287
Item Level
276
Group Avg
Paste a Warcraft Logs report URL (or its 16-character code) and we'll ingest it into this profile.
Blood · This run: A · Your Skyreach grade: S across 7 runs
Interrupt Discipline
11 total interrupts, 11 critical kicks
Good
Kick Rate
Survivability
0 deaths, 12,390,788 avoidable damage taken
Perfect
Risk Index
Cooldown Management
65% of expected cooldowns used
65%
Usage Rate
What happened each pack
Report 6NPx4bcrVkYQtavA · fight 1
Activity Level
47.2 casts per minute, 808 total casts
47.2 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.
vs Other +10 Keys
93
vs All Keys
40
Your grade uses the "vs Other +10 Keys" score (bracketed). The "vs All Keys" score (global) is for context and doesn't affect your grade.
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
x10
Blinding Sleet
x4
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
12,390,788
Total dmg taken
58,445,966
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
65%
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
808
CPM
47.2
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 %
93.2
Percentile
iLvl
287
Item Level
Dispels
0
Cleanses
CC
4
Applications
Group iLvl
276
Average
13 pulls tracked. Kicks, damage taken, deaths, and cooldown usage per pack.
Took 8 hits from Blade Rush (613,006 total).
Took 12 hits from Dire Screech (506,245 total).
Took 5 hits from Ricocheting Chakram (316,702 total).
Took 6 hits from Wrathful Wind (147,194 total).
starKicked Repel with Mind Freeze.
shieldUsed Dancing Rune Weapon ×5.
Took 3 hits from Wrathful Wind (75,861 total).
shieldUsed Dancing Rune Weapon ×2.
Took 16 hits from Fan of Blades (742,420 total).
shieldUsed Dancing Rune Weapon ×5.
Took 17 hits from Fiery Talon (1,069,270 total).
starKicked Solar Bolt with Mind Freeze.
shieldUsed Dancing Rune Weapon ×3.
Took 35 hits from Fiery Talon (3,124,104 total).
Took 4 hits from Solar Barrier (65,419 total).
starKicked Blinding Light with Mind Freeze.
shieldUsed Dancing Rune Weapon ×4.
Took 2 hits from Supernova (340,356 total).
Took 43,012 from Light Ray.
shieldUsed Dancing Rune Weapon ×5.
shieldUsed Icebound Fortitude.
shieldUsed Dancing Rune Weapon ×2.
Took 20 hits from Burning Pursuit (744,762 total).
Took 5 hits from Burning Claws (612,555 total).
Took 4 hits from Sunbreak (446,811 total).
shieldUsed Dancing Rune Weapon ×5.
Took 38 hits from Fiery Talon (2,861,416 total).
Took 6 hits from Blade Rush (429,777 total).
Took 2 hits from Solar Barrier (28,954 total).
starKicked Blinding Light with Mind Freeze.
shieldUsed Dancing Rune Weapon ×2.
Took 25 hits from Fiery Talon (715,013 total).
Took 14,879 from Solar Barrier.
starKicked Blinding Light with Mind Freeze.
shieldUsed Dancing Rune Weapon ×2.
Took 4 hits from Blade Rush (332,463 total).
Took 2 hits from Ricocheting Chakram (129,737 total).
starKicked Repel with Mind Freeze.
shieldUsed Dancing Rune Weapon.
Took 29 hits from Fiery Talon (1,537,554 total).
Took 6 hits from Dire Screech (280,537 total).
shieldUsed Dancing Rune Weapon ×2.
Took 27 hits from Scorching Ray (1,318,103 total).
starKicked Solar Blast with Mind Freeze.
shieldUsed Dancing Rune Weapon ×6.
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.