Your Mythic+ score — the number Raider.IO shows next to your name — quietly governs your whole season. It decides which groups invite you, it tracks your progress, and it gates the seasonal titles. Yet most players have only a fuzzy sense of how it is actually calculated, and a lot of older guides are now flat-out wrong for Midnight. Here is exactly how M+ score works in Season 1, the one change that breaks the old advice, and how to push your rating efficiently.
How Score Is Calculated
Your total score is the sum of your best run in each of the eight Season 1 dungeons. Each run’s value is built from three parts, and the math is refreshingly simple.
| Component | Value | Notes |
| Base score (+2 key) | 155 points | The floor for a timed +2 |
| Per key level | +15 points each | Linear — every level above +2 adds 15 |
| Affix breakpoint bonuses | +15 at each of four breakpoints | Up to +60 total by +12 and above |
| Your total | Sum of best 8 runs | One best run per dungeon |
Put it together and the numbers line up neatly. A timed +16 is worth 155 (base) + 210 (fourteen levels above +2 at 15 each) + 60 (the four affix breakpoint bonuses) = 425 points. Multiply by eight dungeons and you get 3,400 — exactly the Keystone Myth threshold. In other words, timing all eight dungeons at +16 is the clean path to the season’s marquee rating goal.
The Big Midnight Change: One Run Per Dungeon
This is where outdated guides will lead you astray. In past expansions, your rating came from your best run on each affix — a Fortified score and a Tyrannical score per dungeon — so the standard advice was “push both affix weeks.” In Midnight, at key level +10 and above, Fortified and Tyrannical are both active on every run, permanently. There is no Fortified week or Tyrannical week at the push bracket anymore.
The practical consequence is huge: your rating now comes from a single best timed run per dungeon, not two scores across two weeks. You no longer need to grind the same dungeon twice for two affix scores — one clean, high, timed run is what counts. (Between +7 and +9, Fortified and Tyrannical do still rotate weekly, but that range is below where rating is really built.) If a guide tells you to chase both affixes at high keys, it is describing an old system.
Timing Is Everything
Score is only awarded for what you time. Beat the dungeon’s timer and you earn the run’s full value and upgrade your keystone; miss the timer and the run still completes, but you lose the time bonus and your key downgrades. Beating the timer by a wide enough margin even upgrades your key by two or three levels at once. This is why M+ is as much a speed-and-routing challenge as a survival one: two groups can both clear a +15, but only the one that beats the clock banks the rating. Clean routes, tight pulls, and minimal deaths — especially past +12, where Xal’atath’s Guile subtracts fifteen seconds per death — are what separate a scored run from a wasted one.

The Rating Ladder
Score milestones unlock titles, mounts and teleports. The table shows the ladder and what each rung gives you.
| Milestone | Approx. rating | Reward |
| Keystone Master | ~2,000–2,500 | Seasonal mount (Calamitous Carrion) |
| Keystone Hero | ~3,000 | Permanent dungeon teleports (from +10 timed) |
| Keystone Myth | 3,400 | Timelost Saddle — choose a mount (new this season) |
| Umbral Champion | Top 1% at season end | Exclusive seasonal mount (no fixed cutoff) |
Note that Keystone Hero’s teleports come from timing each individual dungeon at +10 — a hugely practical reward that makes farming far faster for the rest of the season. And Umbral Champion has no fixed number: its cutoff rises all season, so the top 1% is a moving target you can never lock in until the season closes.
How to Push It Efficiently
Pushing score is about sequencing and consistency, not heroics. A few principles do most of the work. Build your rating from the forgiving dungeons first — lock in your high scores in the easier instances before throwing attempts at the hardest ones, so a single brutal dungeon doesn’t stall your whole climb. Learn one reliable route per dungeon; improvised routes fall apart at high keys. Run at least eight keys a week to fill your Great Vault, and keep a spread of keys across dungeons for flexibility. And bring a group that covers the essentials — interrupts, crowd control, and survivability — rather than chasing a perfect meta composition you don’t have.
| Your Mythic+ score is only ever as high as your worst dungeon. Push score by raising the floor, not by forcing a key in the one instance your group keeps wiping in. |
Gear matters too, but only to a point: a realistic floor for a 3,400 push is solid Hero-track gear, since players attempting top keys in undergeared setups create healing strain that unavoidable damage will punish. Above all, remember that your weakest dungeon is your bottleneck — the fastest way to raise your number is usually to fix the one dungeon dragging it down, not to over-push the ones you already clear.
When Pushing Stalls — and the Shortcut
The reason high scores are hard is structural: your rating requires a coordinated group that can time every dungeon, your weakest instance caps you, and the +12 Guile wall punishes any group that can’t execute cleanly. For a player who has the skill but not the consistent group or the hours to grind every dungeon to its scoring ceiling, a WoW dungeon boost is a direct way to time specific dungeons, lift a stubborn low score, or reach a rating threshold and its seasonal mount before the season ends. It slots in exactly where the math gets unforgiving — the gap between clearing a key and timing it on the clock across all eight dungeons. The route is learnable solo, but the help exists for the same reason the wall does: timing eight dungeons consistently is hard.
That is the whole system. Best run per dungeon, 155 at +2 plus 15 a level plus four affix bonuses, summed across eight — with timing, not just clearing, deciding what counts. Forget the old two-affix advice, fix your weakest dungeon, time your keys, and your Raider.IO number will climb exactly as fast as your consistency does.
Frequently Asked Questions
How is Mythic+ score calculated in Midnight?
Your score is the sum of your best timed run in each of the eight Season 1 dungeons. Each run is worth 155 base points at +2, plus 15 for every key level above +2, plus up to 60 in affix breakpoint bonuses by +12. A timed +16 is worth 425 points, so timing all eight at +16 totals 3,400 — the Keystone Myth threshold.
Do you still need to push both Fortified and Tyrannical?
Not at high keys. In Midnight, Fortified and Tyrannical are both active on every run at +10 and above, so your rating comes from a single best timed run per dungeon rather than two scores across two affix weeks. Older guides that tell you to push both affixes are describing the previous system; only +7 to +9 still rotate weekly.
What rating do you need for Keystone Master and Keystone Myth?
Keystone Master sits around 2,000–2,500 rating and rewards the seasonal mount; Keystone Hero is around 3,000 and grants permanent dungeon teleports from timing each dungeon at +10; and Keystone Myth requires 3,400 (roughly timing all eight at +16) for the Timelost Saddle. Umbral Champion goes to the top 1% at season end with no fixed cutoff.
What’s the fastest way to push Mythic+ score?
Raise your floor, not your ceiling. Lock in high scores in the easier dungeons first, learn one reliable route per dungeon, run at least eight keys a week for your vault, and field a group that covers interrupts, crowd control and survivability. Your weakest dungeon is your bottleneck, so fixing it usually raises your rating faster than over-pushing the ones you already time.

