipulation (Holy Magic brings about feelings of, hope, courage, and comfort, and brings a sense of peace and calmness whenever its blessings are placed on someone.[2] Paladins are able to use The Light to develop an empathic ability to sense deep emotions from others, such as sincerity, or the nature of their intentions[3])
- Power Nullification (Users of Holy Magic are able to dispel mind control[4] and can channel their holy power through others to shield them from the whispers of the Old Gods and their minionsm[5] as well as via Blessing of Freedom, Judgment, Consecration, Repentance, Cleanse, Cleanse Toxins, Rebuke, and Blessing of Sanctuary)
- Healing (Mid-Low via Judgment, Flash of Light, Word of Glory, Lay on Hands, Holy Shock, Holy Light, Beacon of Light, Light of the Martyr, Light of Dawn, Bestow Faith, Light's Hammer, and Holy Prism. Holy Magic is able to heal severe wounds and broken bones, cure sickness, and remove aches, pains, and stiffness[6][7])
- Extrasensory Perception/Telepathy (Users of The Light are able to establish connections between each other, allowing them to know if they are still alive and to communicate words and thoughts[8][9])
- Clairvoyance/Dream Manipulation (Users of The Light are able to perform divination rituals to gain a "holy vision" that can grant sight of distant objects and far-off locations, as well as receive clairvoyant dreams about others[10])
- Energy Manipulation (Holy Energy is able to be infused into weapons and armor, as well as shaped into weapons[11] and chains[12])
- Morality Manipulation (The Light can be used to force people to answer all questions asked of them and remove their ability to lie[13][8])
- Purification/Soul Manipulation (The Light is employed during exorcisms to extract a demon or an evil spirit from a possessed body, purifying the body and the soul from corruption[14])
- Sound Manipulation (The Light magnified Turalyon's voice so it carried to several hundred soldiers under his command[15])
- Density Manipulation (The Light made Arthas's hammer seem to weigh less in his hands[16])
- Aura (Via Crusader Aura, Devotion Aura, Vengeance Aura, and Aura of Reckoning)
- Statistics Amplification (Via Crusader Aura, Shield of the Righteous, Blessing of Freedom, Avenging Wrath, and Seraphim)
- Damage Reduction (Via Devotion Aura, Blessing of Protection, Flash of Light, Consecration, Blessing of Sacrifice, Holy Light, Divine Protection, and Eye for an Eye)
- Damage Boost (Via Mastery: Hand of Light, Divine Purpose, Vengeance Aura, Aura of Reckoning, Crusader Strike, Judgment, and Templar's Verdict)
- Paralysis Inducement (Via Hammer of Justice and Wake of Ashes)
- Forcefield Creation (Via Divine Shield, Blessing of Protection, Shield of Vengeance, and Eye for an Eye)
- Resurrection (Via Redemption)
- Summoning (Via Divine Steed)
- Fear Manipulation (Via Turn Evil)
- Damage Transferal (Via Blessing of Sacrifice)
- Body Puppetry/Mind Manipulation (Via Repentance)
- Status Effect Inducement (Via Blinding Light)
- Statistics Reduction (Via Hand of Hindrance and Wake of Ashes)
- Weapon Creation (Via Blade of Justice, Execution Sentence, and Eye for an Eye)
- Energy Projection (Via Divine Storm)
- Resistance to Disease Manipulation (All Paladins are immune to natural diseases up to and including The Bubonic Plague[17])
- Resistance to Mind Manipulation/Madness Manipulation/Corruption (Users of Holy Magic are mentally shielded from the whispers of the Old Gods and their minions, which can be further bolstered through meditation[5])
All previous Base Abilities plus:
- Immortality (Types 1; [Undead exist in a state of preserved decay, allowing them to functionally live in undeath forever[18]] and 2 [Dismemberment is not able to kill an Undead,[19] and they can only be truly killed by being completely burned or by Holy Magic. Arthas in particular was unaffected by ripping out his own heart[20][21])])
- Life Manipulation/Absorption/Darkness Manipulation (All Undead attacks and damaging spells have a chance to drain the target, dealing Shadow damage)
- Self-Healing (All Undead attacks and damaging spells have a chance to drain the target, healing the Undead for the same amount. Undead are also able to heal by consuming other Undead)
- Self-Sustenance (Types 1, 2, and 3, Undead can survive underwater indefinitely, and though they may chose to do so out of habit, they do not need air to live,[22] do not need sleep or rest,[23] and do not need to eat[24])
- Damage Reduction (All Undead take reduced Shadow damage)
- Resurrection/Soul Manipulation (Resurrected Sylvanas as a banshee[25] Resurrected Falric, Marwyn and Thassarian as death knights[26])
- Limited Power Nullification (All Undead are able to nullify any Charm/Mind Control, Fear and Sleep effect on themselves)
- Summoning (Able to summon Invincible and Sapphiron at will)
- Corruption (Brief exposure to the Lich King's necromantic energy empowering Arthas and Kel'thuzad instantly corrupted the Sunwell so thoroughly that the necromantic energy then given off by the Sunwell threatened to wipe out the entire High Elf civilization[27])
- Attack Reflection (Arthas' Saronite Armor passively reflects Holy Magic[28])
- Resistance to Madness Manipulation/Corruption (Able to wear his suit of Saronite Armor for years with no issue, when normal people exposed to Saronite are quickly driven completely insane by the corrupting whispers of Yogg-Saron[29])
- Resistance to Pain Manipulation (Undead have a dulled sense of touch and only experience faint sensations of pain or discomfort from most physical stimuli[30])
- Resistance to Soul Manipulation (Lacks a soul due to it having been stolen by Frostmourne[31])
- Resistance to Magic, Absolute Zero, Age Manipulation, Air Manipulation, Blood Manipulation, Acid Manipulation, Antimatter Manipulation, Black Hole Creation, Chaos Manipulation, Chi Manipulation, Corrosion Inducement, Corruption, Crystal Manipulation, Curse Manipulation, Darkness Manipulation, Disease Manipulation, Earth Manipulation, Electricity Manipulation, Elemental Manipulation, Energy Manipulation, Explosion Manipulation, Fire Manipulation, Fungus Manipulation, Gravity Manipulation, Ice Manipulation, Life Manipulation, Light Manipulation, Magma Manipulation, Magnetism Manipulation, Plant Manipulation, Plasma Manipulation, Pain Manipulation, Poison Manipulation, Radiation Manipulation, Sand Manipulation, Soul Manipulation, Sound Manipulation, Spatial Manipulation, Telekinesis, Temperature Manipulation, Water Manipulation , Vibration Manipulation, and Weather Manipulation (Arthas' Saronite Armor is inherently heavily resistant to Nature and Arcane Magic[28])
- Magic (All Death Knights use dark magic, frost magic, necromancy, and rune magic)
- Ice Manipulation (Possesses numerous sources of Frost and Shadowfrost Damage)
- Darkness Manipulation (Possesses numerous sources of Shadow and Shadowfrost Damage)
- Blood Manipulation (Able to manipulate blood in various ways)
- Disease Manipulation (Able to inflict various diseases)
- Aura (Via Unholy Aura, Necrotic Aura, Abomination's Might, Path of Frost, and Decomposing Aura)
- Statistics Amplification (Possesses numerous abilities that amplify various physical stats)
- Damage Boost (Possesses numerous spells and abilities that boost damage)
- Forcefield Creation (Via Permafrost and Mastery: Blood Shield)
- Life Manipulation/Absorption/Self-Healing (Via Blood Scent, Blood Draw, Vendetta, Blooddrinker, Death Pact, Death Strike, Anti-Magic Shell, Lichborne, Mark of Blood, Vampiric Blood, Heart Strike, Blood Presence, Blood Boil, and Consumption)
- Damage Reduction (Possesses numerous spells and abilities that reduce incoming damage)
- Statistics Reduction(Possesses numerous abilities that reduce various physical stats)
- Summoning (Via Bloodworms, Raise Dead, Army of the Dead, Pillar of Frost, Apocalypse, Summon Gargoyle, Raise Abomination, Reanimation, and Frostwyrm's Fury)
- Resurrection (Via Raise Dead, Reanimation, Animate Dead, and Raise Ally)
- Explosion Manipulation (Via Bloodworms, Reanimation, Corpse Explosion, Soul Reaper, and Raise Dead)
- Healing (Via Bloodworms, Purgatory, Bonestorm, Death Coil, Consume Minions, and Sacrificial Pact)
- Durability Negation (Via Blood Gorged)
- Empowerment (Runes and Glyphs passively imbue the Death Knight with various attributes)
- Homing Attack (Via Rune Strike)
- Attack Reflection (Via Parry)
- Paralysis Inducement (Via Annihilate, Reanimation, Remorseless Winter, and Asphyxiate)
- Telekinesis (Via Asphyxiate, Death Grip, and Strangulate. Able to telekinetically retrieve Frostmourne)
- Insect Manipulation (Via Unholy Blight)
- Free Movement (Water Walking Via Path of Frost)
- Portal Creation (Via Death Gate)
- Bone Manipulation (Via Marrowrend, Bone Shield, and Bonestorm)
- Deconstruction (Via Decomposing Aura and Death and Decay)
- Sense Manipulation (Able to induce blindness Via Blinding Sleet)
- Mind Manipulation (Via Dark Command, Control Undead, Death Grip, and Mind Freeze)
- Corruption (Via Death and Decay, Scourge Strike, Plague Strike, Defile, and Necrotic Strike)
- Power Nullification (Via Wraith Walk, Anti-Magic Shell, Strangulate, Crypt Fever, and Mind Freeze)
- Weapon Creation (Via Dancing Rune Weapon and Glacial Advance)
- Power Mimicry (Via Dark Simulacrum)
- Additional Limbs (Via Abomination Limb)
- Empathic Manipulation (Via Unholy Frenzy)
- Temperature Manipulation (Via Hungering Cold, Remorseless Winter, and Howling Blast)
- Air Manipulation (Via Howling Blast)
- Resistance to Status Effect Inducement and Paralysis Inducement (Via Icebound Fortitude)
- Resistance to Speed Reduction (Via Death's Advance and Wraith Walk)
- Enhanced Resistance to Mind Manipulation, Fear Manipulation, and Sleep Manipulation (Via Lichborne)
- Enhanced Resistance to Magic, Absolute Zero, Age Manipulation, Air Manipulation, Blood Manipulation, Acid Manipulation, Antimatter Manipulation, Black Hole Creation, Chaos Manipulation, Chi Manipulation, Corrosion Inducement, Corruption, Crystal Manipulation, Curse Manipulation, Darkness Manipulation, Disease Manipulation, Earth Manipulation, Electricity Manipulation, Elemental Manipulation, Energy Manipulation, Explosion Manipulation, Fire Manipulation, Fungus Manipulation, Gravity Manipulation, Ice Manipulation, Life Manipulation, Light Manipulation, Magma Manipulation, Magnetism Manipulation, Plant Manipulation, Plasma Manipulation, Pain Manipulation, Poison Manipulation, Radiation Manipulation, Sand Manipulation, Soul Manipulation, Sound Manipulation, Spatial Manipulation, Telekinesis, Temperature Manipulation, Water Manipulation , Vibration Manipulation, and Weather Manipulation (Via Acclimation)
- Magic/Empowerment (Frostmourne, as with other Runeblades, is magically imbued with Rune magic, with its runes being those of Death and Domination due to its status as a Mourneblade)
- Ice Manipulation
- Curse Manipulation/Corruption (Frostmourne is a cursed weapon, and passes its curse onto those that wield it)
- Necromancy/Death Manipulation (All Runeblades manipulate necromantic energy[32])
- Soul Manipulation/Absorption/Sealing (Runeblades are empowered by anima from souls, whether willing or forcibly taken, and can have souls forged into the blades themselves.[33] Mourneblades are capable of shattering souls into fragments when wielded with rage.[34] Frostmourne is capable of consuming, shattering, and imprisoning souls and essences of a similar nature[35])
- Mind Manipulation/Morality Manipulation/Limited Law Manipulation (Mourneblades are imbued with Domination runes, which has the sole purpose of the utter suppression of another being, altering the victim's thoughts so powerfully that it interferes with their sense of self[36] and is woven into the very fabric of the realm of the Maw and the tower of Torghast.[37] Capable of remaking the living into mindless undead)
- Chaos Manipulation/Life Manipulation/Soul Manipulation/Durability Negation/Resistance Negation (Frostmourne's physical strikes deal Chaos damage, Fel Magic which is a pure manifestation of disorder which harnesses the life energy and souls of living things as fuel and which bypasses physical defenses, armor, and resistances as well as other forms of damage-mitigating magic[38])
- Temperature Manipulation (Even the shattered remains of Frostmourne drain all heat in their presence[39])
- Pocket Reality Manipulation/BFR (Frostmourne contains a spiritual pocket realm within itself which automatically transports those who survive Harvest Soul into it [40])
All Death Knight abilities plus:
- Possibly Immortality (Type 8; Uther stated that the Lich King could only be truly destroyed atop Icecrown Citadel, where he was crowned[41])
- Preparation
- Mind Manipulation (While at the lowest point of his power Ner'zhul was able to effortlessly mentally enslave an army's worth of Northrend's native monsters[42])
- Necromancy/Resurrection
- Disease Manipulation, Mind Manipulation, Biological Manipulation, Chaos Manipulation, Life Manipulation, and Soul Manipulation (Created, and can to an extent manipulate, the Plague of Undeath, a disease which contains Fel Energy, a pure manifestation of disorder which harnesses the life energy and souls of living things as fuel[43]m and which turns all who come in contact with it into undead under the Lich King's control)
- Body Puppetry (Ner'zhul displayed the ability to utilize necromancy to control the Nerubians, who were immune to both the Undead Plague and his own mental domination, by directly manipulating their corpses and bending them to his will[44])
- Telepathy (The Lich King feels the individual spirits and thoughts of each undead in the Scourge as if they were his own.[42] Ner'zhul was able to utilize his telepathy to call out to mages all across Azeroth to beckon them to Icecrown[44] and was able to call to Arthas halfway across Azeroth while severely weakened[45])
- Power Bestowal (The Lich King has personally granted numerous members of his army immense power, and all Death Knights draw their power directly from the Lich King)
- Soul Manipulation/Absorption (The Lich King grows in power the more souls he absorbs.[42] Sealed Highlord Alexandros Mograine's spirit at the Battle for Light's Hope Chapel[46])
- Possibly Precognition (Kel'Thuzad described The Lich King as foreseeing both Archimonde's usurpation of the control of the Scourge and the defeat of Archimonde and the Burning Legion on Azeroth [47])
- Enhanced Senses/Extrasensory Perception (Sensed the presence of Mal'Ganis during the battle for Lordaeron.[48] The Lich King is able to see through Frostmourne[49])
- Sealing (Sealed Highlord Alexandros Mograine's spirit at the Battle for Light's Hope Chapel[46])
- Portal Creation
- Flight
- Creation (Created the Orb of Ner'zhul, the Devourer of Souls, and the Runeblades of the Death Knights[17])
- Statistics Amplification (Via Mark of the Lich King, Plague Siphon, Soul Reaper, and Harvested Soul)
- Ice Manipulation
- Disease Manipulation (Via Necrotic Plague and Infest)
- Darkness Manipulation (Via Necrotic Plague, Infest, Summon Shadow, Pain and Suffering, Soul Reaper, Defile, and Fury of Frostmourne)
- Statistics Reduction (Via Remorseless Winter)
- Vibration Manipulation (Via Quake)
- Summoning (Able to summon a variety of minions at will)
- Resistance to Disease Manipulation, Deconstruction, Mind Manipulation, Biological Manipulation, Transmutation/Matter Manipulation, Chaos Manipulation, Life Manipulation, and Soul Manipulation (Was only afflicted by a fit of coughing when exposed to the Forsaken Blight,[50] an improved, more lethal strain of the Plague of Undeath capable of vaporizing anyone it came in contact with[51] and reducing undead to shapeless piles of goo.[52][53] The strain Arthas was exposed to was potent enough to even kill paladins in seconds, with even lesser strains causing bleeding from all facial orifices, skin tearing open and death in seconds,[54] as well as rapid cell degeneration and reducing those affected to a shambling husk incapable of any reason or thought beyond a violent hatred for life[55])
Attack Potency: Mountain level (Vastly superior to fodder animus which can do this. Portrayed as comparable to Jaina Proudmore. Fought and killed Kel'Thuzad[56] and the black dragon Searinox[57]) | At least Mountain level, likely Planet level (Significantly more powerful than before. Fought and killed Sapphiron,[58] who downscales from Malygos who held enough power to destroy Azeroth ten times over[59] Matched Pre-Skull of Gul'dan Illidan and fought him to a stalemate.[60] Fought and killed Uther the Lighbringer,[61] Mal'Ganis,[62] Anasterian Sunstrider,[63] and Antonidas.[64] Fought and defeated an army of Faceless Ones and a Forgotten One alongside Anub'arak[65]), Planet level with Frostmourne Amps (Frostmourne's magic was sufficient to amplify Arthas' power to overpower Uther the Lightbringer[61] and later amplify him further to match that of Demon Form Post-Skull of Gul'dan Illidan Stormrage[66]), Planet level with Frostmourne (As a Mourneblade, Frostmourne's power is significantly greater than that of normal Artifact Runeblades such as Apocalypse, Maw of the Damned, and Felo'melorn, each of which is capable of absorbing and neutralizing a portion of the energy of the Sword of Sargeras[67] and the latter of which was broken upon clashing with Frostmourne once[68][69]), Frostmourne's physical attacks ignore conventional durability (Physical attacks with Frostmourne deal Chaos damage, which bypasses physical defenses, armor, and resistances as well as other forms of damage-mitigating magic[38]) | Planet level (Even before Arthas fully merged with him, Kil'jaeden was able to sense that Ner'zhul was growing too powerful for him to control.[70] Physically empowered by the full power of Frostmourne. Superior to all undead under his command, including Kel'thuzad, Sapphiron, Sindragosa, and the Four Horsemen. Casually stomped Jaina and Sylvanas.[71] Casually oneshot Darion Mograine.[72] Utterly overwhelmed Tirion Fordring at Light's Hope Chapel before the latter obtained the Ashbringer,[72] and later posed a grave threat to a light-empowered Tirion Fordring and could trade attacks with him.[73] One-Shot Dranosh Saurfang, who could in turn one-shot three undead Vrykul[50]), Frostmourne's physical attacks ignore conventional durability (Physical attacks with Frostmourne deal Chaos damage, which bypasses physical defenses, armor, and resistances as well as other forms of damage-mitigating magic[38])
Speed: Average Human Movement Speed (Standard movement speed for all characters is 6.4008 m/s), Massively Hypersonic+ Reactions and Combat Speed (Dragons[74] and mages[75] consistently in the realm of lightning in speed.[76] Was able to keep up with an Orc Blademaster, which can fight at speeds invisible to the naked eye[77]) | At least Superhuman Movement Speed (Comparable to Illidan, who can keel up with Tyrande's Saber-Toothed Tiger on-foot), At least Massively Hypersonic+ Reactions and Combat Speed (Equal to Illidan and thus should be comparable or superior to the Legion adventurers in speed, who use and can dodge attacks from the Titanstrike artifact weapon, which is directly stated to be infused with natural lightning,[78] and Hunters who can use abilities like Titan's Thunder,[79] Ride the Lightning,[80] and Surge of the Stormgod,[81] which project natural lightning) | At least Superhuman Movement Speed, At least Massively Hypersonic+ Reactions and Combat Speed (Kept up with Jaina and Sylvanas [71])
Lifting Strength: Class M (Superior to regular fodder Earthen whom are capable of doing this. Able to wield a massive warhammer and full platemail as though they were weightless, and should be at least as strong as adventurers capable of wearing a full suit of thorium platemail and wielding thorium weapons as though they were weightless) | Class M (Physically matched Post-Skull of Gul'dan Illidan in strength[66]) | At least Class M
Striking Strength: Mountain level | At least Mountain level, likely Continent level+ (Killed Sapphiron,[58] Uther,[61] Mal'Ganis,[62] and Antonidas[64] with his blows and matched Illidan's blows with his own[60]), up to Planet level with Frostmourne Amps (Oneshot Demon Form Post-Skull of Gul'dan Illidan Stormrage[66]) | Planet level (Easily overpowered Jaina and Sylvanas,[71] Darion Mograine,[72] and Pre-Ashbringer Tirion Fordring[72])
Durability: Mountain level | At least Mountain level, likely Continent level+ (Took hits from Sapphiron,[58] Uther,[61] and Mal'Ganis[62]), up to Planet level with Frostmourne Amps | Planet level (Took hits from Tirion Fordring.[72] Able to take hits from Shadowmourne, which is designed to be the equal to Frostmourne[82])
Stamina: Superhuman (Was able to slay an entire orc encampment and an entire towns worth of people without tiring) | Infinite (As an undead, Arthas does not require food, water, air, or sleep in order to function. Even as a Death Knight it has been stated that he and Arthas had the capacity to keep up their fight forever.[60] After becoming the Lich King, Arthas spent several years in a meditative state during which he was fighting a non-stop mental battle for control over his body with his former humanity and Ner'zhul[83])
Range: Standard Melee Range, Tens of Meters to Hundreds of Meters with Magic | Extended Melee Range with Frostmourne, Tens of Meters to Tens of Kilometers with Magic | Extended Melee Range with Frostmourne, Tens of Meters to Tens of Kilometers with Magic, Planetary with Helm of Domination, Telepathy, and Portals
Standard Equipment: |
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Intelligence: Genius (Arthas is a nearly unparalleled martial combatant. Having been trained since childhood to join the Knights of the Silver Hand, Arthas was personally tutored in armed combat by Muradin Bronzebeard, becoming one of the youngest to join the order at the age of 19, and came to be considered one of the finest swordsmen in Lordaeron.[84] In order to join the Knights of the Silver Hand, apprentices are trained to use a variety of weapons, they learn combat tactics and many techniques, as well as how to ride and fight on their steed. Their training sessions are long and difficult, lasting up to several hours a day until exhaustion, and doing so every day for years. Training at arms is important for a paladin, so are prayer and meditation, as they must be able to cut down their enemies but must also be able to heal their allies and themselves. Following the ceremony of induction, they continue to be trained by their master, in order to learn how to use their new holy powers. Once their training is complete, and to improve their new abilities, young paladins are given various quests, missions, and trials by their masters in order to continually prove their worthiness to the order. One of Arthas' earliest missions involved hunting down and defeating an Orc Blademaster of the Blackrock Clan,[57] a group of Orcs who utilize a mix of illusion magic and warrior energy coupled with their mastery of swordsmanship to act as an elite fighting force within the Horde. Later in life, after obtaining Frostmourne, Arthas singlehandedly defeated Mal'Ganis's army, destroyed his base, and killed Mal'Ganis[62] before singlehandedly killing his own army and raising them with his newfound powers as a Death Knight.[85] As a death knight, Arthas would go on to serve as the Lich King's champion, carrying out crusades to spread the Undead Plague while personally slaughtering his former ally paladins and knights of the Silver Hand, most notably Uther the Lightbringer,[61] as well as other forces such as the High-Elves of Silvermoon,[63] entire camps of Blackrock Clan Orc Blademasters,[86] the mages of Kirin Tor,[64] and Illidan's forces of Vashj's Naga and Kael's Blood Elves.[87] Arthas has also faced Illidan Stormrage on two separate occasions, with their second duel being acknowledge by Arthas as the only time in his entire combat history where he was ever brought close to dying.[20] Arthas is also a master tactician, having served as Ner'zhul's champion for years and accelerating the Scourge's spread tenfold as a death knight, and later nearly conquering Azeroth as the Lich King.
Weaknesses: None Notable | As an Undead, significantly powerful sources of Holy Magic are able to permanently kill him. If the Lich King or Frostmourne are destroyed, Arthas will be severely weakened and lose most of his powers. If Frostmourne is destroyed the souls trapped within the blade will turn on Arthas and attack him and prevent him from defending himself, allowing the enemy to attack and kill him. | As an Undead, significantly powerful sources of Holy Magic are able to permanently kill him. If Frostmourne is destroyed the souls trapped within the blade will turn on Arthas and attack him and prevent him from defending himself, allowing the enemy to attack and kill him.
Notable Attacks/Techniques:
- Human: The human kingdom of Stormwind forms the backbone of the Alliance. Stormwind's willingness to work with others to find diplomatic solutions stands out as one of its true strengths. Its citizens hold fast to the principles of honor and justice as they defend their settlements, and the Alliance, against any aggressors.
- The Human Spirit: Humans gain 2% more of all secondary stats (Haste, Critical Strike, Mastery, Versatility) from all sources.
- Diplomacy: Faction reputation gains increased by 10%.
- Will to Survive: Activate to remove all stun effects.
- Perception: Passively increases Stealth detection.
- Sword Specialization: Expertise with One-Handed Swords and Two-Handed Swords increased by 1%.
- Mace Specialization: Expertise with One-Handed Maces and Two-Handed Maces increased by 1%.
- Paladin: This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead. Paladins stand directly in front of their enemies, relying on heavy armor and healing in order to survive incoming attacks. Whether with massive shields or crushing two-handed weapons, Paladins are able to keep claws and swords from their weaker fellows – or they use healing magic to ensure that they remain on their feet.
- Crusader Aura: Increases mounted speed by 20% for all party and raid members with 40 yards.
- Devotion Aura: Party and raid members within 70 yards are bolstered by their devotion, reducing damage taken by 3%. When you dispel an ally within your aura, all allies within your aura are dispelled of the same effect.
- Mastery: Lightbringer: Increases healing done by up to 12%, based on the proximity of your target.
- Mastery: Hand of Light: Increases Holy damage done by 13%.
- Unbreakable Spirit: Reduces the cooldown of your Divine Shield, Shield of Vengeance, Ardent Defender, Divine Protection, and Lay on Hands by 30%.
- Divine Purpose: Holy Power abilities have a 15% chance to make your next Holy Power ability free and deal 20% increased damage and healing.
- Spreading the Word: Your allies affected by your Aura gain an effect after you cast Blessing of Protection or Blessing of Freedom.
- Blessing of Protection: Physical damage reduced by 30% for 6 seconds.
- Blessing of Freedom: Cleared of all movement impairing effects.
- Vengeance Aura: Whenever you or nearby allies within 40 yards become victim to a full loss of control effect, your Holy damage and critical strike chance is increased by 3% for 8 seconds. Stacks up to 4 times.
- Luminescence: When healed by an ally, allies within your Aura gain 4% increased damage and healing for 6 seconds.
- Aura of Reckoning: When you or allies within your Aura are critically struck, gain Reckoning. Gain 1 additional stack if you are the victim. At 50 stacks of Reckoning, your next weapon swing deals 200% increased damage, will critically strike, and activates Avenging Wrath for 6 seconds.
- Ultimate Retribution: Mark an enemy player for retribution after they kill an ally within your Retribution Aura. If the marked enemy is slain within 8 seconds, cast Redemption on the fallen ally.
- Crusader Strike: Strike the target for Physical damage. Has a 15% chance to make your next ability consume 1 less Holy Power and a 15% chance to make your next Divine Storm free and deal 25% additional damage. Max 2 Charges.
- Shield of the Righteous: Slams enemies in front of you with your shield, causing Holy damage, increasing your Armor for 4.5 seconds, and gaining the benefit of Consecration.
- Judgment: Judges the target, dealing Holy damage, causing the target and two nearby targets to take 30% increased damage from your next Crusader Strike or Holy Shock, causing them to take 25% increased damage from your next Holy Power ability, and applying Lawbringer to initial targets hit for 45 seconds. Casting Judgment causes all enemies with your Lawbringer effect to suffer up to 5% of their maximum health in Holy damage. The next 25 successful attacks against the targets heal the attacker. Casting Judgment on an enemy cleanses 1 Poison, Disease, and Magic effect they have caused on allies within the Paladin's Aura. Generates 1 Holy Power. Casting two consectutive Judgments on the same enemy will generate 3 Holy Power.
- Holy Avenger: Your Holy Power generation is tripled for 20 seconds.
- Flash of Light: Expends a large amount of mana to quickly heal a friendly target and reduces all damage the target receives by 10% for 6 seconds. Flash of Light reduces the mana cost and damage taken from your next Light of the Martyr by 25%, stacking.
- Hammer of Justice: Stuns the target at a range of 20 yards for 6 seconds.
- Consecration: Consecondsrates the land beneath you, causing Holy damage over 12 seconds to enemies who enter the area and clearing and suppressing all snare effects on allies within its area of effect. Damage taken by the caster is reduced by 5% while inside your Consecration.
- Word of Glory: Calls down the Light at a range of 40 yards to heal a friendly target. If cast on yourself, healing increased by up to 250% based on your missing health.
- Hand of Reckoning: Commands the attention of an enemy target at range of 30 yards, forcing them to attack you.
- Divine Shield: Protects you from all damage and spells for 8 seconds. During Divine Shield, all targets within 15 yards are taunted.
- Redemption: Brings a dead ally at a range of 40 yards back to life with 35% of maximum health and mana. Cannot be cast when in combat.
- Lay on Hands: Heals a friendly target at a range of 40 yards for an amount equal to your maximum health.
- Divine Steed: Leap atop your Charger for 5 seconds, increasing movement speed by 100%. Usable while indoors or in combat. While active you become immune to crowd control effects, and you knockback enemies that you move through. In addition, you inspire yourself and nearby allies while Divine Steed is active, granting bonus Speed for 5 seconds.
- Blessing of Freedom: Places a blessing on a party or raid member, granting immunity to movement impairing effects and increasing movement speed by 30% for 8 seconds. You gain Blessing of Freedom when cast on a friendly target. Unbound Freedom also causes any Blessing of Freedom applied to yourself to be undispellable.
- Turn Evil: The power of the Light compels an Undead, Aberration, or Demon target to flee for up to 40 seconds. Damage may break the effect. Only one target can be turned at a time.
- Blessing of Protection: Places a blessing on a party or raid member at a range of 40 yards, protecting them from all physical attacks for 10 seconds.
- Avenging Wrath: Call upon the Light to become an avatar of retribution, increasing your damage, healing, and critical strike chance by 20% for 20 seconds. When any party or raid member within 40 yards dies, you automatically gain Avenging Wrath for 12 seconds.
- Blessing of Sacrifice: Blesses a party or raid member, reducing their damage taken by 30%, but you suffer 75% of damage prevented. Last 12 seconds, or until transferred damage would cause you to fall below 20% health.
- Repentance: Forces an enemy target to meditate, incapacitating them for 1 minute. Usable against Humanoids, Demons, Undead, Dragonkin, and Giants.
- Blinding Light: Emits dazzling light in all directions, blinding enemies within 10 yards, causing them to wander disoriented for 6 seconds. Non-Holy damage will break the disorient effect.
- Holy Avenger: Your Holy Power generation is tripled for 20 seconds.
- Seraphim: The Light magnifies your power for 15 seconds, granting 8% Haste, Critical Strike, and Versatility, and 12.8% Mastery.
- Holy Shock: Triggers a burst of Light on the target at a range of 40 yards, dealing Holy damage to an enemy, or healing an ally. Has an additional 30% critical effect chance. Generates 1 Holy Power. Your critical Holy Shocks reduce the cost of your next Flash of Light by 30% or cause your next Holy Light to generate 1 Holy Power.
- Exorcism: Blasts the target with Holy Light at a range of 40 yards, causing Holy damage and generating 1 Holy Power. Your autoattacks have a 20% chance of resetting the cooldown of your Exorcism.
- Holy Light: An efficient spell, healing a friendly target, reducing the mana cost and damage taken from your next Light of the Martyr by 25%, reducing all damage the target receives by 15% for 5 seconds, and dealing Holy damage equal to 30% of the amount healed to all enemies within 10 yards of the target.
- Cleanse: Cleanses a friendly target, removing all Poison, Disease and Magic effects. When you dispel an ally within your aura, all allies within your aura are dispelled of the same effect. Healing allies with your Holy Light will cleanse all Diseases and Poisons from the target.
- Beacon of Light: Wrap a single ally in holy energy, causing your heals on other party or raid members to also heal that ally for 50% of the amount healed. Healing this ally directly with Flash of Light or Holy Light grants 1 Holy Power. When an ally with your Beacon of Light is damaged below 30% health, they absorb the next incoming damage.
- Divine Protection: Reduces all damage you take by 20% for 8 seconds.
- Light of the Martyr: Sacrifice a portion of your own health to instantly heal an ally. You take damage equal to 50% of the healing done. Does not cause your Beacon of Light to be healed. Cannot be cast on yourself. Holy Light and Flash of Light reduces the mana cost and damage taken from your next Light of the Martyr by 25%.
- Light of Dawn: Unleashes a wave of holy energy, healing up to 5 injured allies within a 15 yard frontal cone. Every 5 seconds the healing done by your next Light of Dawn is increased by 10%. Light of the Dawn also has a 15% chance to grant Avenging Wrath for 10 seconds.
- Aura Mastery: Empowers your chosen aura for 8 seconds.
- Bestow Faith: Begin mending the wounds of a friendly target, healing them after 5 seconds. Generates 1 Holy Power upon healing.
- Light's Hammer: Hurls a Light-infused hammer to the ground, dealing Holy damage to nearby enemies and healing up to 6 nearby allies every 2 seconds for 14 seconds.
- Holy Prism: Fires a beam of light that scatters to strike a clump of targets. If the beam is aimed at an enemy target, it deals Holy damage and radiates healing to 5 allies within 15 yards. If the beam is aimed at a friendly target, it heals them and radiates Holy damage to 5 enemies within 15 yards.
- Templar's Verdict: Unleashes a powerful weapon strike that deals Holy damage to an enemy target. Holy Power abilities have a 15% chance to make your next Holy Power ability free and deal 20% increased damage and healing. Templar's Verdict increases the damage of your next Templar's Verdict by 15% for 6 seconds.
- Cleanse Toxins: Cleanses a friendly target, removing all Poison and Disease effects.
- Hand of Hindrance: Burdens an enemy target with the weight of their misdeeds, reducing movement speed by 70% for 10 seconds. When your Hand of Hindrance is dispelled or otherwise removed early, the cooldown is reduced by 15 seconds. Your Blade of Justice or Divine Hammer applies Hand of Hindrance to the target for 3 seconds.
- Blade of Justice: Pierces an enemy with a blade of light, dealing Physical damage. Generates 2 Holy Power. Your auto attacks have a 12% chance to reset the cooldown of Blade of Justice.
- Divine Storm: Unleashes a whirl of divine energy, dealing Holy damage to up to 5 nearby enemies.
- Shield of Vengeance: Creates a barrier of holy light that absorbs damage for 15 seconds. When the shield expires, it bursts to inflict Holy damage equal to the total amount absorbed, divided among all nearby enemies.
- Rebuke: Interrupts spellcasting and prevents any spell in that school from being cast for 4 seconds.
- Wake of Ashes: Lash out at your enemies, dealing Radiant damage to all enemies within 12 yards in front of you and reducing their movement speed by 50% for 5 seconds. Damage reduced on secondary targets. Demon and Undead enemies are also stunned for 5 seconds. Generates 3 Holy Power.
- Blessing of Sanctuary: Instantly removes all stun, silence, fear and horror effects from the friendly target and reduces the duration of future such effects by 60% for 5 seconds.
- Zeal: Strike the target for Physical damage. Grants Zeal, causing Zeal attacks to chain to an additional nearby target per stack. Maximum 3 stacks. Each jump deals 40% less damage. Generates 1 Holy Power. Max 2 Charges
- Execution Sentence: A hammer slowly falls from the sky upon the target. After 8 seconds, they suffer Holy damage, plus 20% of damage taken from your abilities in that time.
- Eye for an Eye: Surround yourself with a bladed bulwark, reducing Physical damage taken by 35% and dealing Physical damage to any melee attackers for 10 seconds.
- Undead: Death offered no escape for the scores of humans killed during the Lich King’s campaign to scour the living from Lordaeron. When his grasp over the Scourge faltered after the Third War, a contingent of undead broke free of their master’s iron will. Calling themselves Forsaken, they now struggle to thrive in a world that has come to despise their existence.
- Touch of the Grave: Attacks and damaging spells have a chance to drain the target, dealing Shadow damage and healing for the same amount. Additionally, you can breathe underwater indefinitely.
- Shadow Resistance: Reduces Shadow damage taken by 1%
- Will of the Forsaken: Removes any Charm, Fear and Sleep effect. This shares a 30 seconds cooldown with other similar effects.
- Cannibalize: When activated, regenerates 7% of total health and mana every 2 seconds for 10 seconds. Only works on Humanoid or Undead corpses within 5 yards. Any movement, action, or damage taken while Cannibalizing will cancel the effect.
- Unholy Aura: Passively increases the movement speed and life regeneration rate of nearby friendly units. All enemies within 8 yards take 20% increased damage from your minions.
- On a Pale Horse: You are as hard to stop as death itself, increasing your mounted speed by 20%.
- Permafrost: Your auto attack damage grants you an absorb shield equal to 40% of the damage dealt.
- Blood Scent: Increases Leech by 3%.
- Suppression: Damage taken from area of effect attacks reduced by 3%.
- Brittle: Your diseases have a chance to weaken your enemy causing your attacks against them to deal 6% increased damage for 5 seconds.
- Will of the Necropolis: Damage taken below 30% Health is reduced by 20%.
- Merciless Strikes: Increases Critical Strike chance by 2%.
- Might of Thassarian: Increases Strength by 2%.
- Gloom Ward: Absorbs are 15% more effective on you.
- Runic Attenuation: Auto attacks have a chance to generate 5 Runic Power.
- Insidious Chill: Your auto-attacks reduce the target's auto-attack speed by 5% for 30 seconds, stacking up to 4 times.
- Blood Draw: When you fall below 30% health you drain health from nearby enemies. Can only occur every 3 minute.
- Rune Mastery: Consuming a Rune has a chance to increase your Strength by 6% for 8 seconds.
- Unholy Bond: Increases the effectiveness of your Runeforge effects by 20%.
- Necrotic Aura: All enemies within 8 yards take 8% increased magical damage.
- Spellwarden: Rune of Spellwarding is applied to you with 25% increased effect.
- Butchery: Whenever you kill an enemy that grants experience or honor, you generate up to 20 runic power. In addition, you generate 2 runic power per 5 seconds while in combat.
- Subversion: Increases the critical strike chance of Blood Strike, Heart Strike, Obliterate, and Scourge Strike by 9% and reduces threat generated while in Blood or Unholy Presence by 25%.
- Blade Barrier: You take 6% less damage from all sources.
- Bladed Armor: Increases your attack power by 6 for every 180 armor value you have.
- Scent of Blood: You have a 15% chance after dodging, parrying or taking direct damage to gain the Scent of Blood effect, causing your next 3 melee hits to generate 10 runic power.
- Two-Handed Weapon Specialization: Increases the damage you deal with two-handed melee weapons by 4%.
- Dark Conviction: Increases your chance to get a critical strike with melee weapon by 5%.
- Spell Deflection: You have a chance equal to your Parry chance of taking 45% less damage from a direct damage spell.
- Vendetta: Heals you for up to 6% of your total maximum health whenever you kill a target that yields experience or honor.
- Veteran of the Third War: Increases your total Strength by 6%, your Stamina by 20%, and your expertise by 6.
- Bloody Vengeance: Gives you a 3% bonus to Physical damage you deal for 30 seconds after dealing a critical strike from a weapon swing, spell, or ability. This effect stacks up to 3 times.
- Abomination's Might: Increases the attack power by 10% of party and raid members within 100 yards. Also increases your total Strength by 2%.
- Bloodworms: Your auto attacks have a chance to summon a Bloodworm. Bloodworms deal minor damage to your target for 15 seconds and then burst, healing you for 15% of your missing health. If you drop below 50% health, your Bloodworms will immediately burst and heal you.
- Blood Gorged: When you are above 75% health, you deal 10% more damage. In addition, your attacks ignore up to 10% of your opponent's armor at all times.
- Forceful Deflection: Increases your Parry Rating by 25% of your total Strength.
- Purgatory: An unholy pact that prevents fatal damage, instead absorbing incoming healing equal to the damage prevented, lasting 3 seconds. If any healing absorption remains when this effect expires, you will die. This effect may only occur every 4 minute.
- Ossuary: While you have at least 5 Bone Shield charges, the cost of Death Strike is reduced by 5 Runic Power. Additionally, your maximum Runic Power is increased by 10.
- Blood Fortification: Stamina increased by 30%. Damage taken reduced by 10%.
- Mastery: Blood Shield: Each time you heal yourself with Death Strike, you gain 16% of the amount healed as a Physical damage absorption shield. Also increases your attack power by 8%. While Blood Shield is active, you deal 25% increased Physical damage.
- Runic Power Mastery: Increases your maximum Runic Power by 30.
- Toughness: Increases your armor value from items by 10%.
- Black Ice: Increases your Frost spell damage by 20%.
- Nerves of Cold Steel: Increases your chance to hit with one-handed melee weapons by 3% and increases the damage done by your off-hand weapon by 25%.
- Icy Talons: Your Runic Power spending abilities increase your melee attack speed by 6% for 10 seconds, stacking up to 3 times, and increases the melee haste of all party and raid members within 100 yards by 10% and your haste by an additional 5%.
- Annihilation: Increases the critical strike chance of your melee special abilities by 3%.
- Killing Machine: Your auto attack critical strikes have a chance to make your next Obliterate or Frostscythe critically strike. Consuming Killing Machine grants 1% critical strike chance for 10 seconds, stacking up to 6 times, and has a 50% chance to grant you 1 Rune. At 5 stacks your next Killing Machine consumes the stacks and grants you 20% increased Frost damage for 10 seconds. Killing Machine also causes your next Obliterate to deal Frost damage.
- Frigid Dreadplate: Reduces the chance melee attacks will hit you by 3%.
- Mastery: Frozen Heart: Increases the damage of your Frost abilities by 16%.
- Runic Empowerment: Each Runic Power you spend has a 2% chance to instantly grant you a Rune.
- Runic Focus: Unlike most casters, a Death Knight's spells cause double damage on critical hits and their chance to hit is increased by 9%. Spells are all Death Knight abilities that are not direct weapon strikes.
- Glacier Rot: Diseased enemies take 20% more damage from your Icy Touch, Howling Blast and Frost Strike spells.
- Acclimation: When hit by a spell, you have a 30% chance to boost resistance to that school of magic for 18 seconds. Stacks up to 3 times. Icebound Fortitude's cooldown is reduced by 60 seconds.
- Runic Command: Increases your maximum Runic Power by 20.
- Threat of Thassarian: When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Rune Strikes, Blood Strikes and Frost Strikes have a 100% chance to also deal damage with your offhand weapon.
- Tundra Stalker: Your spells and abilities deal 15% more damage to targets infected with Frost Fever. Also increases your expertise by 5.
- Might of the Frozen Wastes: Wielding a two-handed weapon increases Obliterate damage by 30%, and your auto attack critical strikes always grant Killing Machine.
- Unleashed Frenzy: Damaging an enemy with a Runic Power ability increases your Strength by 2% for 6 seconds, stacks up to 3 times.
- Cold Heart: Every 2 seconds, gain a stack of Cold Heart, causing your next Chains of Ice to deal Frost damage. Stacks up to 20 times.
- Vicious Strikes: Increases the critical strike chance by 6% and critical strike damage bonus by 30% of your Plague Strike and Scourge Strike.
- Virulence: Increases the damage done by your diseases by 30%.
- Anticipation: Increases your Dodge chance by 5%.
- Mastery: Dreadblade: Increases the damage of your Minions and Shadow damage abilities by 14%.
- Ravenous Dead: Increases your total Strength 3% and the contribution your Ghouls get from your Strength and Stamina by 60%
- Blood-Caked Blade: Your auto attacks have a 30% chance to cause a Blood-Caked Strike, which hits for 25% weapon damage plus 12.5% for each of your diseases on the target.
- Night of the Dead: Reduces the cooldown on Raise Dead by 90 seconds and the cooldown on Army of the Dead by 4 minute. Also reduces the damage your pet takes from creature area of effect attacks by 90%.
- Impurity: Your spells receive an additional 20% benefit from your attack power.
- Rage of Rivendare: Increases the damage of your Plague Strike, Scourge Strike, and Festering Strike abilities by 45%.
- Runic Corruption: Each Runic Power you spend has a 1.6% chance to increase your Rune regeneration rate by 100% for 3 seconds.
- Runic Mastery: Increases your maximum Runic Power by 20 and increases the Rune regeneration rate of Runic Corruption by 20%.
- Crypt Fever: Your diseases also cause Crypt Fever, which increases the damage of other diseases on the target by 60%.
- Ebon Plaguebringer: Increases the damage your diseases deal by 60% and causes your Plague Strike to also apply Frost Fever.
- Inexorable Assault: Gain Inexorable Assault every 8 seconds, stacking up to 5 times. Obliterate and Frostscythe consume a stack to deal an additional Frost damage.
- Rune of Cinderglacier: Affixes your rune weapon with a rune that has a chance to increase the damage by 20% of your next 2 spells that deal Frost or Shadow damage. Lasts 30 seconds.
- Rune of Razorice: Engrave your weapon with a rune that causes extra weapon damage as Frost damage and increases enemies' vulnerability to your Frost attacks by 3%, stacking up to 5 times.
- Rune of Spellbreaking: Affixes your one-handed rune weapon with a rune that deflects 2% of all spell damage and reduces the duration of Silence effects by 50%.
- Rune of Spellshattering: Affixes your two-handed rune weapon with a rune that deflects 4% of all spell damage and reduces the duration of Silence effects by 50%.
- Rune of Lichbane: Affixes your rune weapon with a rune that adds 2% extra weapon damage as Fire damage or 4% versus Undead targets.
- Rune of Swordbreaking: Affixes your one-handed rune weapon with a rune that increases Parry chance by 2% and reduces the duration of Disarm effects by 50%.
- Rune of Swordshattering: Affixes your two-handed rune weapon with a rune that increases Parry chance by 4% and reduces the duration of Disarm effects by 50%.
- Rune of the Fallen Crusader: Affixes your rune weapon with a rune that has a chance to heal you for 6% and increase total Strength by 15% for 15 seconds.
- Rune of the Nerubian Carapace: Affixes your rune weapon with a rune that increases defense by 13 and total stamina by 1%.
- Rune of the Stoneskin Gargoyle: Affixes your two-handed rune weapon with a rune that increases Armor by 5% and all stats by 5%.
- Rune of Unending Thirst: Engrave your weapon with a rune that increases your movement speed by 5%. Additionally, when you kill an enemy that yields experience or honor you heal for 5% of your maximum health and gain 10% Haste and movement speed.
- Rune of Sanguination: Engrave your weapon with a rune that causes your Death Strike to deal increased damage based on the target's missing health. When you fall below 35% health, you heal for 48% of your maximum health over 8 seconds.
- Rune of the Apocalypse: Engrave your weapon with a rune that gives your ghoul's attacks a chance to apply one of the following debuffs to the target:
- Death: Healing Reduction.
- War: Increases damage taken from the Death Knight.
- Famine: Reduces damage dealt to the Death Knight.
- Pestilence: Slows the target and deals damage over time.
- Rune of Hysteria: Engrave your weapon with a rune that increases maximum Runic Power by 20 and your attacks have a chance to increase Runic Power generation by 20% for 8 seconds.
- Rune of Spellwarding: Engrave your weapon with a rune that deflects 3% of all spell damage and taking magic damage has a chance to create a shield that absorbs magic damage equal to 10% of your maximum health. When an enemy damages the shield, their cast speed is reduced by 10% for 6 seconds.
- Glyph of Anti-Magic Shell: Increases the duration of Anti-Magic Shell by 3 seconds.
- Glyph of Blood Strike: Your Blood Strike causes an additional 20% damage to snared targets.
- Glyph of Bone Shield: Increases your movement speed by 15% while Bone Shield is active. This does not stack with other movement-speed increasing effects.
- Glyph of Chains of Ice: Your Chains of Ice also causes Frost damage, with additional damage depending on your attack power.
- Glyph of Dancing Rune Weapon: Increases your threat generation by 100% while your Dancing Rune Weapon is active, but reduces its damage dealt by 25%.
- Glyph of Dark Command: Increases the chance for your Dark Command ability to work successfully by 8%.
- Glyph of Dark Death: Increases the damage or healing done by Death Coil by 15%.
- Glyph of Death and Decay: Damage of your Death and Decay spell increased by 20%.
- Glyph of Death Grip: When you deal a killing blow that grants honor or experience, the cooldown of your Death Grip is refreshed.
- Glyph of Death Strike: Increases your Death Strike's damage by 2% for every 5 runic power you currently have, up to a maximum of 40%. The runic power is not consumed by this effect.
- Glyph of Disease: Your Pestilence ability now refreshes disease durations on your primary target back to their maximum duration.
- Glyph of Frost Strike: Reduces the cost of your Frost Strike by 8 Runic Power.
- Glyph of Heart Strike: Increases the damage of your Heart Strike ability by 30%.
- Glyph of Howling Blast: Your Howling Blast ability now infects your targets with Frost Fever.
- Glyph of Hungering Cold: Your Hungering Cold ability no longer costs runic power.
- Glyph of Icebound Fortitude: Reduces the cooldown of your Icebound Fortitude by 50%, but also reduces its duration by 75%.
- Glyph of Icy Touch: Your Icy Touch dispels one helpful Magic effect from the target.
- Glyph of Obliterate: Increases the damage of your Obliterate ability by 20%.
- Glyph of Plague Strike: Your Plague Strike does 20% additional damage.
- Glyph of Rune Strike: Increases the critical strike chance of your Rune Strike by 10%.
- Glyph of Rune Tap: Reduces the cooldown of Rune Tap by 10 seconds but Rune Tap reduces damage taken by 20% less.
- Glyph of Scourge Strike: Increases the Shadow damage portion of your Scourge Strike by 30%.
- Glyph of Strangulate: Increases the Silence duration of your Strangulate ability by 2 seconds when used on a target who is casting a spell.
- Glyph of the Ghoul: Your Ghoul receives an additional 40% of your Strength and 40% of your Stamina.
- Glyph of Unbreakable Armor: Increases the total armor granted by Unbreakable Armor to 30%.
- Glyph of Unholy Blight: Increases the damage done by Unholy Blight by 40%.
- Glyph of Vampiric Blood: Increases the bonus healing received while your Vampiric Blood is active by an additional 10%, but your Vampiric Blood no longer grants you health.
- Glyph of Blood Tap: Your Blood Tap no longer causes damage to you.
- Glyph of Corpse Explosion: Teaches you the ability Corpse Explosion.
- Glyph of Death's Embrace: Your Death Coil refunds 20 Runic Power when used to heal an allied minion, but will no longer trigger Blood Tap when used this way.
- Glyph of Horn of Winter: When used outside of combat, your Horn of Winter ability causes a brief, localized snow flurry.
- Glyph of Pestilence: Increases the radius of your Pestilence effect by 5 yards.
- Glyph of Raise Dead: Your Raise Dead spell no longer requires a reagent.
- Death Coil: Fires a blast of unholy energy at the target and 1 additional nearby enemy, causing Shadow damage to an enemy or healing an Undead ally. Casting Death Coil reduces the cooldown of Army of the Dead by 5 seconds, increases the duration of Dark Transformation by 1 seconds, causes your next Scourge Strike to deal 40% increased damage, causes the target to take an additional 30% of the direct damage dealt over 4 seconds, and debilitates your enemies applying Death Rot, causing them to take 1% increased Shadow damage, up to 10% from you for 10 seconds. If Death Coil consumes Sudden Doom it applies two stacks of Death Rot. Death Coil deals 25% additional damage to enemies below 35% health.
- Death Pact: Create a death pact that heals you for 50% of your maximum health, but absorbs incoming healing equal to 30% of your max health for 15 seconds. Alternatively, kills a target friendly Undead unit, giving a percentage of its hit points to the Death Knight.
- Animate Dead: Raises 6 dead units in an area to fight for the Death Knight. Animated units are invulnerable.
- Deathstorm: Strikes an enemy with a deathbolt that arcs to another nearby enemy. The spell affects up to 12 targets, causing Shadow damage to each.
- Raise Dead: Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time. Your ghoul's Claw attack has a 30% chance to cause a Festering Wound on the target, and have a chance to apply Enfeeble, reducing the enemies movement speed by 30% and the damage they deal to you by 15% for 6 seconds. When your ghouls expire, they explode in viscera dealing Shadow damage to nearby enemies. Each explosion has a 25% chance to apply Festering Wounds to enemies hit. Raise Dead also summons an additional skeletal minion.
- Consume Minions: Consume up to 5 nearby Ghoulish Minions to restore 10% health and mana per minion consumed.
- Sacrificial Pact: Sacrifice your ghoul to deal shadow damage to all nearby enemies and heal for 25% of your maximum health. Deals reduced damage beyond 8 targets.
- Dark Transformation: Your ghoul deals Shadow damage to 5 nearby enemies and transforms into a powerful undead monstrosity for 15 seconds. The ghoul's attack speed is increased, its abilities are empowered, and it take on new functions while the transformation is active. Dark Transformation also empowers your Gargoyle and Army of the Dead for 30 seconds, increasing their damage by 35%. Dark Transformation also creates an unholy pact between you and your pet, igniting flaming chains that deal Shadow damage over 15 seconds to enemies between you and your pet.
- Army of the Dead: Summons a legion of ghouls who swarms your enemies, fighting anything they can for 30 seconds. Also summons a Magus of the Dead who hurls Frostbolts and Shadow Bolts at your foes.
- Ghoul Frenzy: Grants your pet 25% haste for 30 seconds and heals it for 60% of its health over the duration.
- Soul Cleave: Inflicts weapon damage to an enemy and its nearest allies, affecting up to 3 targets and restoring 5% of your mana.
- Annihilate: Leap at the opponent dealing weapon damage and stunning for 6 seconds.
- Parry: Parry the next attack and regenerate 25% of your mana if successful.
- Death and Decay: Corrupts the targeted ground, reducing the movement speed of enemies within its area by 90%, decaying by 10% every seconds, causing Shadow damage over 10 seconds to targets within the area, and rotting enemies each time it deals damage, absorbing healing equal to 100% of damage dealt. While you remain within Death and Decay you gain 5% Haste, Heart Strike hits up to 3 additional enemies, Obliterate hits up to 1 additional enemy, and Scourge Strike hits up to 7 additional enemies.
- Death Strike: Focuses dark power into a strike that deals Physical damage and heals you for 50% of all damage taken in the last 5 seconds, minimum 10% of maximum health, and grants 10% Leech for 8 seconds. Whenever you hit with Death Strike or Obliterate there is a 100% chance that the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune. When dual-wielding Death Strike has a 100% chance to also deal damage with your offhand weapon. When you kill an enemy that yields experience or honor, your next Death Strike within 20 seconds is free and heals for an additional 10% of maximum health.
- Death Grip: Harnesses the energy that surrounds and binds all matter, drawing the target toward you. Alternatively, harnesses the energy that surrounds and binds all matter, drawing the target toward you and forcing the enemy to attack you. Death Grip slows enemy movement speed by 50% for 6 seconds and causes the target to be unable to move faster than normal movement speed for 8 seconds. Killing an enemy that yields experience or honor resets the cooldown of Death Grip.
- Rune Strike: Strike the target for Physical damage. This attack cannot be dodged, blocked, or parried.
- Runeforging: Allows the Death Knight to emblazon their weapon with runes.
- Dark Command: Command the target to attack you.
- Death's Advance: For 10 seconds, your movement speed is increased by 35%, you cannot be slowed below 100% of normal speed, and you are immune to forced movement effects and knockbacks. Death's Advance grants an additional 25% movement speed over the first 3 seconds. Passively, the caster cannot be slowed below 70% of normal speed.
- Lichborne: Draw upon unholy energy to become Undead for 12 seconds, increasing Leech by 10%, reducing damage taken by 15%, and making you immune to Charm, Fear, and Sleep.
- Anti-Magic Shell: Surrounds you in an Anti-Magic Shell for 5 seconds, absorbing magic damage and preventing application of harmful magical effects. Damage absorbed generates Runic Power, heals for 100% of the damage it absorbs, and causes damage absorbed by Anti-Magic Shell to energize the Death Knight with runic power.
- Death Gate: Opens a gate which the Death Knight can use to return to Ebon Hold. Using a Death Gate while in Ebon Hold will return the Death Knight back to near their departure point.
- Raise Ally: Pours dark energy into a dead target, reuniting spirit and body to allow the target to reenter battle with 60% health and at least 20% mana.
- Path of Frost: Activates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members near you to walk on water. Usable while mounted, but being attacked or damaged will cancel the effect.
- Blinding Sleet: Targets in a cone in front of you are blinded, causing them to wander disoriented for 5 seconds. Damage may cancel the effect. When Blinding Sleet ends, enemies are slowed by 50% for 6 seconds.
- Control Undead: Dominates the target undead creature, forcing it to do your bidding for 5 minute.
- Asphyxiate: Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 5 seconds.
- Wraith Walk: Embrace the power of the Shadowlands, removing all root effects and increasing your movement speed by 70% for 4 seconds. Taking any action cancels the effect. While active, your movement speed cannot be reduced below 170%.
- Abomination Limb: Sprout an additional limb, dealing Shadow damage over 12 seconds to all nearby enemies. Deals reduced damage beyond 5 targets. Every 1 seconds, an enemy is pulled to your location if they are further than 8 yards from you. The same enemy can only be pulled once every 4 seconds. Gain 3 Bone Shield charges instantly, and again every 6 seconds, Rime instantly, and again every 6 seconds, and Runic Corruption instantly, and again every 6 seconds.
- Soul Reaper: Strike an enemy for Shadowfrost damage and afflict the enemy with Soul Reaper. After 5 seconds, if the target is below 35% health this effect will explode dealing an additional Shadowfrost damage to the target. If the enemy that yields experience or honor dies while afflicted by Soul Reaper, gain Runic Corruption. Soul Reaper deals 25% additional damage to enemies below 35% health.
- Dark Simulacrum: Places a dark ward on an enemy player that persists for 12 seconds, triggering when the enemy next spends mana on a spell, and allowing the Death Knight to unleash an exact duplicate of that spell.
- Strangulate: Strangulates an enemy, silencing them for 5 seconds. Non-player victim spellcasting is also interrupted for 3 seconds.
- Rune Tap: Consume a Rune to reduce all damage taken by 20% for 4 seconds.
- Mark of Blood: Places a Mark of Blood on an enemy for 15 seconds. The enemy's damaging auto attacks will also heal their victim for 3% of the victim's maximum health.
- Unholy Frenzy: Induces a friendly unit into a killing frenzy for 30 seconds. The target is Enraged, which increases their physical damage by 20%, but causes them to lose health equal to 1% of their maximum health every second.
- Vampiric Blood: Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 40% for 14 seconds. After Vampiric Blood expires, you absorb damage equal to 5 times the damage your Blood Plague dealt during Vampiric Blood.
- Heart Strike: Instantly strike the target and 1 other nearby enemy, causing Physical damage, and reducing enemies' movement speed by 20% for 8 seconds. Heart Strike heals you for .5% health for each enemy hit while affected by Blood Plague and generates 2 additional Runic Power per target hit. Heart Strike has a 10% chance to launch a free Death Coil at your target and has a chance to increase the damage of your next Death Strike by 20%.
- Dancing Rune Weapon: Summons a pair of rune weapons for 18 seconds that mirrors your melee attacks and bolsters your defenses. While active, you gain 40% parry chance. Dancing Rune Weapon generates 5 Bone Shield charges. When a charge of Bone Shield is consumed, the cooldown of Dancing Rune Weapon is reduced by 5 seconds.
- Blood Presence: Strengthens the Death Knight with the presence of blood, increasing damage by 15% and healing the Death Knight by 4% of non-periodic damage dealt. Only one Presence may be active at a time. While in Frost Presence or Unholy Presence, you retain 4% healing from Blood Presence, and healing done to you is increased by 10% in Blood Presence.
- Blood Strike: Instantly strike the enemy, causing weapon damage. Damage is increased by 12.5% for each of your diseases on the target. Blood Strikes cause you to deal 5% additional damage with all attacks for the next 20 seconds. Blood Strike has a 10% chance to launch a free Death Coil at your target. Whenever you hit with Blood Strike there is a 100% chance that the Blood Rune becomes a Death Rune when it activates. Death Runes count as a Blood, Frost or Unholy Rune.
- Death's Caress: Reach out with necrotic tendrils, dealing Shadow damage and applying Blood Plague to your target and generating 2 Bone Shield charges.
- Blood Boil: Deals Shadow damage and infects all enemies within 10 yards with Blood Plague. Each enemy hit by Blood Boil increases the damage and healing done by your next Death Strike by 8%, stacking up to 5 times.
- Blood Plague: A shadowy disease that drains health from the target over 24 seconds. Enemies affected by Blood Plague take 5% increased damage from you and Death Strike increases the damage of your Blood Plague by 30% for 8 seconds, stacking up to 5 times.
- Pestilence: Spreads existing Blood Plague and Frost Fever infections from your target to all other enemies within 10 yards. Death and Decay or Defile damage has a 10% chance to apply a Festering Wound to the enemy. In addition, whenever you hit with Pestilence there is a 100% chance that the Blood Rune will become a Death Rune when it activates. Death Runes count as a Blood, Frost or Unholy Rune.
- Blood Tap: Consume the essence around you to generate 1 Rune. Recharge time reduced by 2 seconds whenever a Bone Shield charge is consumed.
- Marrowrend: Smash the target, dealing Physical damage and generating 3 charges of Bone Shield. Each charge of Bone Shield increases your maximum health by 1%.
- Bone Shield: Surrounds you with a barrier of whirling bones, increasing Armor. Each melee attack against you consumes a charge. Lasts 30 seconds or until all charges are consumed. Bone Shield increases your Haste by 10%. When Bone Shield is consumed it shatters dealing Shadow damage to nearby enemies. This damage is tripled while you are within your Death and Decay.
- Tombstone: Consume up to 5 Bone Shield charges. For each charge consumed, you gain 6 Runic Power and absorb damage equal to 6% of your maximum health for 8 seconds.
- Crimson Scourge: Your auto attacks on targets infected with your Blood Plague have a chance to make your next Death and Decay cost no runes and reset its cooldown. When Crimson Scourge is consumed, you gain 8% Versatility for 6 seconds. While Crimson Scourge is active, your next Death and Decay heals you per Bone Shield charge and you immediately gain 10 Runic Power.
- Blooddrinker: Drains health from the target over 3 seconds.
- Consumption: Strikes all enemies in front of you with a hungering attack that deals Physical damage and heals you for 150% of that damage. Deals reduced damage beyond 8 targets.
- Gorefiend's Grasp: Shadowy tendrils coil around all enemies within 20 yards of a hostile or friendly target, pulling them to the target's location. Enemies hit by Gorefiend's Grasp take 5% increased damage from you for 15 seconds.
- Bonestorm: A whirl of bone and gore batters all nearby enemies, dealing Shadow damage every 1 seconds, and healing you for 3% of your maximum health every time it deals damage. Lasts 1 seconds per 10 Runic Power spent. Deals reduced damage beyond 8 targets.
- Death Chain: Chains 3 enemies together, dealing Shadow damage and causing 20% of all damage taken to also be received by the others in the chain. Lasts for 10 seconds.
- Murderous Intent: You focus the assault on this target, increasing their damage taken by 3% for 6 seconds. Each unique player that attacks the target increases the damage taken by an additional 3%, stacking up to 5 times. Your melee attacks refresh the duration of Focused Assault.
- Decomposing Aura: All enemies within 8 yards slowly decay, losing up to 3% of their max health every 2 seconds. Max 5 stacks. Lasts 6 seconds.
- Unbreakable Armor: Reinforces your armor with a thick coat of ice, increasing your armor by 25% and increasing your Strength by 20% for 20 seconds.
- Endless Winter: Your strength is increased by 4% and the cost of your Mind Freeze is reduced to 0 runic power.
- Hungering Cold: Purges the earth around the Death Knight of all heat. Enemies within 10 yards are afflicted with Frost Fever and trapped in ice, preventing them from performing any action for 10 seconds. Enemies are considered Frozen, but any damage other than diseases will break the ice.
- Icebound Fortitude: Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 30% for 8 seconds.
- Horn of Winter: Blow the Horn of Winter, gaining 2 Rune and generating 25 Runic Power.
- Empower Rune Weapon: Empower your rune weapon, gaining 15% Haste and generating 1 Rune and 5 Runic Power instantly and every 5 seconds for 20 seconds. If you already know Empower Rune Weapon, instead gain 1 additional charge of Empower Rune Weapon.
- Frost Strike: Chill your weapons with icy power and quickly strike the enemy with both, dealing Frost damage. Frost Strike does an additional 12% damage when striking targets with less than 35% health. When Frost Strike damages an enemy with 5 stacks of Razorice it will consume them to deal an additional 100% damage. Frost Strike has a 20% chance on critical strikes to grant Killing Machine, and critical strikes reduce the remaining cooldown of Pillar of Frost by 2 seconds.
- Guile of Gorefiend: Increases the critical strike damage bonus of your Obliterate, Howling Blast, and Frost Strike abilities by 45% and increases the duration of your Icebound Fortitude by 6 seconds.
- Howling Blast: Blast the target with a frigid wind, dealing Frost damage to that foe, and reduced damage to all other enemies within 10 yards, infecting all targets with Frost Fever and generating 10 additional runic power. Howling Blast does an additional 12% damage when striking targets with less than 35% health. While Rime is active, Howling Blast generates 8 Runic Power, deals 60% increased damage to your primary target, and causes jagged icicles to fall on enemies nearby your target, applying Razorice and dealing Frost damage. Additionally, Howling Blast applies Delirium, reducing the cooldown recovery rate of movement enhancing abilities by 50% for 12 seconds.
- Frost Fever: A disease dealing Frost damage every 3 seconds and reducing the target's melee and ranged attack speed by 14% for 15 seconds. Victims of your Frost Fever are Chilled, reducing movement speed by 50% for 10 seconds, and Frost Fever critical strikes increase the chance to grant Runic Power by an additional 10%.
- Icy Touch: Chills the target for 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 seconds. Very high threat when in Frost Presence. Icy Touch generates 10 additional runic power and does an additional 12% damage when striking targets with less than 35% health.
- Frost Presence: Strengthens you with the presence of Frost, increasing Runic Power generation by 20%, and reducing the duration of effects that remove control of your character by 20%. Activating a new Presence will cancel this one and consume any stored Runic Power. While in Blood Presence or Unholy Presence, you retain 8% stamina from Frost Presence, and damage done to you is decreased by an additional 2% in Frost Presence.
- Mind Freeze: Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 3 seconds. Successfully interrupting an enemy with Mind Freeze grants 10 Runic Power and reduces its cooldown by 3 seconds.
- Chains of Ice: Shackles the target and 1 additional nearby enemy with frozen chains, reducing movement speed by 70% and Haste by 8% for 8 seconds, immobilizing them for 3 seconds, and applying Deathchill, rooting the target in place for 4 seconds. Casting Chains of Ice on a target already afflicted by your Chains of Ice will afflict them with Deathchill. Chains of Ice generates 10 additional runic power. Frost Strike refreshes the duration of Chains of Ice.
- Obliterate: A brutal attack that deals a total of high Physical damage. Whenever you hit with Obliterate there is a 100% chance that your Obliterate will do its damage without consuming diseases, and there is a 100% chance that the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune. Obliterate generates 10 additional runic power and has a 15% chance to refund 2 runes, and has a 45% chance to cause your next Howling Blast to consume no runes and deal 225% additional damage. Obliterate has a 15% increased chance to trigger Rime and Howling Blast generates 8 Runic Power while Rime is active. Obliterate does an additional 12% damage when striking targets with less than 35% health, and critical strikes reduce the remaining cooldown of Pillar of Frost by 2 seconds.
- Remorseless Winter: Drain the warmth of life from all nearby enemies within 8 yards, dealing Frost damage over 8 seconds, reducing their movement speed by 20% and applying Deathchill, rooting the target in place for 4 seconds. All targets within 8 yards are afflicted with Deathchill when Remorseless Winter is cast. The first time Remorseless Winter deals damage to 3 different enemies, you gain Rime. Remorseless Winter deals 6% increased damage to enemies it hits, stacking up to 10 times. Each Rune spent during Remorseless Winter increases its damage by 10%, and extends its duration by .5 seconds. After your Remorseless Winter deals damage 5 times to a target, they are stunned for 4 seconds.
- Glacial Advance: Summon glacial spikes from the ground that advance forward, each dealing Frost damage and applying Razorice to enemies near their eruption point.
- Pillar of Frost: The power of frost increases your Strength by 25% for 12 seconds. Each Rune spent while active increases your Strength by an additional 2%. Pillar of Frost summons a Frostwhelp who breathes on all enemies within 40 yards in front of you for Frost damage. Each unique enemy hit by Frostwhelp's Aid grants you 8% Mastery for 15 seconds, up to 40%. While Pillar of Frost is active, Frost Strike, Glacial Advance, Soul Reaper, and Howling Blast always grant Killing Machine and have a 30% chance to generate a Rune. When Pillar of Frost expires, your Strength is increased by 20% for 6 seconds. This effect lasts 2 seconds longer for each Obliterate and Frostscythe critical strike during Pillar of Frost.
- Frostscythe: A sweeping attack that strikes all enemies in front of you for Frost damage. This attack benefits from Killing Machine. Critical strikes with Frostscythe deal 4 times normal damage. Deals reduced damage beyond 5 targets. Frostscythe has a 22.5% chance to cause your next Howling Blast to consume no runes and deal 225% additional damage. Frostscythe critical strikes reduce the remaining cooldown of Pillar of Frost by 2 seconds.
- Chill Streak: Deals Frost damage to the target and reduces their movement speed by 70% for 4 seconds. Chill Streak bounces up to 9 times between closest targets within 8 yards. Enemies suffer 10% increased damage from Chill Streak each time they are struck by it. Each time Chill Streak bounces it has a 20% chance to increase the maximum number of bounces by 1.
- Frostwyrm's Fury: Summons a frostwyrm who breathes on all enemies within 40 yards in front of you, dealing Frost damage and slowing movement speed by 50% for 10 seconds, and Freezing all enemies hit for 3 seconds.
- Breath of Sindragosa: Continuously deal Frost damage every 1 seconds to enemies in a cone in front of you, until your Runic Power is exhausted. Deals reduced damage to secondary targets. Generates 2 Runes at the start and end.
- Shroud of Winter: Enemies within 8 yards of you become shrouded in winter, reducing the range of their spells and abilities by 30%.
- Outbreak: Deals Shadow damage to the target and infects all nearby enemies with Virulent Plague.
- Virulent Plague: A disease that deals Shadow damage over 27 seconds. It erupts when the infected target dies, dealing Shadow damage to nearby enemies, which is increased to 400% of normal eruption damage if dispelled. Virulent Plague also applies Frost Fever and Blood Plague at 80% effectiveness. When targets afflicted by your Virulent Plague are healed, you are also healed for 5% of the amount.
- Wandering Plague: Outbreak also infects the target with Wandering Plague, causing Shadow damage over 8 seconds. When Wandering Plague's duration ends or is dispelled, it jumps to a nearby enemy within 30 yards afflicted by one of your diseases. Lasts for 3 jumps. You can only have one Wandering Plague active at any one time.
- Corpse Explosion: Cause a corpse to explode for Shadow damage to all enemies within 20 yards. Will use a nearby corpse if the target is not a corpse. Does not affect mechanical or elemental corpses.
- Anti-Magic Zone: Places an Anti-Magic Zone that reduces spell damage taken by party or raid members by 30% and grants up to 100 Runic Power based on the amount absorbed. The Anti-Magic Zone lasts for 8 seconds.
- Scourge Strike: An unholy strike that deals Physical damage and Shadow damage, and causes 1 Festering Wound to burst. Scourge Strike deals 25% additional damage to enemies below 35% health. Additionally, Scourge Strike causes your disease damage to occur 100% more quickly for 5 seconds and defiles the ground within 7 yards of your target. Enemies in the area are slowed by 50% while standing on the unholy ground. Lasts 20 seconds.
- Summon Gargoyle: Summon a Gargoyle into the area to bombard the target for 25 seconds. The Gargoyle gains 1% increased damage for every 1 Runic Power you spend. Generates 50 Runic Power.
- Plague Strike: A vicious strike that deals weapon damage and infects the target with Blood Plague, a disease dealing Shadow damage over time. Plague Strike defiles the ground within 7 yards of your target. Enemies in the area are slowed by 50% while standing on the unholy ground. Lasts 20 seconds.
- Unholy Presence: You are infused with unholy fury, increasing haste, attack speed, and rune regeneration by 10%, and movement speed by 15%. Activating a new Presence will cancel this one and consume any stored Runic Power.
- Festering Strike: Strikes for Physical damage and infects the target with 2-3 Festering Wounds. Festering Strike has a 15% chance to generate 1 Rune and grant Runic Corruption. Festering Strike deals 25% additional damage to enemies below 35% health.
- Festering Wound: A pustulent lesion that will burst on death or when damaged by Scourge Strike, dealing Shadow damage to the target and all nearby enemies, generating 5 Runic Power. Bursting a Festering Wound increases your Strength by 2% for 20 seconds stacking and converts it into a Necrotic Wound, absorbing 4% of all healing received for 15 seconds and healing you for the amount absorbed when the effect ends, up to 4% of your max health. Max 6 stacks. Adding a stack does not refresh the duration.
- Epidemic: Causes each of your Virulent Plagues to flare up, dealing Shadow damage to the infected enemy, and additional Shadow damage to all other enemies near them. Epidemic debilitates your enemy, applying Death Rot, causing them to take 1% increased Shadow damage, up to 10% from you for 10 seconds. If Epidemic consumes Sudden Doom it applies two stacks of Death Rot. Epidemic also increase the duration of Dark Transformation by 1 seconds.
- Unholy Blight: Surrounds yourself with a vile swarm of insects for 6 seconds, stinging all nearby enemies and infecting them with Virulent Plague and an unholy disease that deals damage over 14 seconds, stacking up to 4 times.
- Apocalypse: Bring doom upon the enemy, dealing Shadow damage, bursting up to 4 Festering Wounds on the target, and applying Crypt Fever. Summons an Army of the Dead ghoul and a Magus of the Dead who hurls Frostbolts and Shadow Bolts at your foe for 20 seconds for each burst Festering Wound. Generates 2 Runes.
- Crypt Fever: Deals up to 8% of the targets maximum health in Shadow damage over 4 seconds. Healing spells cast on this target will refresh the duration of Crypt Fever.
- Clawing Shadows: Deals Shadow damage and causes 1 Festering Wound to burst.
- Sudden Doom: Your auto attacks have a chance to make your next Death Coil cost no Runic Power, increases the damage of your next Death Coil by 20% or Epidemic by 10%, causes your next Death Coil to also increase your Scourge Strike/Clawing Shadows damage against the target by 50% for 10 seconds, and causes your next Death Coil to burst up to 2 Festering Wounds and reduce the target's movement speed by 45% per burst.
- Defile: Defile the targeted ground, dealing Shadow damage to all enemies over 10 seconds. While you remain within your Defile, your Scourge Strike/Clawing Shadows will hit 7 enemies near the target. Every seconds, if any enemies are standing in the Defile, it grows in size, dealing increased damage, and increasing your Mastery by 1%, up to 8%. Defile reduces the movement speed of enemies within its area by 90%, decaying by 10% every seconds.
- Necrotic Strike: A vicious strike that deals Plague damage, and converts 1 Festering Wound into a Necrotic Wound, absorbing up to 6% of the target's maximum health in healing received. Necrotic Strike defiles the ground within 7 yards of your target. Enemies in the area are slowed by 50% while standing on the unholy ground. Lasts 20 seconds.
- Vile Contagion: Inflict disease upon your enemies spreading Festering Wounds equal to the amount currently active on your target to 7 nearby enemies.
- Unholy Assault: Strike your target dealing Shadow damage, infecting the target with 4 Festering Wounds and sending you into an Unholy Frenzy, increasing haste by 20% for 20 seconds.
- Reanimation: Reanimates a nearby corpse, summoning a zombie with 5 health for 20 seconds to slowly move towards your target. If it reaches your target, it explodes stunning all enemies within 6.5 yards for 3 seconds and dealing 10% of enemies health in Shadow damage.
- Raise Abomination: Raises an Abomination for 25 seconds which wanders and attacks enemies near where it was summoned, applying Festering Wound when it melees targets, and affecting all those nearby with Virulent Plague.
- Mark of the Lich King: Increases all stats by 5% for 1 hour.
- Ice Lock: Encases the target in ice, rendering them unable to act and causing them to be immune.
- Necrotic Plague: Infects the target up to a range of 50,000 yards with a deadly plague, causing high Shadow damage every 5 seconds for 15 seconds. If the target dies while afflicted, or the effect expires after its 15 seconds duration, this effect will gain an additional stack and jump to a nearby unit. The 15 seconds timer is refreshed after each jump. If this effect is dispelled, it will lose a stack and jump to a nearby unit in a 10 yard distance, if there is no target the plague will be removed completely. Whenever this effect jumps, the Lich King's power will increase.
- Plague Siphon: Increases physical damage dealt by the Lich King by 2%. Stack increases each time Necrotic Plague jumps. 30 seconds duration. Stacks to 500.
- Infest: Deals Shadow damage to all enemy players within 50,000 yards. In addition, the targets will take increasing Shadow damage per second.
- Summon Shadow: Summons a Shadow Trap with a 5 yard radius under a targeted enemy at a range of up to 60 yards. Any player who steps inside the Shadow Trap will cause it to explode, dealing high shadow damage to all players within 10 yards.
- Remorseless Winter: Slows movement speed by 75% and deals Frost damage every 1 seconds to enemies within 45 yards of Arthas.
- Pain and Suffering: Deals Shadow damage in a cone effect in front of the caster at a range of 100 yards. In addition, the targets will take constant Shadow damage per seconds for 3 seconds.
- Summon Ice Sphere: Summons 1 Ice Sphere that moves towards a random opponent and deals high Frost damage to all enemies within 10 yards, knocking them back.
- Quake: Sends out underground shockwaves.
- Soul Reaper: Strikes the target for 50% weapon damage and afflicts the target with Soul Reaper. This effect deals high Shadow damage after 5 seconds and increases the caster's haste by 100% for 5 seconds.
- Defile: Defiles the area under a random target at a range of 80 yards. Any enemies within this area will be dealt shadow damage and cause the area to grow. Lasts 30s.
- Harvest Soul: Attempts to harvest the soul of all nearby enemies, dealing Shadow damage per seconds for until cancelled. If a target is still alive after the channel is completed, that target's soul will be transferred into Frostmourne to be devoured.
- Harvested Soul: Applied when a raid member dies inside Frostmourne, increases damage dealt by the Lich King 500% by 50%.
- Fury of Frostmourne: Deals a significant amount of Shadow damage to all enemies within 50,000 yards.
- Raise Dead: Raises the dead back to life to serve as undead slaves to the Lich King.
- Raging Ghoul
- Leap: Raging Ghouls leap to a player's location.
- Risen Witch Doctor
- Shadow Bolt: Risen Witch Doctors hurl a bolt of dark magic at a player, inflicting Shadow damage.
- Curse of Doom: Risen Witch Doctors doom a player, inflicting 9000 Shadow damage after 10 seconds.
- Shadow Bolt Volley: Risen Witch Doctors hurl missiles of dark magic, inflicting Shadow damage to all players within 0 yards.
- Lumbering Abomination
- Cleave: Lumbering Abominations cleave a player, inflicting Physical damage to them and their nearest ally.
- Vomit Spray: Lumbering Abominations spray vomit in a cone, inflicting 9250 to 10750 Nature damage and increasing the target's damage taken by 20% for 8 seconds.
- Summon Drudge Ghouls: Summons 3 Drudge Ghouls over 3 seconds.
- Summon Shambling Horror: Summons a Shambling Horror.
- Enrage: Increases Physical damage by 200%.
- Frenzy: Increases the caster's attack speed by 50% and the Physical damage it deals by 100% for 10 minute.
- Shockwave: Sends a wave of force in front of the caster, causing 150% weapon damage in a 20 yard cone.
- Raging Spirit: Rips out a piece of the target's spirit at a range of up to 100 yards, causing it to attack them.
- Soul Shriek: Deals high Shadow damage to all enemies in a 15 yard cone in front of the caster, silencing them for 5 seconds.
- Summon Val'kyr: Summons a Val'kyr Shadowguard.
- Life Siphon: Deals Shadow damage at a range of up to 60 yards to an enemy target, healing the caster for 10 times the damage dealt.
- Vile Spirits: Creates 10 Vile Spirits which will attack enemies.
- Spirit Burst: Sacrifices the caster, dealing high Shadow damage to all enemies within 5 yards.
Gallery
Notable Matchups
Victories:
Anakin Skywalker (Star Wars) Anakin Skywalker's Profile (Both were 5-B, speed was equalized and Death Knight Arthas was used)
Losses:
Inconclusive:
References
- ↑ Ask CDev - Round 1
- ↑ Ask CDev - Round 3
- ↑ Of Blood and Honor, Chapter 3
- ↑ World of Warcraft: The Comic, Issue 21: Secrets
- ↑ 5.0 5.1 World of Warcraft: The Comic, Issue 22: Whispers
- ↑ Of Blood and Honor, Chapter 2
- ↑ Beyond the Dark Portal, Chapter 21
- ↑ 8.0 8.1 Ashes to Ashes
- ↑ Dust to Dust
- ↑ The Last Guardian, chapter 6
- ↑ w:c:wowpedia:Anduin: Son of the Wolf
- ↑ Shadows Rising, chapter 9
- ↑ Beyond the Dark Portal, Chapter 9
- ↑ The Exorcism of Colonel Jules
- ↑ Beyond the Dark Portal, pg. 212
- ↑ Arthas: Rise of the Lich King, pg. 140
- ↑ 17.0 17.1 Warcraft 3: Death Knights
- ↑ Dave Kosak on Twitter
- ↑ Traveler, pg. 220
- ↑ 20.0 20.1 The Hunter and the Prince
- ↑ [w:c:wowpedia:Tirion%27s Gambit|Tirion's Gambit]]
- ↑ Diving Log
- ↑ to the Side Effects of Reanimation
- ↑ Crabulous Feast
- ↑ Sunwell - The Fall of Quel'Thalas
- ↑ Death Knight (Manga)
- ↑ Sunwell - The Fall of Quel'Thalas
- ↑ 28.0 28.1 Pure Evil
- ↑ Slaves to Saronite
- ↑ Ask CDev - Round 2
- ↑ Trudging through the Ashes
- ↑ World of Warcraft: Grimoire of the Shadowlands and Beyond pg. 118
- ↑ The Blade of the Primus
- ↑ A Paladin's Soul
- ↑ World of Warcraft: Grimoire of the Shadowlands and Beyond, pg. 137
- ↑ World of Warcraft: Grimoire of the Shadowlands and Beyond, pg. 120
- ↑ Shadowlands Afterlives: Bastion
- ↑ 38.0 38.1 38.2 Chaos
- ↑ Fragment of Frostmourne
- ↑ Frostmourne (Icecrown Citadel)
- ↑ Halls of reflection Dungeon
- ↑ 42.0 42.1 42.2 Icecrown and the Frozen Throne
- ↑ Arthas: Rise of the Lich King, pg. 253
- ↑ 44.0 44.1 War of the Spider
- ↑ The Flight from Lordaeron
- ↑ 46.0 46.1 Unsealed Chest
- ↑ Under the Burning Sky
- ↑ Death Comes From On High
- ↑ Halls of Reflection
- ↑ 50.0 50.1 The Wrathgate
- ↑ Imbeciles Abound!
- ↑ The Forsaken Blight and You: How Not to Die
- ↑ Absholutely... Thish Will Work!
- ↑ Arthas: Rise of the Lich King, pg. 246
- ↑ Side Effects May Include Mild Undeath
- ↑ The Cult of the Damned
- ↑ 57.0 57.1 Blackrock and Roll
- ↑ 58.0 58.1 58.2 The Return to Northrend
- ↑ Eye of Eternity Raid
- ↑ 60.0 60.1 60.2 A Destiny of Flame and Sorrow
- ↑ 61.0 61.1 61.2 61.3 61.4 Digging up the Dead
- ↑ 62.0 62.1 62.2 62.3 Frostmourne
- ↑ 63.0 63.1 The Fall of Silvermoon
- ↑ 64.0 64.1 64.2 The Siege of Dalaran
- ↑ The Forgotten Ones
- ↑ 66.0 66.1 66.2 Illidan VS Arthas Fight Cinematic - Warcraft III: Reforged
- ↑ Artifact Weapons Storyline
- ↑ Arthas: Rise of the Lich King, pg. 237
- ↑ Blood of the Highborne
- ↑ The Betrayer Ascendant
- ↑ 71.0 71.1 71.2 Halls of Reflection: Escape from Arthas
- ↑ 72.0 72.1 72.2 72.3 72.4 The Light of Dawn
- ↑ World of Warcraft: Chronicle Volume 3, pg. 187
- ↑ Night of the Dragon
- ↑ War of the Ancients: The Demon Soul
- ↑ War of the Ancients Trilogy
- ↑ Warcraft 3: Blademaster
- ↑ Titanstrike
- ↑ Titan's Thunder
- ↑ Ride the Lightning
- ↑ Surge of the Stormgod
- ↑ The Lich King's Last Stand
- ↑ Arthas: Rise of the Lich King, pg. 306
- ↑ Warcraft III: Reign of Chaos Game Manual
- ↑ Army of the Damned
- ↑ Blackrock & Roll Too!
- ↑ A Symphony of Frost and Flame
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