Wipe to Win

Mythic+

A key is rarely lost on the boss.

It's lost on a trash pack, a spell that goes through, a death that forces you to drop the pull. Wipe to Win reads the whole key, from the first hit to the last boss.

Poukey planting a flag on top of a pile of reports

The timer

Each dungeon's time limit comes from Raider.io. A timed key tells you what it earned, +1, +2 or +3, and the time left; a depleted key tells you how late it was.

In the list, a number alone in the search targets the exact level: 12 or +12.

Pull by pull

A pull runs from the first hit until everything engaged in it is dead. A chain of packs, where the next one is tagged before the end, is therefore a single pull, since that's how you played it.

The damage-per-pull table compares players pack by pack. That's often where you see who holds up on trash and who only wakes up for the boss.

The kicks

For every enemy spell that went through and hurt, Wipe to Win looks at each player who has an interrupt: it was ready, on cooldown, wasted just before on something else, or the player was already dead.

When a whole pack casts the same spell at the same time, it counts as a single volley: a player only has one kick to put into it. And a player is only called out once per cooldown: they're blamed for one kick, not every cast.

The log doesn't say which spells are interruptible. A spell counts as interruptible if it was interrupted at least once in one of your logs.

Ground effects

Avoidable damage is what Blizzard classifies as avoidable in its own damage meter: ground effects, frontals, leaps. Every hit counts, the first one included; a spell outside that list is never held against you. Each dungeon's list is on its page.

The end of a key

When the whole group goes down, deaths chaining less than 30 s apart aren't all mistakes. Only the first two count; the rest is the scramble.

This season's dungeons