287
Item Level
284
Group Avg
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Blood · This run: S · Your Skyreach grade: S across 7 runs
Interrupt Discipline
9 total interrupts, 9 critical kicks
Good
Kick Rate
Survivability
0 deaths, 11,606,954 avoidable damage taken
Perfect
Risk Index
Cooldown Management
87% of expected cooldowns used
87%
Usage Rate
What happened each pack
Report 27yzY1TwZ9kGpLqg · fight 7
Activity Level
47.6 casts per minute, 770 total casts
47.6 CPM
Rotation
Zero Deaths
Clean run with no fatalities.
How This Run Graded
Scored from this fight alone. For your overall Skyreach grade, click through.
25% of composite
Where your damage ranks against other parses at the same key level.
For every run, we pull Warcraft Logs' percentile rank for your spec computed against other parses at the same key level. Your +6 is graded against other +6s, your +12 against other +12s. The run page also surfaces a second number showing where the same DPS would rank against the entire spec pool. That second number is for context only and does not affect your grade. Augmentation Evokers are a special case: their personal DPS ceiling is lower by design because they spend GCDs buffing teammates, so we also credit a portion of teammate damage done during their Ebon Might and Prescience windows back to their score.
How to improve
Review top-parse logs for your spec at your key level to see their opener, cooldown alignment, and target priority. Most sub-50 percentiles are fixable by tightening rotation, not by pushing gear.
15% of composite
Interrupts + dispels + crowd control per run.
Mind Freeze
x7
Blinding Sleet
x3
Utility scoring for Blood Death Knight. We count every Mind Freeze cast you land; priority kicks (boss heals, mass CC) are weighted 1.5x when we have the data for this dungeon. Death Knight has no practical PvE dispel, so dispel contribution is redistributed into interrupts and CC. CC abilities we track: Asphyxiate, Blinding Sleet, Gnaw. Rough split: ~70% interrupts, ~30% CC.
How to improve
Install a kick-announcer (WeakAura or the OmniCD suite) and commit to a kick rotation with your team. For Blood Death Knight, Mind Freeze is your bread and butter. Aim to cover at least the priority casts flagged in each dungeon guide.
25% of composite
Deaths, avoidable damage taken, and healing burden.
Deaths
0
Avoidable deaths
0
Avoidable dmg taken
11,606,954
Total dmg taken
73,209,478
Three signals: how often you died, how much of your damage taken came from ability IDs we know are avoidable, and how much healing you consumed relative to the group. Tanks aren't penalized for healing received (they're supposed to tank). Deaths caused by avoidable abilities cost extra. The death penalty softens at higher key levels (above +12) because even top players take unavoidable deaths in high keys. Avoidable damage and healing burden thresholds both scale with key level so a +25 isn't compared against +5 standards.
20% of composite
Did you press your major cooldowns on schedule?
CD usage
87%
We track the cooldowns every Blood Death Knight has access to regardless of talent build: Vampiric Blood (defensive, ~8% expected uptime), Dancing Rune Weapon (defensive, ~10% expected uptime), Icebound Fortitude (defensive, ~6% expected uptime). Expected uses are computed from fight duration, then compared against what you actually pressed. Talent-gated cooldowns (ones only some builds take) are intentionally excluded: we don't penalize you for not picking a specific talent. Missing a single major CD can meaningfully drop this category; hoarding it through the whole key is the most common sub-grade cause.
How to improve
Rebind your majors to a prominent key and treat them as rotational, not emergency. If you're sitting Vampiric Blood through a 30-minute dungeon, that's 10+ minutes of its window wasted. Consider an OmniCD- or WeakAura-style cooldown tracker so the whole party can see each other's windows.
15% of composite
Activity level: are you pressing buttons?
Total casts
770
CPM
47.6
Total casts divided by fight duration, scored against benchmarks specific to Blood Death Knight. Our thresholds for your spec: below 16 CPM = 0, 26 = 50, 36 = 80, 46+ = 100. A high-CPM melee spec like Fury Warrior and a low-CPM ranged caster like Marksmanship Hunter will have very different benchmarks; we don't apply a universal curve. Low CPM usually maps to rotation gaps, over-movement on mechanics, or extended time with no valid target.
How to improve
Check your Details timeline for long gaps between casts. Most gaps map to movement, mechanics you could have precast through, or a dead target before the pull ends. For Blood, pre-pulling right before the puller engages is an easy 2-3 extra casts per pack, and that compounds over a dungeon.
DPS %
92.0
Percentile
iLvl
287
Item Level
Dispels
0
Cleanses
CC
3
Applications
Group iLvl
284
Average
12 pulls tracked. Kicks, damage taken, deaths, and cooldown usage per pack.
Took 9 hits from Dire Screech (512,887 total).
Took 4 hits from Blade Rush (403,870 total).
Took 6 hits from Wrathful Wind (166,092 total).
Took 53,562 from Ricocheting Chakram.
shieldUsed Dancing Rune Weapon ×3.
shieldUsed Icebound Fortitude.
shieldUsed Vampiric Blood.
Took 4 hits from Blade Rush (395,341 total).
Took 3 hits from Ricocheting Chakram (259,827 total).
Took 2 hits from Wrathful Wind (64,328 total).
starKicked Repel with Mind Freeze.
shieldUsed Vampiric Blood.
shieldUsed Dancing Rune Weapon.
Took 22 hits from Fan of Blades (1,219,724 total).
shieldUsed Dancing Rune Weapon ×7.
shieldUsed Icebound Fortitude.
Took 33 hits from Fiery Talon (2,132,438 total).
Took 84,246 from Solar Flare.
Took 2 hits from Solar Barrier (42,724 total).
starKicked Blinding Light with Mind Freeze.
shieldUsed Dancing Rune Weapon ×2.
Took 28 hits from Fiery Talon (1,193,811 total).
Took 6 hits from Solar Barrier (113,104 total).
starKicked Blinding Light with Mind Freeze.
shieldUsed Dancing Rune Weapon ×3.
Took 2 hits from Supernova (359,754 total).
shieldUsed Dancing Rune Weapon ×5.
shieldUsed Dancing Rune Weapon.
shieldUsed Vampiric Blood.
Took 21 hits from Burning Pursuit (1,015,316 total).
Took 6 hits from Burning Claws (891,569 total).
Took 5 hits from Sunbreak (703,738 total).
shieldUsed Dancing Rune Weapon ×4.
shieldUsed Vampiric Blood.
Took 54 hits from Fiery Talon (3,207,140 total).
Took 4 hits from Blade Rush (393,611 total).
Took 2 hits from Ricocheting Chakram (164,938 total).
Took 2 hits from Solar Flare (162,901 total).
Took 5 hits from Solar Barrier (99,791 total).
shieldUsed Dancing Rune Weapon ×3.
shieldUsed Vampiric Blood.
Took 20 hits from Fiery Talon (687,240 total).
Took 4 hits from Blade Rush (399,789 total).
Took 3 hits from Dire Screech (168,079 total).
Took 81,830 from Ricocheting Chakram.
starKicked Repel with Mind Freeze.
shieldUsed Dancing Rune Weapon ×2.
shieldUsed Vampiric Blood ×2.
Took 42 hits from Scorching Ray (2,567,838 total).
starKicked Solar Blast with Mind Freeze ×2.
shieldUsed Dancing Rune Weapon ×7.
shieldUsed Vampiric Blood.
Nothing notable happened here.
How to improve
Audit your Details damage-taken log after a wipe. If one ability hit you for >15% of your total intake, look up the mechanic on Wowhead and you'll usually find the out.