Hero-track gear drops from Mythic+ keystones at +7 and higher. Keys below that — +2 through +6 — end in Champion-track loot. Your Great Vault runs a tier ahead: +7s fill Hero slots, and a timed +10 puts a Myth-track item in the chest. Blizzard re-tunes these cutoffs between seasons, so check your keystone tooltip.

Mythic+ loot tracks by keystone level

Keystone levelEnd-of-dungeon chestGreat Vault slot
+2 to +6Champion trackChampion track
+7 to +9Hero trackHero track
+10 and aboveHero track (top steps)Myth track

Quick facts before you queue

  • +7 is the line. That is the first key whose end-of-dungeon loot arrives on the Hero track. A +6 will not give it, no matter how fast you clear.
  • Pushing past +7 does not change the track — it nudges the starting upgrade step inside Hero and, more importantly, upgrades your vault reward.
  • The chest at the end is not guaranteed. A dungeon drops a small number of items for the whole group, so plenty of runs finish with nothing for you personally. The vault is the reliable part.
  • Crests follow the same curve. Higher keys award the upper-tier crests you need to actually push a Hero-track item to its ceiling, so the +7 threshold matters twice.
  • Verify the season's numbers in game: hover the keystone in your bags, or open the dungeon's adventure-guide loot preview. Blizzard has shifted these breakpoints between patches before.

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Do I have to time the key to get Hero gear?

No. Completing the dungeon is what pays out the end-of-dungeon loot and your Great Vault credit — the timer does not gate the loot track. What you lose by going over time is the keystone upgrade and your Raider.IO score for that run, and the key drops a level for the next attempt.

So a sloppy +7 that finishes still counts as a +7 for the vault. It just costs you the key.

Which keystone do I need for Myth-track gear?

A +10. That is Great Vault only — no Mythic+ dungeon drops Myth-track items from the end chest. You run the key, wait for weekly reset, and pick the Myth item out of the vault.

This is why so many players park at +10 rather than pushing endlessly: it is the level where the weekly reward stops improving in track, and everything beyond it is score, crests and pride.

How much Hero gear can one week realistically give me?

Your vault opens one dungeon slot after 1 run, a second after 4, and a third after 8. Fill all three with +7s or better and you get three Hero-or-higher choices, of which you keep one. Add whatever drops from the runs themselves and a good week is a couple of Hero pieces.

Eight keys is the number that matters. Four runs for a second choice is the efficient stopping point if your week is short.

Is it better to farm +7s or push higher keys?

Farm +7s if you only need gear — they are far quicker and the loot track is identical to a +9. Push +10 and above once your group can time them comfortably, because that is where the Myth-track vault slot and the top-tier crests live. Below that line, extra difficulty buys you nothing but score.

If your group keeps bricking keys at the +7 wall, PewPewShop runs play-together sessions with vetted human players who know the routes and the dangerous pulls — a Mythic +10 Timed Run starts from EUR 19.98, and the High Keystone Boost (+11 and +12 timed runs) from EUR 43.98 if you want the vault slot locked in before reset. Real players, no bots, and you learn the pulls while you go.