What Makes a “Fast Timer” Route in Midnight
A fast route isn’t the most complicated route. It’s the route that produces the most fighting time and the least decision time. Your goal is to keep the dungeon in a steady rhythm:
- Pull → stop dangerous casts → kill → move
- Repeat with minimal downtime and minimal “where do we go next?”
Fast timers come from five route qualities:
1) Forward momentum
You are almost always fighting enemies that are positioned closer to where you need to go next. If you frequently backtrack, run long hallways, or reset aggro because mobs are scattered, your route is bleeding time.
2) Predictable enemy forces count
You finish at 100% without panic pulling a random pack at the end. Panic pulls are where keys die: you’re low on cooldowns, people are relaxed, and suddenly you pull something with a lethal mechanic.
3) Cooldown alignment
Fast routes “feed” cooldowns. They place bigger pulls where your group has big tools and smaller pulls where you don’t. Most untimed runs fail because the route asks for big pulls when the party is naked.
4) Low-risk skips
Skips save time only when they don’t add risk. If a skip causes a wipe, a reset, or a long corpse run, it was not a time save. It was a time bomb.
5) Failure resilience
A good route doesn’t collapse after one bad pull. It has a cushion: extra count options, safe recovery pulls, and no “all-in” moments that require perfection.
If you build routes with these five qualities, your timers will improve even before you do more damage.

Before You Route: Key Level, Affix Layers, and Expectations
In Midnight, the route you choose should match the key level bracket you’re actually playing. The route that’s “best” at +20 is often terrible for +10 PUGs because it assumes coordination and cooldown discipline that random groups don’t have.
Use a simple bracket mindset:
Learning keys (+2 to +5)
You’re learning layouts, boss mechanics, and basic count. This is where you want a route that’s straightforward and safe, not clever. Midnight helps here with Lindormi’s Guidance (more on that soon).
Core push keys (+6 to +11)
This is where most players live: weekly score growth, gearing, and consistent timing. You want routes that are repeatable, slightly optimized, and built around your team’s cooldown cycle.
Execution keys (+12 and higher)
This is where the system becomes less forgiving about deaths and sloppiness. Routes need tighter pulls, cleaner stops, better defensives, and a stronger understanding of where deaths are most likely so you can reduce risk.
The “best route” changes based on three factors:
- Your group comp (interrupts, stops, defensives, mobility, battle rez availability)
- The weekly affix set (some weeks reward bigger pulls; some punish them)
- The dungeon itself (linear vs branching, open space vs tight corridors)
If you want fast timers, stop looking for “the one route.” Build “a route family”: one safe route, one standard route, one aggressive route.
Route Fundamentals: Count, Control, and Cooldown Economy
If you ignore everything else, master these three pillars.
Count: how to hit 100% without panic
Enemy forces are not just a requirement—they’re the backbone of your route. A strong route has count checkpoints that you can feel in your bones.
A practical checkpoint system:
- Aim to be around 25% after your first major section
- Aim to be around 50% by the midpoint
- Aim to be around 75% as you enter the final stretch
- Finish at 100% with a planned last pull, not a scramble
Build a “count cushion”:
- Plan to be 1–3% over your intended count by the time you reach the last boss wing.
- That cushion prevents “we missed 0.8%” disasters.
Control: stops are a routing resource
In fast routes, your stops are not “nice-to-have.” They are part of the route’s math. A pull becomes viable or impossible based on:
- how many dangerous casts exist
- how many stops your team has available
- whether those stops can be chained cleanly
When people say a route is “pullable,” what they mean is “our control kit can handle the number of lethal events that will occur before mobs die.”
A simple rule for PUG-proof routing:
- Don’t plan pulls that require perfect stop chains unless you’re in a coordinated group.
Cooldown economy: route around your strongest 20 seconds
Most groups have a predictable power cycle:
- Big cooldowns every 2–3 minutes
- Medium cooldowns every 1–2 minutes
- Minor defensives and short stops frequently
A route that times keys consistently does this:
- Places a “big pull” where major cooldowns are up
- Follows it with 1–2 smaller pulls while cooldowns recover
- Then repeats
If you feel like your group is always “waiting for cooldowns,” your route is probably misaligned.
The Midnight Training Wheels: Using Lindormi’s Guidance to Learn Routes
Midnight introduces a learning-focused Mythic+ affix for early keys: Lindormi’s Guidance, active in +2 to +5 when Season 1 begins. While it’s active, certain non-boss enemies are marked (Temporal Sands), slightly weaker, and—most importantly—killing the marked enemies completes 100% of your enemy forces requirement. Deaths also do not reduce the timer under this affix.
This is huge for route learning because it creates a “default route” you can follow without spreadsheets.
Here’s how to use it to build real routes (not just survive low keys):
Step 1: Treat the marked enemies as a route skeleton
Run the dungeon at +2 to +5 and follow the marked pack path. Don’t overthink. Your goal is to learn:
- which hallways connect
- where the “natural” pulls exist
- what the dungeon’s flow feels like
Step 2: Take notes on “danger packs”
Whenever a pull feels sketchy—even with the 5% enemy debuff—mark it mentally:
- “Double caster pack”
- “Big frontal mob”
- “Healer stress pull”
- “Tank buster trash”
- These become your future route breakpoints.
Step 3: Identify natural “big pull zones”
Some areas naturally support larger pulls because:
- the mobs stack nicely
- the room is open
- there are fewer lethal casts
- line-of-sight is easy
- These are the places you’ll scale up once you move into +6+.
Step 4: Build your first “Standard Route” from the skeleton
Once Lindormi’s Guidance is gone and you’re in +6+, you’re responsible for count again. Use the skeleton as the base, then add:
- one or two planned extra packs for a count cushion
- one optional count pack you can skip or include depending on time/deaths
Step 5: Build a PUG-proof version
Make your route simpler than you think it needs to be. PUG routes should prioritize:
- fewer risky mega pulls
- fewer high-skill skips
- more predictable pathing
The best use of Lindormi’s Guidance isn’t “easy keys.” It’s building route confidence so you stop wasting minutes in future keys.
Xal’atath’s Bargain Weeks: Route Adjustments for Fast Timers
In Midnight’s Mythic+ ecosystem, the rotating “Bargain” affixes matter because they change what’s fast and what’s dangerous. A good route adapts to the weekly mini-game rather than fighting it.
Below are the common routing implications for the Bargain-style affixes that have been discussed and tested in the modern Mythic+ structure:
Ascendant weeks: control matters more than raw damage
When an affix rewards handling extra objects or casts cleanly, fast routes often become “control routes”:
- Slightly smaller pulls
- Cleaner stops
- Less chaos movement
Route tip:
- Plan your biggest pulls in areas where your group can keep control without chasing. If the affix spawns disruptive elements during combat, open rooms and predictable line-of-sight zones become more valuable than tight corners.
Devour weeks: healing planning changes pull size
If an affix introduces heal-absorb or healing checks, route speed depends on healer comfort:
- Overpulling can turn the healer into a triage machine
- Underpulling can waste time
Route tip:
- Favor “medium pulls” chained together rather than one huge pull. Medium pulls let healers stabilize and reduce the chance a single failure wipes the run.
Voidbound weeks: plan a “deal with it” strategy, not a panic strategy
When an affix spawns a dangerous add or empowers enemies unless handled, fast routes do two things:
- They pick pull spots where the affix target can be handled safely
- They avoid pulling in areas where that target causes line-of-sight nightmares
Route tip:
- Don’t plan huge pulls in cramped spaces if the affix spawns something that requires targeted focus, interrupts, or displacement. You’ll lose more time cleaning up chaos than you gain by pulling big.
Oblivion-style weeks: reduce overlap risk
Affixes that punish poor positioning or missed responses tend to make aggressive routes risky in PUGs.
Route tip:
- Keep pull sizes consistent. The fastest keys on “punish weeks” are often the keys with zero wipes and zero panic moments, not the keys with the biggest pulls.
Your goal isn’t to outsmart the affix. It’s to build a route that makes the affix easier to execute consistently.
+12 and Above: Guile, Death Penalties, and Why Clean Pulls Win
At higher key levels, Midnight’s affix structure includes a “no excuses” tier where benefits from earlier bargain mechanics fall away and deaths become far more expensive. In this bracket, fast timers are less about clever routing and more about clean execution.
What changes in high keys:
- Deaths cost real time and momentum
- Defensive mistakes cascade faster
- Pull size must match actual survivability, not theoretical damage
- The route must minimize chaotic overlaps
High key routing rules:
- If a pull has two lethal mechanics, treat it as a cooldown pull.
- Don’t route into a hallway where kiting is impossible unless you can face-tank.
- Never plan your count to land exactly at 100.0%. Build a cushion.
- Your fastest strategy is avoiding wipes, not pulling bigger.
A common high-key failure is building a “perfect” route that only works on perfect play. A better route is slightly slower on paper but far faster in reality because it survives mistakes.
PUG-Proof Routing: How to Build a Route Randoms Can Execute
If you want fast timers in PUGs, you have to route for the weakest link without insulting anyone. That’s just reality.
A PUG-proof route has these traits:
Simple pathing
No weird backtracks. No “skip this invisible pack by hugging the left pixel.” PUGs lose time when they hesitate.
Few “all-in” pulls
Big pulls are fine, but only when they have clear structure: where to stack, what to kick, what to stop, what defensives to use.
Clear priority targets
If a pull has a dangerous caster or a mob that buffs others, mark it mentally and burn it first. PUGs time keys when they kill the right things first.
Built-in recovery options
If the group wipes once, the route still works. That means you have:
- a safe extra count pack near your path
- a “rebuild cooldowns” pull area
- no required death skips to reach the end on time
No dependency on perfect utility
If your route assumes:
- perfect stealth/invis coordination
- perfect shroud timing
- perfect dispel assignments
- …then it’s not a PUG route. It’s a premade route.
The best PUG routes are boring. Boring routes time keys.
Tank Route Playbook: Pull Shaping, Line-of-Sight, and Timer Math
Tanks are the route engine. Even with a great plan, the route fails if pulls are sloppy.
Pull shaping: make mobs stack so your team can do damage
Fast timers require stacked mobs:
- easier cleave
- fewer casters free-casting
- easier stops
Tank habits that speed routes:
- Drag casters into line-of-sight corners when possible
- Don’t chase one ranged mob across the room; bring the pack to your team
- Pick pull spots with space to dodge frontals and ground effects
The “two defensive rule”
If a pull contains:
- multiple mobs that hit hard, plus
- at least one dangerous cast,
- treat it as a “two defensive pull”:
- one personal defensive early
- one major defensive or external planned mid-pull
This prevents the classic tank death that bricks keys: “I was fine until I wasn’t.”
Timer math: when to pull bigger, when to pull safer
A practical way to decide:
- If you are ahead of pace and stable, keep the route safe.
- If you are behind pace but stable, scale up one pull carefully.
- If you are behind pace and unstable, stop scaling up and focus on clean pulls—wipes cost more time than any pull size gains.
Fast tanks don’t pull bigger because they’re brave. They pull bigger because they’re confident it will be controlled.
Healer Route Playbook: Mana, Dispel Plans, and When to Call Smaller Pulls
Healers are the reality check for routes. A route is only “fast” if the healer can sustain it without panic.
Build a healer-friendly pull cadence
Healers want:
- predictable damage windows
- recovery time between big hits
- pulls that don’t require constant emergency triage
A route that never gives the healer breathing room eventually collapses, even if it looks fast early.
Dispel planning is route planning
Many routes fail because dispels aren’t treated as a limited resource:
- too many debuffs at once
- dispels forced while healer is moving
- dispels missed during high damage windows
Healer tip:
- Before the key starts, decide: are dispels “reactive” or “assigned”?
- In higher keys, assignments win: “You dispel X, I dispel Y.”
When to call smaller pulls (and still be fast)
A common misconception: “Smaller pulls are slow.”
In reality: “Smaller pulls are faster than wiping.”
Call smaller pulls when:
- cooldowns are down and the next pull is known to be lethal
- the group’s stops are failing consistently
- a key affix is causing extra chaos and people are not responding well yet
Good healers make routes faster by preventing the wipe, not by trying to outheal bad pulls.
DPS Route Playbook: Priority Stops, Target Swaps, and Not Bricking Pulls
DPS speed is not just damage—it’s correctness.
Priority targets: kill the thing that wastes the most time
Some mobs waste time by:
- forcing constant interrupts
- spawning extra adds
- buffing other mobs
- doing unavoidable party-wide damage
In fast routes, DPS kill priority targets first even if it hurts their meter. The timer rewards correctness, not ego.
Stops: the hidden difference between timed and untimed
In most keys, one missed stop doesn’t kill the run. Two missed stops on the same pull often do.
DPS should:
- track their interrupt
- use stuns and disorients intentionally, not randomly
- hold stops for the cast that matters, not the first cast they see
A simple stop discipline:
- Kick the most dangerous cast
- Stun the cast you can’t kick
- Knock or displace when the pack gets messy
- Save “panic CC” as your final safety net
Movement: keep uptime without doing dumb things
Fast DPS are the players who:
- keep damage going while moving
- don’t die to avoidable mechanics
- use defensives proactively so healers can focus on routing pace
If you want fast timers, your first goal is “don’t die.” Your second goal is “don’t cause chaos.”
Skips Without Drama: Invis, CC, and “No-Fail” Alternatives
Skips are seductive because they look like free time. But every skip has an invisible cost: risk.
A skip is worth it when:
- it saves meaningful time (not 5 seconds)
- it’s consistent even with PUGs
- it doesn’t require perfect timing
- failing it doesn’t wipe the group
The three best skip types for most groups
1) Natural pathing skips
You simply choose the hallway or wing that avoids extra trash. These are the safest and should be your first optimization layer.
2) Soft skips (CC and walk-by)
If a pack can be safely controlled and bypassed without invisibility, it’s often better than an invis skip because it doesn’t require coordination.
3) Conditional skips
You only skip if you’re ahead on count and the group is clean. If you’ve had deaths, you take the pack for stability.
Avoid these skip traps
- “Everyone hug the wall and don’t touch anything” skips in tight corridors
- Skips that require multiple invis potions per run (risk + cost + human error)
- Skips that force the group to split or jump in weird ways
- Skips that are only safe if one specific mob doesn’t patrol at the wrong time
For fast timers, your best skip is often “pull it cleanly and move on.”
Speed Tech That’s Not Cheesy: Movement, Mount Timing, and Reset Discipline
Fast keys are full of small efficiencies that don’t require any questionable tricks.
Movement discipline
- Don’t over-loot or over-wait between pulls
- Start moving as the last mob dies
- Use movement abilities to maintain forward momentum, not just to look cool
Mount timing (when allowed)
In dungeons where mounting is possible between packs:
- mount immediately when combat ends
- dismount with purpose at the next pull spot
- avoid accidental aggro while mounted (hugging edges too aggressively)
Reset discipline: wipe recovery without panic
If you wipe:
- re-eat if needed
- reset quickly and calmly
- pull again with one clear adjustment
- Long wipe speeches kill more keys than low DPS ever will.
A fast group wipes, learns, and pulls again. A slow group wipes, argues, and bleeds timer.
Dungeon Pool Routing Overview (Season 1)
Midnight Season 1’s Mythic+ pool includes eight dungeons: four from Midnight and four returning favorites. The best way to route them quickly is to understand their layout type first.
Below is a routing mindset for each dungeon that helps you build fast timers without pretending there is one “perfect route.” Use these as planning anchors.
Magister’s Terrace (Season 1 pool)
Routing identity: compact, high-density decisions.
Fast-timer approach:
- Keep pulls stacked and clean; compact dungeons punish chaos because everything is close and accidental chain pulls are common.
- Build count early so you don’t have to backtrack in a tight layout.
- Prioritize control: the “small dungeon” style often compresses danger into fewer pulls, so each pull matters more.
Maisara Caverns (new)
Routing identity: likely multi-lane or branching cavern flow.
Fast-timer approach:
- Identify a primary lane and a secondary “count cushion” lane during your learning runs.
- Cavern layouts often include wide open spaces: plan your big pulls where line-of-sight and kiting space exist.
- Avoid pulling around sharp corners if your group struggles with caster control.
Nexus-Point Xenas (new)
Routing identity: likely structured “facility” pathing with set-piece pulls.
Fast-timer approach:
- Treat each room like a “pull puzzle”: pick a pull spot that stacks mobs cleanly.
- Plan cooldown pulls around the rooms with the highest mob density.
- Keep the route simple; facility-style dungeons often punish overcomplicated backtracking.
Windrunner Spire (new)
Routing identity: verticality and movement pacing.
Fast-timer approach:
- Plan your cooldown usage around travel segments: avoid arriving at the next dangerous pull with everything down.
- Movement-heavy dungeons reward teams that minimize downtime: pull quickly after travel, don’t stall.
- Build safe skip options early; spire/vertical dungeons often have packs that are easy to bypass but dangerous to accidentally chain.
Al’geth’ar Academy (returning)
Routing identity: multi-wing routing with flexible count.
Fast-timer approach:
- Choose an order that matches your group’s strengths: some wings feel better for certain comps.
- Use the open layout to your advantage: pull packs together when safe to reduce travel and increase cleave value.
- Track count carefully—this dungeon’s flexibility is a strength, but it also creates “we’re short” endings if you aren’t watching forces.
Pit of Saron (returning)
Routing identity: mostly linear pacing with occasional density spikes.
Fast-timer approach:
- Plan your biggest pulls around open spaces where kiting and stacking are manageable.
- Linear dungeons reward momentum—avoid long pauses because you can’t “make it up later” with alternate paths.
- Keep your count cushion in mind: linear dungeons are where end-of-run panic pulls happen because you can’t easily grab a nearby side pack without running back.
Seat of the Triumvirate (returning)
Routing identity: controlled progression with potential side pull options.
Fast-timer approach:
- Treat it as an execution dungeon: clean pulls, clean stops, minimal mistakes.
- Plan count around packs you’re confident in; avoid “risky side packs” unless you need them.
- Save major cooldowns for the pulls you know will stress the healer or require multiple stops.
Skyreach (returning)
Routing identity: vertical segments and wind/space management.
Fast-timer approach:
- Build a route that respects travel time: avoid backtracking in vertical spaces.
- Use open areas for big pulls; avoid huge pulls in narrow walkways where knockbacks or movement hazards can ruin control.
- Because the dungeon has distinctive movement segments, practice them: clean movement execution can save more time than any DPS increase.
These dungeon anchors help you build routes you can actually execute consistently—because fast timers are consistent timers.
Weekly Practice Plan: Learn Routes Faster Without Grinding All Day
You do not need 40 keys a week to become good at routing. You need deliberate practice.
A simple weekly plan:
1) One learning run (low pressure)
Run a dungeon at a comfortable level and focus only on:
- layout memory
- count checkpoints
- which pulls are dangerous
2) One “standard route” run
Run the same dungeon again and commit to one route plan:
- same wing order
- same big pull spots
- same skip decisions
3) One improvement focus
Pick one focus per week:
- better interrupt discipline
- fewer deaths to avoidable damage
- better pull stacking
- faster between-pull movement
This approach builds route mastery with minimal hours. Route mastery is repetition, not suffering.
Common Route Mistakes That Waste More Time Than Low DPS
If your keys are missing timers, it’s usually one of these:
Mistake 1: Ending the dungeon at 96–99% forces
Fix: build a cushion and plan your last count pull before the final boss segment.
Mistake 2: Overpulling without control
Fix: route for your stops, not your ego. Scale pull sizes only after clean pulls.
Mistake 3: “We’ll figure it out later” routing
Fix: decide your path before you start. Even a simple plan beats improvisation.
Mistake 4: Long downtime between pulls
Fix: move as the last mob dies. Assign one person to mark or call the next pull if needed.
Mistake 5: Risky skips that cause wipes
Fix: if the skip can fail, treat it as optional. Pull the pack when in doubt.
Mistake 6: Fighting in bad positions
Fix: pick pull spots that make stacking easy and reduce caster chaos.
Correcting these mistakes often improves timers immediately—without any gear upgrades.
BoostRoom: Custom Routes, Cleaner Pulls, Faster Timers
If you want faster timers in Midnight Mythic+ but you’re tired of guesswork, BoostRoom is built for exactly the part most players struggle with: turning “I know the dungeon” into “we time it every time.”
BoostRoom can help you:
- Build a custom route for your class, your comp, and your weekly goals
- Identify which pulls are safe to scale and which pulls are bait
- Improve interrupt and stop discipline so big pulls stop being scary
- Refine tank pull shaping and healer pacing to reduce wipes
- Practice “PUG-proof” routing so you waste less time in unstable groups
- Review runs and fix the specific mistakes that keep bricking your keys
Fast timers come from repeatable habits. If you want to climb score without living in keys, structure beats spam.
FAQ
Do I need a perfect route to time keys in Midnight?
No. You need a consistent route with planned count, reasonable pull sizes, and low-risk decision points. Clean execution beats “perfect on paper” routes.
How should I use Lindormi’s Guidance in +2 to +5?
Use it to learn the dungeon’s natural pathing and danger pulls. Treat the marked enemy route as a skeleton, then refine it into a standard route once you move into +6+.
What’s the #1 route mistake that bricks timers?
Ending the dungeon short on enemy forces and needing a panic pull. Build a count cushion and plan your final count pull early.
Are big pulls always faster?
Only if they’re controlled. One wipe costs more time than multiple medium pulls. Pull big when you have cooldowns and stops ready.
How do I make routes work better in PUGs?
Keep pathing simple, avoid risky skips, reduce reliance on perfect utility, and build recovery options so one mistake doesn’t ruin the run.
What should I focus on first for faster timers: damage or route?
Route and survival. Cleaner pulls, fewer deaths, and less downtime usually improve timers more than small DPS gains.



