Keystone Hero in Season 2 rewards two different things: timing a dungeon at +10 or higher earns that dungeon's Keystone Hero achievement and unlocks a permanent teleport to its entrance, while hitting 2,500 Mythic+ rating earns the seasonal Keystone Hero achievement and a season-themed title. Both rewards are account-wide, and once earned they stay with you after the season closes.
Season 2 Mythic+ reward ladder
| Achievement | Requirement | Reward |
| Keystone Explorer | 750 rating | Achievement only |
| Keystone Conqueror | 1,500 rating | Achievement only |
| Keystone Master | 2,000 rating | Seasonal mount |
| Keystone Hero (seasonal) | 2,500 rating | Seasonal title |
| Keystone Hero: [dungeon] | Time that dungeon at +10 or higher | Teleport to that dungeon |
| Keystone Legend | 3,000 rating | Top-tier seasonal reward |
- Rating comes from your best timed run in each of the season's dungeons, so you need every dungeon on the rotation, not just your favourites.
- Teleports are learned per dungeon. Timing one +10 gives you one teleport; you need all eight (or however many are in the seasonal pool) for the full set.
- Titles and teleports are account-wide. The mount is too.
- The title's wording changes each season, so a Season 2 title and a Season 3 title are separate cosmetics, even though the 2,500 threshold stays the same.
Is Keystone Hero the same in Season 3?
The structure carries over. Season 3 keeps the same rating thresholds (2,000 for Master, 2,500 for Hero, 3,000 for Legend) and the same per-dungeon rule for teleports. What changes is the dungeon pool and the cosmetic reward names, since each season gets its own title and the dungeon rotation swaps. If you earned Season 2 teleports for dungeons that return in a later season, you keep them; you only need to re-time the dungeons that are new to the rotation.
What is the difference between Keystone Hero and Keystone Master?
Keystone Master sits at 2,000 rating and is the achievement most players chase, because it is the one that hands out the seasonal mount. Keystone Hero is 500 rating higher, at 2,500, and gives a title instead of a mount. In practice, Master means timing roughly +10 keys across the pool, while Hero means pushing most of them into the +11 to +12 range with clean timers. The gap is bigger than the numbers suggest, since the affix pressure and the coordination needed at +12 are a step up from +10.
How hard is it to get the Keystone Hero teleports?
Timing a +10 is the entry point for the rewards that matter: it unlocks the teleport, and it is the run level where your weekly vault and crest rewards stop scaling further. For a coordinated group with decent gear, a +10 is a fair fight rather than a wall. The usual sticking points are pugging with strangers who leave after one wipe, and one or two dungeons in the pool that punish weak interrupts or bad pathing. Most people who get stuck are missing consistent teammates, not gear.
Do Keystone Hero rewards expire when the season ends?
No. Achievements, titles, mounts and teleports earned during Season 2 stay on your account permanently. What you cannot do is earn Season 2's specific title or mount after the season closes, since the seasonal achievements are retired when the next season begins. If you are close to 2,500 near the end of a season, that is the deadline that matters.
If you would rather not spend weeks in the group finder, PewPewShop runs Mythic+ progression with vetted human players: a single timed +10 from EUR 19.98, the +11 and +12 runs that push you toward Hero from EUR 43.98, and full Keystone Master progression to 2,000 rating from EUR 139.99. You can play alongside the team, ask questions on the way, and come out with the teleports and the rating rather than another night of disbanded keys.