Midnight Season 1 · Mythic+

Mythic+ Comp Guide

How to build a balanced 5-player group that covers every key utility — and a live tool to do it from your own roster. Season 1 · Patch 12.0.7.

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Building a Mythic+ Comp

A great Mythic+ group is not just five high-tier specs — it's five specs that together cover the utility a key demands. Pick the best meta specs you can field, then make sure the group still has Bloodlust, a battle-rez, and enough interrupts. Coverage beats raw tier almost every time.

The 1 / 1 / 3 structure

Every Mythic+ group is the same five-slot shape. Fill the role slots first, then optimize utility within them.

  • 1 Tank — survives the pull, controls pacing and route, holds threat through big pulls.
  • 1 Healer — keeps the group up through dungeon & affix damage; many also bring an interrupt or off-utility.
  • 3 DPS — the bulk of your damage and most of your interrupt + utility coverage. This is where you balance meta tier against the utility gaps left by your tank and healer.
💡 The builder always solves for a valid 1 tank / 1 healer / 3 DPS group, then maximizes meta tier and required utility from whatever specs you can actually field.

The utility model

Three pieces of utility decide whether a comp is viable at all. Miss one and the key gets dramatically harder. Here's who brings each.

🩸 Bloodlust / Heroism

A group-wide 30% haste burst. Build around having exactly one source — or a class with the racial/self version.

  • Mage — Time Warp
  • Shaman — Bloodlust / Heroism
  • Hunter — pet Bloodlust (Core Hound)
  • Evoker — Fury of the Aspects

⚰️ Battle-Rez

Combat resurrection saves a wipe on a bad pull. Charges are shared across the group, so even one provider is enough.

  • Death Knight — Raise Ally
  • Druid — Rebirth
  • Warlock — Soulstone
  • Paladin — Intercession

🔇 Interrupts & control

Mythic+ casts must be kicked on rotation. Stack enough kicks across your 3 DPS (plus tank/healer) to cover the pull.

  • Most melee — short-cooldown kick on every class
  • Casters — kick + stops (stuns, knocks, roots)
  • Tanks — kick + AoE stops on trash

Which classes bring which utility

UtilityBrought by
Bloodlust / HeroismMage, Shaman, Hunter, Evoker
Battle-rezDeath Knight, Druid, Warlock, Paladin
Interrupt (kick)Every class has at least one; melee kicks come up most often
Damage reduction / externalPaladin (Blessing), Demon Hunter (Darkness), Warrior (Rallying Cry)
Movement / utilityDruid (Stampeding Roar), Shaman (Wind Rush), Hunter (pathing)
⚠️ A comp that is missing Bloodlust or a battle-rez can still time a key, but you're playing at a real disadvantage. Always cover those two first, then interrupts, then optimize for tier.

Season 1 dungeon pool

Utility needs shift by dungeon — some keys are interrupt-heavy, others reward burst AoE or strong single-target. The interactive builder below lets you filter the recommendation by dungeon and pulls real top-key compositions per dungeon from the Blizzard leaderboards (cached 12h).

Open the interactive Comp Builder →

Import your characters or toggle specs by hand, and it builds the best valid 5-player comp from what you have — balancing Season 1 tier with this utility model. Browse all 39 spec guides to see each spec's M+ tier.