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Mythic +10 Boost

Buy the Mythic +10 Boost on BuyTheWin to land a single timed key at +10, the threshold that unlocks 272 ilvl Mythic-track Great Vault gear, a permanent dungeon teleport for the character, and Gilded Ethereal Crest x16 per run. Pick any Season 1 dungeon; our team runs in-time, no depleted keys, no pug wipes eating the timer. Typical clear runs 25 to 30 minutes from summon.

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+30%
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Total Price:
$8.99
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What You Get

  • Timed +10 Key Clear — Single M+10 completion within timer; no deplete, re-attempt free if timer missed.
  • 266 ilvl End-of-Run Loot — Hero 3/6 track gear from dungeon chest on timed +10.
  • 272 ilvl Great Vault Slot — One weekly Mythic 1/6 track vault slot from +10 completion.
  • Dungeon Teleport Unlock — +10 timed clear adds permanent dungeon teleport to character.
  • Gilded Ethereal Crest x16 — Crest income for upgrading Hero-track gear.
  • Myth Dawncrest Drops — Mythic-track crest from +10 chest for top-tier upgrades.
  • M+ Score Progress — Timed +10 contributes toward Keystone Hero threshold on Raider.IO.
  • Dungeon Choice — Pick any Season 1 dungeon or let us roll for faster ETA.

How It Works

Step 1 — You place the order.
After checkout, you connect with the M+ team in site chat to confirm run details.

Step 2 — You pick the method.
Self-play (invite + summon), Piloted (VPN login), or Remote Desktop on your machine — your call.

Step 3 — We run the keys.
Squad times every key in the order; you fight along or hold the entrance.

Step 4 — Order is done.
Loot lands at the chest each run; achievements and progress come with you.

Important Information

Tier set pieces do not drop from Mythic+ chest runs — they come only from your Great Vault. Choose a Mythic+ vault slot at weekly reset to pull tier pieces at 272 ilvl from the +10 completion.

What Our Customers Say

4.9

based on 12,456 reviews

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Midnight Season 1 M+ Loot by Key Level

End-of-dungeon loot ilvl caps at +5 on the Champion-track, transitions to Hero at +6, and hits the 266 Hero 3/6 ceiling at +10. Great Vault scales further: Hero 4/6 at +7 through +9, then Mythic 1/6 from +10 upward. Crest currency shifts from Carved to Runed to Gilded as key level climbs, plus Myth Dawncrest from +9 onward for top-track upgrades.

Key Level

End-of-Run ilvl

Upgrade Track

Great Vault ilvl

Upgrade Track

Crests

Mythic +0

246

Champion 1/8

256

Champion 4/8

Carved Ethereal Crest x15

M +2

250

Champion 2/8

259

Hero 1/6

Runed Ethereal Crest x10

M +3

250

Champion 2/8

259

Hero 1/6

Runed Ethereal Crest x12

M +4

253

Champion 3/8

263

Hero 2/6

Runed Ethereal Crest x14

M +5

256

Champion 4/8

263

Hero 2/6

Runed Ethereal Crest x16

M +6

259

Hero 1/6

266

Hero 3/6

Runed Ethereal Crest x18

M +7

259

Hero 1/6

269

Hero 4/6

Gilded Ethereal Crest x10

M +8

263

Hero 2/6

269

Hero 4/6

Gilded Ethereal Crest x12

M +9

263

Hero 2/6

269

Hero 4/6

Gilded Ethereal Crest x14

M +10

266

Hero 3/6

272

Mythic 1/6

Gilded Ethereal Crest x16

M +11

266

Hero 3/6

272

Mythic 1/6

Gilded Ethereal Crest x18

M +12

266

Hero 3/6

276

Mythic 1/6

Gilded Ethereal Crest x20

End-of-run ilvl caps at +5 — pushing above +10 doesn't raise chest drops but adds rating toward Keystone Master and Keystone Hero thresholds, plus vault quality for +12.


Midnight Season 1 Dungeon Rotation

Season 1 runs eight dungeons total — four new encounters from Midnight, four returning from prior expansions. Pick any of them for your +10 boost, or let us roll keys for the fastest ETA.

The full rotation: Magisters' Terrace, Maisara Caverns, Nexus-Point Xenas, Windrunner Spire, Algeth'ar Academy, Pit of Saron, Seat of the Triumvirate, and Skyreach. Each has distinct trinket, ring, and necklace drops on the end-of-run chest — specific dungeon selection matters if you're targeting particular BiS slot fills. For vault-only runs, any dungeon works.


About the Mythic +10 Boost

The Mythic +10 boost is a single-key timed dungeon carry service that clears any Season 1 Mythic +10 inside the timer, delivering 266 ilvl Hero-track loot from the end-of-run chest, 272 ilvl Mythic-track Great Vault slot, a permanent dungeon teleport on the boosted character, and Gilded Ethereal Crest income for gear upgrades.

BuyTheWin runs +10 keys with 3-trader push teams whose route and affix knowledge turns a pug-wipe bracket into a 25-minute controlled clear. Every +10 order uses in-time completion — if the team misses the timer, the key re-rolls at no extra cost rather than depleting on the customer. Our scheduler prioritizes dungeons based on weekly affix combinations, so routes and CD plans stay optimized per affix set instead of forcing one-size-fits-all play.


FAQ

What ilvl drops from a timed M+10 in Midnight Season 1, and what's in the Vault?

Timed +10 keys drop end-of-dungeon loot at 266 ilvl on the Hero 3/6 track, with the weekly Great Vault offering 272 ilvl Mythic 1/6 track. Pushing higher keys past +10 doesn't raise the end-of-run ilvl ceiling — that caps at +5 for end-of-run loot. Higher keys instead grow rating, vault track quality, and crest volume earned per timed run.

Do I need to time the +10 key, or does completion alone count?

Both timed and depleted (over-time) +10 keys credit Vault progression and award end-of-dungeon loot, but rating credit only flows from timed runs. The boost runs +10s timed by default — depleting keys doesn't deplete the buyer's order, the team simply re-rolls or times the next key in the rotation. Buyers chasing Keystone Master or Hero rating need timed completions, not just clears.

Will the boost cover all 8 Midnight Season 1 dungeons, or just one repeated key?

Coverage depends on order scope. A single +10 order targets one timed run for end-of-dungeon loot and Vault credit. Multi-run orders rotate across all 8 dungeons in the active rotation to fill the 4-key Vault slot completely (4 timed +10s = full Vault eligibility). Bundle pricing applies to multi-run orders, with Vault-fill packages the most common buyer scope.

How long does a single timed +10 take, and what's the team comp?

Timed +10s in the season's mid-meta land in 24-30 minutes for most dungeons; harder dungeons in the rotation push toward the 32-minute cutoff but still time consistently with our experienced rosters. Standard comp is three pushers running the key with you as the fourth or fifth slot — a roster optimized for clean timed runs rather than experimental specs. No depleted-key risk, no roster shuffles mid-run.