Kings' Rest
Six bosses and a long stretch of trash, and the damage is not spread evenly across any of it.14 pulls are worth learning by name.
PTR data, so tuning may have moved · leaderboard sourced, so this is the top of the spec and not the middle
PTR data, so tuning may have moved · leaderboard sourced, so this is the top of the spec and not the middle
What the dungeon does to you
King Dazar is the heaviest pull in the dungeon at 40,436,117 party damage taken, 52% more than The Council of Tribes behind it, with Spectral Brute third at 25,888,088. All of them are long fights, so the damage is spread out rather than delivered at once.
The sharpest single moment is elsewhere. The worst 5 second window on any named pull is 4,532,216, and it lands on Interment Construct 21s into the pull. Total damage tells you which pull is long. The window tells you which pull can kill somebody, and they are not the same pull.
The pulls that spike
Sorted by median spike. Every row is a median across the runs that contained that pull, so the run count in each row is its own sample size and is not the dungeon's.
Start is measured from the beginning of the run; spike is measured from the beginning of the pull. Pulls appearing in fewer than 60% of runs are not listed at all, so this is the dungeon's spine rather than a full route.
| Pull | Runs | Starts | Lasts | Damage taken | Spike | Into pull | Leading cause |
|---|---|---|---|---|---|---|---|
| Interment Construct | 11 | 13:58 | 56s | 14,144,440 | 4,532,216 | 21s | Wail of Mourning |
| Animated Guardian | 11 | 25s | 72s | 22,911,268 | 3,961,940 | 42s | Heavy Slams |
| Shadow of Zul | 11 | 29:00 | 57s | 10,974,495 | 3,248,728 | 19s | Shadow Barrage |
| Shadow-Borne Champion | 9 | 2:13 | 69s | 18,719,905 | 3,193,896 | 35s | Shadow Whirlwind |
| King Dazar | 11 | 30:24 | 159s | 40,436,117 | 3,188,698 | 73s | Gilded Destruction |
| Spectral Brute | 11 | 21:21 | 134s | 25,888,088 | 3,145,567 | 68s | Bloodthirsty Axe |
| King A'akul | 11 | 8:53 | 65s | 18,026,355 | 3,135,738 | 20s | Sudden Rupture |
| The Council of Tribes | 11 | 24:04 | 173s | 26,573,029 | 3,052,500 | 140s | Barrel Through |
All 14 pulls, with the ramp for each.
The finding that applies to every pull
The set of abilities you press before a spike is consistent. The order you press them in is not.
So stop trying to memorise a sequence. Know which abilities belong on a pull, know when the spike lands, and get the set out before it. These players are the top of the spec and they do not agree with each other on the order.
Some of these ramps start before the pull does
What the ramp looks like
What repeats across the dungeon
Counted across the 0 pulls with a measured ramp. An ability reaches this table only where it appeared in at least 60% of the runs with cast data for that pull, so a low count means the ability was not consistent, not that it was never pressed.
| Ability | Pulls it appears on |
|---|
One note on Dream Breath rank
Dream Breath appears in more of these ramps than anything else, so the rank you release it at is worth a paragraph. Its total healing does not change with empower rank. What changes is the shape: rank I heals less up front and spreads the rest over 16 seconds, rank III front-loads the healing and leaves an 8 second tail.
That decides which rank to release when. Ramping early into a spike you can see coming is what wants the low rank, because the lead time is there to absorb it. Arriving late wants the high rank and the front-loaded version. The logs record the cast but not the rank, so nothing on this page can tell you what these players did.
Packs that vary between groups
Other dungeons
How these numbers were measured
Runs come from Warcraft Logs. Preservation Evoker only, Mythic+ only.
Only one report counts per key. Two players in the same group each upload the same run, so the raw data holds that key twice. 27 of 352 logged rows are a second copy of this kind, and only one of each pair is counted. That is where 325 comes from.
Runs whose event stream was cut short are excluded, because their totals would be low by an amount nobody can measure. None have hit that yet.
A pull is listed only if it appears in at least 60 percent of that dungeon's runs. What you see is the dungeon's spine, not one group's exact route. If your group skips a pack listed here, or takes one that is not, nothing is wrong.
An ability is called part of the ramp only if it appears in at least 60 percent of the runs with ramp casts for that pull. One player's habit on one key does not reach the page.
Casts are only collected from the 30 seconds before a damage spike. That is a setting, not a finding, so nothing here can tell you whether a ramp starts earlier than that. Where you see a window, it is the window we looked in.
Ramps are worked out one run at a time and then compared, rather than by taking each ability's average timing separately. Doing it the second way produced ramps of six casts inside four seconds, which is faster than the game allows anyone to press buttons.
Damage figures are the whole party added together. Nothing here records who took the damage, and most autoattack damage lands on the tank. Use these numbers to compare one pull against another. They are not an amount you have to heal.