Every Mythic+ season starts the same way: a fresh dungeon pool, a reset score, and a leaderboard that suddenly feels very far away. In WoW Midnight Season 1 the question that actually decides your week one isn't "can I time a key?" but "which key do I time first?" Order matters far more than most players think, because your Mythic+ rating is the sum of your best run in each dungeon, not your eight runs in the one you like. Push smart and you bank hundreds of score points before you ever touch the hard stuff.
How Season 1 Score Actually Stacks
Your total rating comes from your single best timed (or over-timed) run per dungeon across the eight-dungeon rotation. That means a +10 you barely time in an easy dungeon is worth the same score as a +10 you sweat for in the worst dungeon of the pool. The fastest way up the ladder is therefore to spread your keys wide and even before you go deep.
- Breadth before height: get every dungeon timed at the same key level before pushing any single one higher.
- Affix awareness: the weekly affix set can swing a "medium" dungeon into a "hard" one, so reorder your week around what's live.
- Over-time still scores: a depleted-but-completed key still posts a rating, so a messy clear beats a bricked key you abandon.
If you're starting cold and your gear is behind the curve, an early gearing or M+ carry run through the first few key levels can compress days of pugging into an afternoon, mostly because it skips the rebuild-the-group tax that eats new seasons alive.
Reading the Dungeon Pool: Easy, Medium, Hard
Every pool sorts into three tiers based on three things: trash density, hard-hitting bosses, and how punishing the route is to pug. You won't know the exact Midnight numbers until you've run each once, but the framework holds every season.
Tier 1 — Start Here (highest score-per-hour)
These are short, forgiving dungeons with low one-shot potential and routes a pug can follow blind. Time these first, at the highest level you can comfortably hit, and you lock in a big chunk of your rating immediately. A 20-minute timer you clear with two minutes to spare is your foundation.
Tier 2 — Push After Your Base Is Set
Medium dungeons usually have one nasty boss or a tight pull that demands a real interrupt rotation and some cooldown planning. They reward a coordinated group. Run these once you've banked Tier 1 score and your group has a rhythm, because a wipe here costs you the timer more often.
Tier 3 — Save For Last (and For a Premade)
The hardest one or two dungeons in the pool combine heavy trash, a checkpoint boss that bricks pugs, and a route where one bad pull ends the run. Don't waste week-one pug attempts here. Time them last, with people you trust, when your gear and tier set make the damage checks trivial.
The Practical Push Order
Here's the sequence that gets the most score for the least frustration:
- Day 1–2: run all eight dungeons once at a safe level (think +7 to +10 depending on your gear) to scout routes and bank a baseline in every slot.
- Day 3–4: re-run your Tier 1 dungeons two to three key levels higher. This is where your rating climbs fastest.
- Day 5+: bring Tier 2 up to match, then chip at Tier 3 with a premade.
The trap most players fall into is grinding one beloved dungeon to +14 while three slots sit empty at +7. Those empty slots are leaving more total score on the table than your hero run is gaining.
Where a Boost Actually Moves the Needle
Buying isn't the answer to everything, but there are two spots where it genuinely accelerates score rather than just renting it. The first is the gear gate: if your item level is too low to survive Tier 2–3 damage, no amount of skill fixes the math, and a targeted gearing run or a couple of key carries through the right dungeons gets you over the wall. The second is the title or specific-key push late in the week, where a premade Mythic+ boost times a key you simply can't pug.
If gold is your bottleneck for consumables, enchants, and crafted gear rather than the runs themselves, that's a separate, cheaper problem — topping up WoW gold to fully kit out for the season often does more for your timed-key rate than a carry does.
When Buying Makes Sense — and When It Doesn't
Honestly: if you have the hours, pushing your own keys is the better deal. The score sticks better because the skill sticks with it. A boost makes sense when the blocker is real and external — a hard gear wall, a single dungeon your roster can't crack, or a week where you have the goal but not the time. Buy the thing that unblocks you, run the rest yourself, and you'll spend less and climb higher than someone who outsources the whole ladder. Time versus money — spend whichever you have less of, on the smallest piece that's actually stopping you.