Guide
Interrupts: kick the right cast, at the right time
In Mythic+, trash often kills more than bosses, and it kills with its casts. Here's who can interrupt, how to organize, and how Wipe to Win reads your kicks.

Why it matters so much
Trash packs have casters: healers that put the pack back on its feet, mages that hit one player or the whole group, mobs that cast crowd control. One of those spells going through at the wrong moment means a death, or a pull that takes twice as long.
Each dungeon's page lists its interruptible spells and the enemies that cast them: this season's dungeons.
Who has a kick
Almost every DPS and tank spec has a baseline interrupt. Most healers don't: the others have to kick. Cooldowns are the base values; some talents shorten them.
| Who | Interrupt | Cooldown |
|---|---|---|
| Death Knight | Mind Freeze | 15 s |
| Demon Hunter | Disrupt | 15 s |
| Druid (Feral, Guardian) | Skull Bash | 15 s |
| Evoker | Quell | 40 s |
| Hunter (Beast Mastery, Marksmanship) | Counter Shot | 24 s |
| Hunter (Survival) | Muzzle | 15 s |
| Mage | Counterspell | 24 s |
| Monk (Brewmaster, Windwalker) | Spear Hand Strike | 15 s |
| Paladin (Protection, Retribution) | Rebuke | 15 s |
| Priest (Shadow) | Silence | 45 s |
| Rogue | Kick | 15 s |
| Shaman | Wind Shear | 12 s |
| Warlock | Spell Lock (through the Felhunter) | 24 s |
| Warrior | Pummel | 15 s |
Wipe to Win corrects the cooldown with what it sees: two kicks 12 s apart prove a cooldown of 12 s at most, whatever the base value.
Organizing the rotation
A good group decides before the pull who kicks what: one caster per player, or a kick order on the most dangerous caster. Raid markers on the mobs save you from wondering mid-fight.
Two kicks on the same cast means one wasted kick: the second one hits nothing and won't be ready for the next cast. Wipe to Win spots them: a kick used less than 1.5 s after another player interrupted the same target is a double kick, counted separately.
Crowd control interrupts too: a stun, a silence or a fear stops the cast, a root doesn't. Wipe to Win recognizes them, and a kick used right after crowd control on the same target is marked "After a CC": it's coordination to work on, not a missed reflex.
When to kick
There's no rush at the very start of the cast, but don't wait for the last half second: Wipe to Win considers a kick playable if it was ready at least 0.5 s before the cast ended.
When a whole pack casts the same spell at the same time, it's a single volley: you only have one kick to put in. The report counts overlapping casts once, and only holds a player responsible once per interrupt cooldown.
Priorities: first what kills (a big spell on one player, a volley on the group), then what heals or shields the mobs, then the rest.
What the report holds against you
Kick ready, not used: an interruptible spell killed someone while your kick was available. Heavy spell not interrupted: a cast that went through took more than 40% of a player's HP, kick ready. Missed kicks: your kick interrupted nothing.
A missed kick comes with its reason: double kick, after a CC, immune target, uninterruptible spell, wrong target (yours wasn't casting while another enemy was casting a spell nobody kicked), or nothing to interrupt.
A player more than 48 yards from the caster isn't blamed: that's the longest interrupt range in the game, plus a margin. The distance comes from advanced combat logging; without it, nobody is excused on that ground.
What the log doesn't say
The log doesn't say which spells can be interrupted. To judge a key, Wipe to Win considers a spell interruptible if it was interrupted at least once in one of your logs. The dungeon pages use the Mythic Dungeon Tools list instead.
Line of sight isn't in the log either: a kick that was impossible behind a pillar can be held against you. The replay lets you check where everyone stood.
