Interrupting enemy spells is a core skill in Mythic+, but it is not always as simple as hitting your “kick” button. Knowing when to interrupt, when to use a stun or other crowd control, and even when to let a spell cast can be the difference between a timed key and a wipe. This guide will clarify the “interrupt culture” of Mythic+. We will teach you the nuances of spell stopping, helping you make smarter choices in combat. Master these skills to become a more valuable player, saving your group from danger and keeping the dungeon moving smoothly.

The Primary Kick (Interrupts)
Your primary interrupt (often called a “kick”) is a short cooldown spell that stops an enemy’s cast and locks them out of that “school” of magic for a few seconds.
- When to Use: For high-priority spells that *must* be stopped. This includes lethal area-of-effect (AoE) damage, big heals on enemies, or dangerous crowd control spells (like fears or sleeps on your tank).
- When to Hold: If the spell is low-damage and the next spell from that enemy is also low-damage, or if another player has already kicked it. Do not waste a kick on a minor spell if a major one is coming soon.
- Key Insight: Kicks work on many spells, but not all. Some spells have “protected” cast bars.
A good kick stops a major threat instantly. Knowing which spells are most dangerous is key. This is your main tool for direct spell denial. Coordinated kicks save lives and time.
Hard Stops (Stuns, Incapacitates, Disorients)
Hard stops completely stop an enemy’s actions for a few seconds. This includes stuns, incapacitate spells (like Polymorph or Sap), and disorients (like Blind or Fear).
- When to Use: On “protected” cast bars (spells that cannot be kicked) or channeled abilities that do not have a kickable moment. Use them to interrupt large amounts of damage that are not “spells” (e.g., a boss’s physical channeled attack). They are also good for stopping groups of enemies from casting at once.
- When to Hold: If your tank is trying to group enemies. Stuns can sometimes make enemies spread out. Avoid using them on enemies that your tank is trying to kite (run away from) unless they are about to cast a dangerous spell.
Hard stops are very powerful because they shut down an enemy completely. They are your answer for things kicks cannot stop. They are also good for giving your healer a breather or letting your tank reset. Use them to gain control of a chaotic situation. This is your heavy crowd control.
| Tool | Purpose | Best Use Cases | Avoid/Considerations |
|---|---|---|---|
| Primary Kick (Interrupt) | Stop spell cast, school lockout | Lethal AoE spell, big enemy heal, dangerous CC | Minor spells, protected casts |
| Hard Stop (Stun) | Stop all enemy actions | Protected casts, channeled physical abilities, grouping enemies (if tank allows) | Spreading enemies, breaking kiting |
| Incapacitate/Disorient | Take one enemy out of combat for a time | Temporary removal of a dangerous enemy, emergency stop | Breaking on damage, pulling extra mobs (Fear) |
| Knockback/Grip | Move enemies, interrupt casts via movement | Interrupting casts, creating space for tank/melee | Pulling aggro, putting enemies in bad spots |
Movement Stops (Knockbacks, Grips)

Some abilities force enemies to move, like a knockback or a grip. These can often interrupt spells if the enemy is forced out of their casting position or line of sight.
- When to Use: For interrupting casts that are not kickable, or for buying time. They are also great for moving enemies into better positions for your tank or for grouping them for area damage.
- When to Hold: If your tank is kiting enemies in a specific direction, or if a knockback would send enemies into another pack, causing an accidental pull. Always be mindful of enemy placement.
Movement spells are versatile. They offer control over the battlefield, not just individual casts. They can save lives by moving enemies away from the group or into areas where they are easier to handle. This is about physical control.
When to Let It Cast (The “Low Priority” Principle)
Sometimes, the best choice is to let a spell cast.
- When to Let It Cast: If the spell does very little damage, or if the damage is easily healed. If you use your kick on a minor spell, you might not have it ready for the next, more dangerous spell. Also, if a spell targets only one person for low damage, it might be better to save your kick for an AoE spell.
- Key Insight: Not every cast needs to be stopped. Prioritize the most dangerous ones.
This is a subtle but important skill. It is about resource management. Every kick and stun has a cooldown. Using them on low-threat spells means they are not ready for high-threat spells. Knowing when to ignore a cast shows you understand the rhythm of the fight and the capabilities of your healer.
Coordination and Communication

In a group, good interrupt use needs coordination. If you are in a team, talk about who kicks what. Use an interrupt addon to track who has their kick ready. In PUGs, a quick “kicking X” or “kick on cooldown” helps. Do not assume others will kick. Be ready to kick yourself, but also be aware if someone else already has it. This coordination maximizes your group’s ability to stop dangerous spells and minimizes wasted cooldowns. It turns individual actions into a powerful team defense. This makes the whole group safer and more efficient.

