Legion Mythic+ Dungeon Challenges

Legion Mythic+ Dungeon Keystone Challenges are World of Warcraft’s Player vs. Environment esport, which puts players in a game mode where they must defeat all enemies within an allotted amount of time and with additional challenges.

Dungeon running has been a standard part of MMORPGs since the early days of Ultima, Runescape, Everquest, and games like that. Players make groups, defeat monsters to get to bosses, and get loot through the process. Standard World of Warcraft 101 stuff of course – but then timed dungeons were added.

Timed dungeons were known as challenge modes and they added a whole new potential for players to compete against each other in PvE circumstances via difficulties and times. Different challenge modes were introduced until finally the creation of “Mythic Keystones” occurred.

They worked by allowing players to run the dungeon with stats and additional modifiers being increased or added to bring about whole new challenges and ways to play the game. When a player competes their Keystone Challenge in the allotted amount of time, it will upgrade to a higher level and most likely a different dungeon then before.

This guide is designed to get new players acquainted with the esport of Mythic+ Dungeon Running, as well as provide useful information that can help experienced players push themselves to new heights.

Getting a Keystone

The first step in running a keystone Mythic+ dungeon is to get a keystone obviously. You can get a keystone either by completing a normal mythic dungeon or if you already had a keystone completed from the week before, it will show up in your “Bounty Chest” in the class order hall. This bounty chest rewards a downgraded keystone and a piece of gear each week, assuming a player completed any mythic+ dungeon. The quality of the item will depend on the M+ level completed, however the weekly chest loot is usually far better then the dungeon.

Players will get a keystone with a + and any number between 2 and whatever – M+29 and beyond have been seen on the leaderboards. What do these + numbers mean? They reflect the difficulty, and there will be three different affixes added to the keystone after M+10. At the end of the dungeon, players will receive between 1 and 3 chests based on their performance and are guaranteed at least one chest for completing the dungeon regardless of making the timer or not.

Below is an example of the loot that players can receive based on Legion ilvl and how it is scaled with the weekly class hall chest. As new expansions come out – the ilvl and gear will switch but the concept remains the same.

  • Legion Mythic+ Dungeon Level 0-9 Dungeon Chest 885 Class Hall Chest NA
  • Legion Mythic Dungeon Level 10 Dungeon Chest 915 Class Hall Chest 935
  • Legion Mythic Dungeon Level 11 Dungeon Chest 920 Class Hall Chest 940
  • Legion Mythic Dungeon Level 12 Dungeon Chest 925 Class Hall Chest 945
  • Legion Mythic Dungeon Level 13 Dungeon Chest 930 Class Hall Chest 950
  • Legion Mythic Dungeon Level 14 Dungeon Chest 935 Class Hall Chest 955
  • Legion Mythic Dungeon Level 15 Dungeon Chest 940 Class Hall Chest 960


Legion Dungeons
  • Black Rook Hold
  • Cathedral of Eternal Night
  • Court of Stars
  • Darkheart Thicket
  • Eye of Azshara
  • Halls of Valor
  • Maw of Souls
  • Neltharion’s Lair
  • The Arcway
  • Vault of the Wardens
  • Lower Karazhan
  • Upper Karazhan
  • Seat of the Triumvirate

Enemy Health/Damage Modifiers

What makes Mythic+ dungeons so much more difficult then standard dungeons is that their health and damage is increased as you go up, as well as adding additional threats to the party in the form of affixments. The affixments stop being added after Mythic+10s. The damage and health modifiers only go up as the keystone level increases.

In addition to the increased challenges, each death will result in 5 seconds being These are the current modifiers and how they scale as of patch 7.2.5 up to level 15 – and they just keep going up.

  • Legion Mythic+ Dungeon Level 2 damage/health +10%
  • Legion Mythic+ Dungeon Level 3 damage/health +21%
  • Legion Mythic+ Dungeon Level 4 damage/health +33%
  • Legion Mythic+ Dungeon Level 5 damage/health +46%
  • Legion Mythic+ Dungeon Level 6 damage/health +61%
  • Legion Mythic+ Dungeon Level 7 damage/health +77%
  • Legion Mythic+ Dungeon Level 8 damage/health +95%
  • Legion Mythic+ Dungeon Level 9 damage/health +114%
  • Legion Mythic+ Dungeon Level 10 damage/health +136%
  • Legion Mythic+ Dungeon Level 11 damage/health +159%
  • Legion Mythic+ Dungeon Level 12 damage/health +185%
  • Legion Mythic+ Dungeon Level 13 damage/health +214%
  • Legion Mythic+ Dungeon Level 14 damage/health +245%
  • Legion Mythic+ Dungeon Level 15 damage/health +280%

Legion Mythic+ Dungeon Affixments

  • Bolstering When any non-boss enemy dies, its death cry empowers nearby allies, increasing their maximum health and damage by 20.
  • Bursting When slain, non-boss enemies explode, causing all players to suffer 10% of their max health in damage over 4 sec. This effect stacks.
  • Explosive While in combat, enemies periodically summon Explosive Orbs that will detonate if not destroyed.
  • Grievous When injured below 90% health, players will suffer increasing damage over time until healed above 90% health.
  • Necrotic All enemies’ melee attacks apply a stacking blight that inflicts damage over time and reduces healing received.
  • Overflowing Healing in excess of a target’s maximum health is instead converted to a heal absorption effect.
  • Quaking Periodically, all players emit a shockwave, inflicting damage and interrupting nearby allies.
  • Raging Non-boss enemies enrage at 30% health remaining, dealing 100% increased damage until defeated.
  • Relentless Non-boss enemies are granted temporary immunity to Loss of Control effects.
  • Sanguine When slain, non-boss enemies leave behind a lingering pool of ichor that heals their allies and damages players.
  • Skittish Enemies pay far less attention to threat generated by tanks.
  • Teeming Additional non-boss enemies are present throughout the dungeon.
  • Volcanic While in combat, enemies periodically cause gouts of flame to erupt beneath the feet of distant players.
  • Fortified Non-boss enemies have 20% more health and inflict up to 30% increased damage.
  • Tyranical Boss enemies have 40% more health and inflict up to 15% increased damage.

Team Assembly

Once you have your keystone ready to go and you want to push it further, it is imperative that you get together a group of 5 players that are capable of handling the challenge ahead with appropriate gear. Players need to be very picky not to just let anyone into their Mythic+ because if a player leaves the group, they cannot be replaced. The group will then be stuck with 4 players to attempt to complete the dungeon – if they even can.

Unofortunately it is not just simply finding reliable players with the proper gear either, but the classes must be considered as well. Specific abilities will be far more useful than others in certain dungeons based on the location and affixments for that week. It can dictate what type of DPS, Tank, and even Healer that you may want based on the specific situation. For example, stronger single target healers will have issues handling constant AoE damage to the group.

When it comes to pushing higher level Mythic+ Keystones, cutting the weak link may be important. Although developing cohesion and growth with teammates is very important, sometimes certain players may have already reached their wall of skill and cannot seem to overcome it. This is an unfortunate circumstance for the rest of the team, but something that is quite common that we see in the sports environment.

In traditional sports, we this most clearly in college-level athletics and the professional leagues. College players may be good enough for their current environment but stepping into the professional league would be like throwing a goldfish in the ocean. It just wouldn’t go well. This same concept applies to Mythc+ dungeons because teams need to ensure they fill their ranks with the best players possible. If one of the players is not at the same level as the rest of the team, they are more so a hindrance then they are beneficial.

This is when finding someone who is more capable to replace that player that can fill the role might be ideal. This process can sometimes be difficult – aside from the emotional aspect of feeling bad – and it wouldn’t hurt to have a few “benchwarmers: on the sidelines who are capable to jump in if need be. Pushing higher end dungeons is just like any sports franchise and sometimes players need to be replaced if you want a chance at the big time.

Tactics and Adapt

    There are a lot of different tactics that players can utilize to succeed in these Mythic+ challenges such as ensuring they have bloodlust or another way to give them haste during the boss fights. That is where the composing the team portion comes in since it is worth having a Shaman, mage, or hunter for bloodlust – which is 30% haste for 40 seconds with a 10 minute refresh time. If those classes cannot be found, players can get an item with a similar effect off the auction house, unfortunately, it is only 25% instead of 30%.

    Aside ensuring they have a way to give their team lust, players can opt to use different potions, such as invisibility potions to skip past especially annoying trash pulls. Players need to ensure they get 100% completion on trash kills, so they can’t skip to much. It is why it is considered tactical because every action has a cause and effect, and the professionals will be the ones who are developing the tactics to follow. Below are some basic tactics that should be considered – but are just a small sampling.

  • Kiting is an important tactic that needs to be used with affixments that can stack up or leave piles of problematic ooze. This is especially an important tactic when it comes to dealing with Sanguine or Necrotic. Necrotic needs to ensure the stacks are cleared by the tank, otherwise they will eventually reach a level they cannot get healed. Sanguine leaves piles of ooze that heal the enemies and hurt players, so positioning these death puddles is essential.
  • Focus Targeting is a simple tactic but is very useful when players are attempting to interrupt an enemy while focusing on the tasks at hand. Players can set up focus macros with their interrupt spells so they never have to actually target the opponent to interrupt them.
  • Crowd Control is essential in higher end dungeons and keeping enemies out of fights temporarily could be the difference between a successful pull or a wipe. Almost all DPS classes have some form of crowd control that they can utilize and therefore it is essential for teams to coordinate appropiately.
  • Ressurection Rushing is another tactic that can be utilized to get past packs, especially annoying trash pulls. The same concept as using an invisibility potion, however, with the downside of taking a death and losing 5 seconds off the timer per death.