ARBITER
←SUN 30 AUG 2026 · 12:08 · KEY 133 OF 190→

Kings' Rest

+14
Timed · +14 bosses killed0 deathsTyrannicalFortifiedXal'atath's Guile
Timer · The time allowed for the key. Beat it to upgrade the keystone.Kick · An interrupt that stops a cast.Personal · A defensive cooldown that only protects you.Cascade · Several deaths within seconds of each other.Leaked cast · An enemy cast that could have been interrupted and went off.Overcap · Resource generated while already full, so it was lost.Tyrannical · Bosses have 25% more health and hit up to 15% harder.Fortified · Trash has 20% more health and hits up to 20% harder.Xal'atath's Guile · Every death takes 15 seconds off the timer.
TipStand clear of Arc Lightning; you took 9 ticks to others' 1-2

Your first +14, timed with 3:27 in hand and nobody dying — the only real gap is 16,645,202 damage from debuffs that were dispellable and stayed on the party anyway.

This is the cleanest key on your record at the top end. Kings' Rest is one of only two dungeons here with a par time that is actually known rather than estimated — 34:00, carried over from Battle for Azeroth and confirmed against a +3 that came in 49.7% under it — so for once the upgrade is not a guess: 30:33 is 10.1% under, a clean +1, with 3:27 of margin. Your rating went 3,018.7 to 3,036.1.

Nobody died. That is rarer than it sounds: 12 of your 55 graded keys are deathless and every other one of them is a +12 or below. This is the first time the party has gone through a key above +12 without a single death, and it is two key levels clear of the previous best.

Whose fault: nothing went wrong. There is no wipe to explain and no death to attribute. What follows is about the margin, not about a failure.

Written by Claude (Opus 5) from the combat log and the archive. The numbers come from the log, and the text can be wrong.
BREAKDOWN FOR

Hyporock

Holy Paladin · Healer
HPS103.5K
DPS19.7K
Taken/s23.8K
Deaths0
iLvl313
The strongest part of your grade

Casting or attacking 96% of your time alive in combat

Activity scored 96. A solid, even key lands near 75.

Where the most points went

Dispels: −4 points

Removed 22 of the 31 one dispeller could reach.

Measured. Nobody has written advice for this key yet.
Last 8 keys in the archive

Above your usual

Voidscar Arena +13: A 9090VA+13The Blinding Vale +12: A 8989BV+12Altar of Fangs +12: C+ 7070AoF+12Altar of Fangs +13: B+ 8282AoF+13The Blinding Vale +13: B- 7575BV+13Temple of Sethraliss +13: C+ 6969ToS+13Altar of Fangs +13: C+ 6969AoF+13Kings' Rest +14: B+ 8383KR+14

83 is above your median of 78 over these 8 keys. Best: 90 on Voidscar Arena +13.

How the grade was built

◆ = 75, a solid key
Survival100−0
No deaths
Starts at 100. Each death takes points off.
Healing9034%
Healed 83% of the damage that needed an outside heal
The share of the damage that needed an outside heal that you healed.
Response8825%
Healed back 48% of what landed in the party's worst moments
How much you healed back during the party's worst damage windows.
Mechanics76−3.1
6% of the damage you took was damage others in your role avoided · compared with this party
Damage you took that players in your role avoided.
Interrupts—not scored
No interrupt on the bar.
Casts you stopped, against how many your kick allowed.
Dispels7316%
Removed 22 of the 31 one dispeller could reach
Harmful effects removed, against what one dispeller could reach.
Activity9615%
Casting or attacking 96% of your time alive in combat
The share of your time alive in combat that you spent casting or attacking.
Utility7310%
46 uses, about 94 were available
How often you used your spec's utility buttons, like stuns and immunities.

% = its share of the grade. Survival and mechanics carry no share: they start at 100 and only take points off. "Not counted" parts are shown for context and do not move the grade.

Your deaths

No deaths this key.
Nothing to review here.

The Run

The same for everyone in the group

The whole key, on the timer

a pull, brighter = more damage takendeath penaltya death, in class colour
timed 30:34
0:007:3815:1622:5430:32

Where the 30:34 went

fighting 27:47
Before the first pull0:13
Fighting27:47
Walking between pulls2:34

How it went

Nobody died.
  1. 30:42Timed with — to spare.

What to change, biggest first

  1. Kick Wretched Discharge harder. It is both interruptible and dispellable, 3 of 17 casts got through, and the ones that landed did 7,588,272 — the single largest leak on the key.
  2. Ask Shadow Priest to take a dispel lane. Nine of the 37 were beyond what one dispeller's cooldown could reach, which is exactly the number a second person covers.
  3. Check where you stand during Arc Lightning. You took the same 9 ticks as the tank while the other two ranged took 1 and 2; if that range was optional it is 2.4M of free intake.
  4. Nothing to change on output. Throughput and response were both well above what the scale expects for this level, and the key was never in danger.

Kick board stops against expected

expected
Doryhunky22 / 19
Frost DK7 / 9
Shadow Priest5 / 9
Ele Shaman10 / 9

What the group left up

Casts that went off
Spectral Bolt
6 of 16got through
Wretched Discharge
3 of 17got through
Shadow Bolt
2 of 5got through
Debuffs left up
Sudden Rupture
6.61M6 times, 104 s up
Could have been dispelled and was not.
Wretched Discharge
7.59M5 times, 60 s up
Could have been dispelled and was not.
Savage Maul
2.15M3 times, 50 s up
Could have been dispelled and was not.
Frost Shock
305.4K1 time, 11 s up
Could have been dispelled and was not.
Hit most of the party
Heavy Slams
7%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Serpentine Gust
7%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Gilded Destruction
6%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Purification Strike
4%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Eaten by enemy shields
Reinforced, Bound by Shadow
0.4%of the damage dealt
A normal key loses 0.4 to 2.5%.

What Each of You Takes Away

One thing to keep, one to change
DoryhunkyVeng DHB+81
KEEPDefensives up 98% of what your kit can hold; 100% of the worst moments covered
CHANGEDamage cost 6 points: 89.3K DPS, 46% below the other damage dealers
Open the breakdown ↑
HyporockHoly PaladinB+83
KEEPCasting or attacking 96% of your time alive in combat
CHANGEDispels cost 4 points: Removed 22 of the 31 one dispeller could reach
Open the breakdown ↑
Frost DKFrost DKB+82
KEEP196.3K DPS, 31% above the other damage dealers
CHANGEInterrupts cost 8 points: 7 stops, 9 expected
Open the breakdown ↑
Shadow PriestShadow PriestC+72
CHANGEDamage cost 11 points: 161.7K DPS, level with the other damage dealers
Open the breakdown ↑
Ele ShamanEle ShamanC66
KEEP10 stops, 9 expected
CHANGEDamage cost 17 points: 138.6K DPS, 23% below the other damage dealers
Open the breakdown ↑

Notes

Where the numbers need a second look

The dispel leak

Thirty-seven dispellable debuffs that do damage landed on the party and twenty-two came off. The fifteen that stayed did 16,645,202 damage — more than three times the leak in either Altar key earlier the same day, and about 5% of everything the party took.

  debuff                left up    seconds up      damage
  Wretched Discharge          5          60.0   7,588,272
  Sudden Rupture              6         103.6   6,606,408
  Savage Maul                 3          50.0   2,145,094
  Frost Shock                 1          11.2     305,428

This is not a case of one person not pressing the button. Three of you dispelled — you 23 times, Shadow Priest 9, Frost DK 3 — so the group was working at it and the load still got past you. Your own dispel score of 73 means you removed 22 of the 31 that a single dispeller could physically have reached given the cooldown, so there were nine you were never going to get to on your own.

Wretched Discharge is the one worth attention because it can be stopped twice: it is interruptible on the way out and dispellable once it lands, and the group leaked 3 of its 17 casts. Every cast that gets kicked is a cleanse nobody has to spend.

Read your mechanics score carefully — this one is close to an artifact

The grade charges you 3.1 points and 2,472,180 damage for over-exposure to Arc Lightning, on the basis that you took 9 ticks against a peer median of 1.5. Counting the raw ticks per player changes what that means:

  Hyporock     9
  Doryhunky    9
  Frost DK       7
  Ele Shaman       2
  Shadow Priest  1

You took exactly as many as the tank did. The 1.5 median comes from comparing you only to the other two ranged players, and both of them were standing somewhere you were not. So this is not "you ate damage the party avoided" — three of five people took Arc Lightning and you were one of them.

Whether that is a mistake is a question the log cannot answer. If you were in melee range because that is where the healing had to happen, it cost you 2.4M and nothing else. If you were there out of habit, it is the cheapest thing on this sheet to fix. Either way, do not read the 76 as six percent of avoidable damage; read it as "you stood where the melee stood".

What the rest of it says

Throughput 90 — you covered 83% of the 191,073,660 that needed a heal from somebody other than the player taking it, comfortably above the ~73% the scale expects. Response 88 — of the 84,817,423 that landed during the party's worst eight-second windows, you put back 48%. Both are among your best, on the hardest key you have run.

Holy Power overcap is 128 of 966 generated, 13%. That is the lowest figure in your recent keys, down from 16-18% across the Altar runs the same morning.

The party: Doryhunky's B+ is a tank sheet with 98% defensive uptime against a ceiling of 100% and every one of the worst windows covered. Frost DK led damage at 131% of the other damage dealers' median. The group's interrupt rate, 47 of 58 stoppable casts, is the weakest of the three keys today — 81%, against 87% and 96% in the two Altar runs — and given Wretched Discharge sits on both the interrupt and the dispel list, that is the same gap showing up twice.