Guide
Why you die in Mythic+
A death in a key almost always has a cause you can name. Here are the ones Wipe to Win looks for in the 12 seconds before every death, and what prevents them.

A death is expensive
In Mythic+, a death is more than one player on the floor. The timer loses time, the group deals and heals less while someone is missing, and the next pull waits for the battle res. In a big pull, one death often leads to a second one.
That's why the report puts deaths at the top: it's the mistake that costs the most. A missed kick or a defensive used on nothing count too, but a single death weighs more than ten missed kicks.
Avoidable damage
It's the easiest cause to fix. Ground effects, frontals, leaps, beams: Blizzard classifies these spells as "avoidable" in its own damage meter, and Wipe to Win uses that same list, spell by spell.
When you took at least 15% of your max HP from avoidable spells in the 12 s before your death, or the killing blow was one of them, the cause is kept. Your healer can't make up for damage that should never have landed.
To take less of it, find the spells that hit you the most in your key's details, then on the dungeon's page. The avoidable damage guide explains how they are counted.
The cast nobody kicked
Many trash deaths come from an enemy spell that could have been interrupted: a heavy bolt on one player, a volley on the whole group. Wipe to Win checks who had their interrupt ready at least half a second before the cast ended.
A cast that went through and killed someone is held against every player whose interrupt was ready, not the group as a whole. It's not always about reflexes: often nobody knew they were supposed to kick that one. The interrupts guide explains how to organize.
The defensive kept for later
Dying with a major defensive ready is one of the most common causes. Wipe to Win notes it when no major cooldown was used on you during the window while yours were available.
It only suggests a cooldown you used at least once during the key: the log doesn't show your talents, so a spell it never saw is never assumed. Its cooldown starts from the base value, corrected by the shortest gap seen between two uses.
If only an ally's external was ready (Pain Suppression, Blessing of Sacrifice…), nothing is held against you: it was theirs to use. The defensives guide lists the cooldowns of every class.
Healthstone and potion
A healthstone or a healing potion gives back a big chunk of your HP at once. If you die without using one while it was ready, the "Consumable available" cause is noted, in red when your health had been dropping for more than 4 s.
A potion is always assumed to be in your bags: anyone can have one. A healthstone only when there's a warlock in the group. Nothing is noted on a one-shot: no potion saves you from a hit that kills in one go.
Too fast to be healed
Two causes say healing couldn't have helped. Fast death: from 70% to 0 in under 2.5 s. One-shot: a single hit took more than 85% of your max HP.
In both cases, the only answer was a defensive used before: you need to know when it lands. The replay shows, next to every death, the spells that hit hardest just before.
When it's not your fault
Some causes clear the player. Tank died first: the tank fell less than 15 s earlier, and the mobs turned on the group. Lack of healing: your health dropped for more than 4 s and less than 40% of the loss was healed back.
And when the whole group goes down, deaths that follow each other less than 30 s apart aren't all mistakes: only the first two count, the rest is the wipe.
Reviewing your deaths
In the report, every death has its own line and causes. A click opens its details: the seconds before, what was ready, what would have changed the outcome. The play button replays it a few seconds earlier, with the camera on you.
Everything happens in your browser: your log is never sent anywhere.
