A float representing the value to increment when moving from bracket 1 to bracket N, etc.
An integer representing the value used by bracket N when there are a total of N brackets, etc.
An integer representing the minimum value used by bracket number 1, etc.
The localized name of the bracket type.
A player character. Characters can earn individual rankings and appear in reports.
The canonical ID of the character. If a character renames or transfers, then the canonical id can be used to identify the most recent version of the character.
The class id of the character.
Encounter rankings information for a character, filterable to specific zones, bosses, metrics, etc. This data is not considered frozen, and it can change without notice. Use at your own risk.
The faction of the character.
Cached game data such as gear for the character. This data was fetched from the appropriate source (Blizzard APIs for WoW, Lodestone for FF). This call will only return a cached copy of the data if it exists already. It will not go out to Blizzard or Lodestone to fetch a new copy.
The guild rank of the character in their primary guild. This is not the user rank on the site, but the rank according to the game data, e.g., a Warcraft guild rank or an FFXIV Free Company rank.
All guilds that the character belongs to.
Whether or not the character has all its rankings hidden.
The ID of the character.
The level of the character.
The name of the character.
Recent reports for the character.
The server that the character belongs to.
Rankings information for a character, filterable to specific zones, bosses, metrics, etc. This data is not considered frozen, and it can change without notice. Use at your own risk.
The CharacterData object enables the retrieval of single characters or filtered collections of characters.
Obtain a specific character either by id or by name/server_slug/server_region.
A collection of characters for a specific guild.
The CharacterData object enables the retrieval of single characters or filtered collections of characters.
The CharacterData object enables the retrieval of single characters or filtered collections of characters.
A player character. Characters can earn individual rankings and appear in reports.
A player character. Characters can earn individual rankings and appear in reports.
Current page of the cursor
List of items on the current page
Number of the first item returned
Determines if cursor has more pages after the current page
The last page (number of pages)
Number of items returned per page
Number of the last item returned
Number of total items selected by the query
A player character. Characters can earn individual rankings and appear in reports.
A player character. Characters can earn individual rankings and appear in reports.
A single difficulty for a given raid zone. Difficulties have an integer value representing the actual difficulty, a localized name that describes the difficulty level, and a list of valid sizes for the difficulty level.
An integer representing a specific difficulty level within a zone. For example, in World of Warcraft, this could be Mythic. In FF, it could be Savage, etc.
The localized name for the difficulty level.
A list of supported sizes for the difficulty level. An empty result means that the difficulty level has a flexible raid size.
A single encounter for the game.
Player rankings information for a zone. This data is not considered frozen, and it can change without notice. Use at your own risk.
Fight rankings information for a zone. This data is not considered frozen, and it can change without notice. Use at your own risk.
The ID of the encounter.
The Blizzard journal ID, used as the identifier in the encounter journal and various Blizzard APIs like progression.
The localized name of the encounter.
The zone that this encounter is found in.
A single encounter for the game.
A single encounter for the game.
A single expansion for the game.
A single ability for the game.
Current page of the cursor
List of items on the current page
Number of the first item returned
Determines if cursor has more pages after the current page
The last page (number of pages)
Number of items returned per page
Number of the last item returned
Number of total items selected by the query
A single achievement for the game.
The icon for the achievement.
The ID of the achievement.
The localized name of the achievement. Will be null if no localization information exists for the achievement.
Current page of the cursor
List of items on the current page
Number of the first item returned
Determines if cursor has more pages after the current page
The last page (number of pages)
Number of items returned per page
Number of the last item returned
Number of total items selected by the query
A single affix for Mythic Keystone dungeons.
A single player class for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The player and enemy abilities for the game.
Obtain a single ability for the game.
Obtain a single achievement for the game.
Achievements for the game.
Obtain a single affix for the game.
The affixes for the game.
Obtain a single class for the game.
Obtain the supported classes for the game.
Obtain a single enchant for the game.
Enchants for the game.
Obtain all the factions that guilds and players can belong to.
Obtain a single item for the game.
Items for the game.
Obtain a single map for the game.
Maps for the game.
Obtain a single NPC for the game.
NPCs for the game.
Obtain a single zone for the game, not to be confused with the worldData zones for ranking bosses and dungeons.
Zones for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
The game object contains collections of data such as NPCs, classes, abilities, items, maps, etc. Game data only changes when major game patches are released, so you should cache results for as long as possible and only update when new content is released for the game.
A single enchant for the game.
Current page of the cursor
List of items on the current page
Number of the first item returned
Determines if cursor has more pages after the current page
The last page (number of pages)
Number of items returned per page
Number of the last item returned
Number of total items selected by the query
A faction that a player or guild can belong to. Factions have an integer id used to identify them throughout the API and a localized name describing the faction.
A single item for the game.
Current page of the cursor
List of items on the current page
Number of the first item returned
Determines if cursor has more pages after the current page
The last page (number of pages)
Number of items returned per page
Number of the last item returned
Number of total items selected by the query
A single item set for the game.
A single map for the game.
Current page of the cursor
List of items on the current page
Number of the first item returned
Determines if cursor has more pages after the current page
The last page (number of pages)
Number of items returned per page
Number of the last item returned
Number of total items selected by the query
A single NPC for the game.
Current page of the cursor
List of items on the current page
Number of the first item returned
Determines if cursor has more pages after the current page
The last page (number of pages)
Number of items returned per page
Number of the last item returned
Number of total items selected by the query
A single zone for the game.
Current page of the cursor
List of items on the current page
Number of the first item returned
Determines if cursor has more pages after the current page
The last page (number of pages)
Number of items returned per page
Number of the last item returned
Number of total items selected by the query
A single guild. Guilds earn their own rankings and contain characters. They may correspond to a guild in-game or be a custom guild created just to hold reports and rankings.
Whether or not the guild has competition mode enabled.
The description for the guild that is displayed with the guild name on the site.
The faction of the guild.
The ID of the guild.
The member roster for a specific guild. The result of this query is a paginated list of characters. This query only works for games where the guild roster is verifiable, e.g., it does not work for Classic Warcraft.
The name of the guild.
The server that the guild belongs to.
Whether or not the guild has stealth mode enabled.
The tags used to label reports. In the site UI, these are called raid teams.
Attendance for a specific report within a guild.
The code of the report for the raid night.
The players that attended that raid night.
The start time of the raid night.
The principal zone of the raid night.
A single guild. Guilds earn their own rankings and contain characters. They may correspond to a guild in-game or be a custom guild created just to hold reports and rankings.
Current page of the cursor
List of items on the current page
Number of the first item returned
Determines if cursor has more pages after the current page
The last page (number of pages)
Number of items returned per page
Number of the last item returned
Number of total items selected by the query
The GuildData object enables the retrieval of single guilds or filtered collections of guilds.
Obtain a specific guild either by id or by name/serverSlug/serverRegion.
The set of all guilds supported by the site. Can be optionally filtered to a specific server id.
The GuildData object enables the retrieval of single guilds or filtered collections of guilds.
The GuildData object enables the retrieval of single guilds or filtered collections of guilds.
A single guild. Guilds earn their own rankings and contain characters. They may correspond to a guild in-game or be a custom guild created just to hold reports and rankings.
Current page of the cursor
List of items on the current page
Number of the first item returned
Determines if cursor has more pages after the current page
The last page (number of pages)
Number of items returned per page
Number of the last item returned
Number of total items selected by the query
The tag for a specific guild. Tags can be used to categorize reports within a guild. In the site UI, they are referred to as report tags.
A single partition for a given raid zone. Partitions have an integer value representing the actual partition and a localized name that describes what the partition represents. Partitions contain their own rankings, statistics and all stars.
The compact localized name for the partition. Typically an abbreviation to conserve space.
Whether or not the partition is the current default when viewing rankings or statistics for the zone.
An integer representing a specific partition within a zone.
The localized name for partition.
Attendance for a specific player on a specific raid night.
The name of the player.
Presence info for the player. A value of 1 means the player was present. A value of 2 indicates present but on the bench.
The class of the player.
A way to obtain data for the top guilds involved in an ongoing world first or realm first progress race.
Progress race information including best percentages, pull counts and streams for top guilds. This API is only active when there is an ongoing race. The format of this JSON may change without notice and is not considered frozen.
A way to obtain data for the top guilds involved in an ongoing world first or realm first progress race.
Obtain the character data object that allows the retrieval of individual characters or filtered collections of characters.
Obtain the game data object that holds collections of static data such as abilities, achievements, classes, items, NPCs, etc..
Obtain the guild data object that allows the retrieval of individual guilds or filtered collections of guilds.
Obtain information about an ongoing world first or realm first race. Inactive when no race is occurring. This data only updates once every 30 seconds, so you do not need to fetch this information more often than that.
Obtain the rate limit data object to see how many points have been spent by this key.
Obtain the report data object that allows the retrieval of individual reports or filtered collections of reports by guild or by user.
Obtain the user object that allows the retrieval of the authorized user's id and username.
Obtain the world data object that holds collections of data such as all expansions, regions, subregions, servers, dungeon/raid zones, and encounters.
A way to obtain your current rate limit usage.
The total amount of points this API key can spend per hour.
The number of seconds remaining until the points reset.
The total amount of points spent during this hour.
A single region for the game.
The localized compact name of the region, e.g., US for United States.
The ID of the region.
The localized name of the region.
The servers found within this region.
The slug for the region, usable when looking up characters and guilds by server.
The subregions found within this region.
A single region for the game.
A single report uploaded by a player to a guild or personal logs.
The report code, a unique value used to identify the report.
The end time of the report. This is a UNIX timestamp representing the timestamp of the last event contained in the report.
A set of paginated report events, filterable via arguments like type, source, target, ability, etc. This data is not considered frozen, and it can change without notice. Use at your own risk.
The number of exported segments in the report. This is how many segments have been processed for rankings.
A set of fights with details about participating players.
A graph of information for a report, filterable via arguments like type, source, target, ability, etc. This data is not considered frozen, and it can change without notice. Use at your own risk.
The guild that the report belongs to. If this is null, then the report was uploaded to the user's personal logs.
The guild tag that the report belongs to. If this is null, then the report was not tagged.
Data from the report's master file. This includes version info, all of the players, NPCs and pets that occur in the report, and all the game abilities used in the report.
The user that uploaded the report.
A table of information for the players of a report, including their specs, talents, gear, etc. This data is not considered frozen, and it can change without notice. Use at your own risk.
A list of all characters that ranked on kills in the report.
Rankings information for a report, filterable to specific fights, bosses, metrics, etc. This data is not considered frozen, and it can change without notice. Use at your own risk.
The region of the report.
The revision of the report. This number is increased when reports get re-exported.
The number of uploaded segments in the report.
The start time of the report. This is a UNIX timestamp representing the timestamp of the first event contained in the report.
A table of information for a report, filterable via arguments like type, source, target, ability, etc. This data is not considered frozen, and it can change without notice. Use at your own risk.
A title for the report.
The visibility level of the report. The possible values are 'public', 'private', and 'unlisted'.
The principal zone that the report contains fights for. Null if no supported zone exists.
The ReportAbility represents a single ability that occurs in the report.
The game ID of the ability.
An icon to use for the ability.
The name of the actor.
The type of the ability. This represents the type of damage (e.g., the spell school in WoW).
The ReportActor represents a single player, pet or NPC that occurs in the report.
The game ID of the actor.
An icon to use for the actor. For pets and NPCs, this will be the icon the site chose to represent that actor.
The report ID of the actor. This ID is used in events to identify sources and targets.
The name of the actor.
The report ID of the actor's owner if the actor is a pet.
The normalized server name of the actor.
The sub-type of the actor, for players it's their class, and for NPCs, they are further subdivided into normal NPCs and bosses.
The type of the actor, i.e., if it is a player, pet or NPC.
The ReportData object enables the retrieval of single reports or filtered collections of reports.
Obtain a specific report by its code.
A set of reports for a specific guild, guild tag, or user.
The ReportData object enables the retrieval of single reports or filtered collections of reports.
The ReportData object enables the retrieval of single reports or filtered collections of reports.
The ReportDungeonPull represents a single pull that occurs in a containing dungeon.
The bounding box that encloses the positions of all players/enemies in the fight.
The encounter ID of the fight. If the ID is 0, the fight is considered a trash fight.
The end time of the fight. This is a timestamp with millisecond precision that is relative to the start of the report, i.e., the start of the report is considered time 0.
Information about enemies involved in the fight. Includes report IDs, instance counts, and instance group counts for each NPC.
The report ID of the fight. This ID can be used to fetch only events, tables or graphs for this fight.
Whether or not the fight was a boss kill, i.e., successful. If this field is false, it means the fight was an incomplete run, etc..
All the maps that were involved in a pull.
The name of the fight.
The start time of the fight. This is a timestamp with millisecond precision that is relative to the start of the report, i.e., the start of the report is considered time 0.
The x position of the first mob damaged in the pull at the time this damage happens. Used to establish a marker position to represent where the pull took place.
The y position of the first mob damaged in the pull at the time this damage happens. Used to establish a marker position to represent where the pull took place.
The ReportDungeonPullNPC represents participation info within a single dungeon pull for an NPC.
The game ID of the actor, e.g., so it can be looked up on external Web sites.
The report ID of the actor. This ID is used in events to identify sources and targets.
The highest instance group ID seen during the pull.
The highest instance ID seen during the pull.
The lowest instance group ID seen during the pull.
The lowest instance ID seen during the pull.
The ReportEventPaginator represents a paginated list of report events.
A single report uploaded by a player to a guild or personal logs.
The ReportFight represents a single fight that occurs in the report.
The average item level of the players in the fight.
The percentage health of the active boss or bosses at the end of a fight.
The bounding box that encloses the positions of all players/enemies in the fight.
The season ID of a Classic fight. Will only be nonzero for Season of Mastery in Vanilla for now.
Whether or not a fight represents an entire raid from start to finish, e.g., in Classic WoW a complete run of Blackwing Lair.
The difficulty setting for the raid, dungeon, or arena. Null for trash.
For a dungeon, a list of pulls that occurred in the dungeon. Pulls have details such as the enemies involved in the pull and map info showing where the pull took place.
The encounter ID of the fight. If the ID is 0, the fight is considered a trash fight.
The end time of the fight. This is a timestamp with millisecond precision that is relative to the start of the report, i.e., the start of the report is considered time 0.
Information about enemy NPCs involved in the fight. Includes report IDs, instance counts, and instance group counts for each NPC.
Information about enemy pets involved in the fight. Includes report IDs, instance counts, and instance group counts for each pet.
The IDs of all players involved in a fight. These players can be referenced in the master data actors table to get detailed information about each participant.
The actual completion percentage of the fight. This is the field used to indicate how far into a fight a wipe was, since fights can be complicated and have multiple bosses, no bosses, bosses that heal, etc.
Information about friendly NPCs involved in the fight. Includes report IDs, instance counts, and instance group counts for each NPC.
Information about friendly pets involved in the fight. Includes report IDs, instance counts, and instance group counts for each pet.
The IDs of all players involved in a fight. These players can be referenced in the master data actors table to get detailed information about each participant.
The game zone the fight takes place in. This should not be confused with the zones used by the sites for rankings. This is the actual in-game zone info.
The report ID of the fight. This ID can be used to fetch only events, tables or graphs for this fight.
The affixes for a Mythic+ dungeon.
The bonus field represents Bronze, Silver or Gold in Challenge Modes, or +1-+3 pushing of Mythic+ keys. It has the values 1, 2, and 3.
The keystone level for a Mythic+ dungeon.
The completion time for a Challenge Mode or Mythic+ Dungeon. This is the official time used on Blizzard leaderboards.
Whether or not the fight was a boss kill, i.e., successful. If this field is false, it means the fight was an incomplete run, etc..
The phase that the encounter was in when the fight ended.
Whether or not the phase that the encounter was in when the fight ended was an intermission or not.
The layer of a Torghast run.
All the maps that were involved in a fight. For single bosses this will usually be a single map, but for dungeons it will typically be multiple maps.
The name of the fight.
The official Blizzard rating for a completed Mythic+ dungeon or Torghast run.
The group size for the raid, dungeon, or arena. Null for trash.
The start time of the fight. This is a timestamp with millisecond precision that is relative to the start of the report, i.e., the start of the report is considered time 0.
If a wipe was explicitly called using the Companion app, then this field will contain the time. This is a timestamp with millisecond precision that is relative to the start of the report, i.e., the start of the report is considered time 0.
The ReportFightNPC represents participation info within a single fight for an NPC.
The game ID of the actor. This ID is used in events to identify sources and targets.
How many packs of the NPC were seen during the fight.
The report ID of the actor. This ID is used in events to identify sources and targets.
How many instances of the NPC were seen during the fight.
The report ID of the actor that owns this NPC (if it is a pet). This ID is used in events to identify sources and targets.
A single report uploaded by a player to a guild or personal logs.
A single report uploaded by a player to a guild or personal logs.
The ReportMap represents a single map that a fight can occur on.
The map's game ID.
The ReportMapBoundingBox is a box that encloses the positions of all players and enemies in a fight or dungeon pull.
The ReporMastertData object contains information about the log version of a report, as well as the actors and abilities used in the report.
A list of every ability that occurs in the report.
A list of every actor (player, NPC, pet) that occurs in the report.
The version of the game that generated the log file. Used to distinguish Classic and Retail Warcraft primarily.
The auto-detected locale of the report. This is the source language of the original log file.
The version of the client parser that was used to parse and upload this log file.
The ReporMastertData object contains information about the log version of a report, as well as the actors and abilities used in the report.
A single report uploaded by a player to a guild or personal logs.
Current page of the cursor
List of items on the current page
Number of the first item returned
Determines if cursor has more pages after the current page
The last page (number of pages)
Number of items returned per page
Number of the last item returned
Number of total items selected by the query
A single report uploaded by a player to a guild or personal logs.
A single report uploaded by a player to a guild or personal logs.
A single report uploaded by a player to a guild or personal logs.
All built-in and custom scalars, mapped to their actual values
A single server. Servers correspond to actual game servers that characters and guilds reside on.
The guilds found on this server (and any servers connected to this one.
The ID of the server.
The name of the server in the locale of the subregion that the server belongs to.
The normalized name is a transformation of the name, dropping spaces. It is how the server appears in a World of Warcraft log file.
The region that this server belongs to.
The server slug, also a transformation of the name following Blizzard rules. For retail World of Warcraft realms, this slug will be in English. For all other games, the slug is just a transformation of the name field.
The subregion that this server belongs to.
A single server. Servers correspond to actual game servers that characters and guilds reside on.
Current page of the cursor
List of items on the current page
Number of the first item returned
Determines if cursor has more pages after the current page
The last page (number of pages)
Number of items returned per page
Number of the last item returned
Number of total items selected by the query
A spec for a given player class.
A single subregion. Subregions are used to divide a region into sub-categories, such as French or German subregions of a Europe region.
The ID of the subregion.
The localized name of the subregion.
The region that this subregion is found in.
The servers found within this region.
A single subregion. Subregions are used to divide a region into sub-categories, such as French or German subregions of a Europe region.
A single user of the site.
The user data object contains basic information about users and lets you retrieve specific users (or the current user if using the user endpoint).
The user data object contains basic information about users and lets you retrieve specific users (or the current user if using the user endpoint).
The world data object contains collections of data such as expansions, zones, encounters, regions, subregions, etc.
Obtain a specific encounter by id.
A single expansion obtained by ID.
The set of all expansions supported by the site.
Obtain a specific region by its ID.
The set of all regions supported by the site.
Obtain a specific server either by id or by slug and region.
Obtain a specific subregion by its ID.
Obtain a specific zone by its ID.
Obtain a set of all zones supported by the site.
The world data object contains collections of data such as expansions, zones, encounters, regions, subregions, etc.
The world data object contains collections of data such as expansions, zones, encounters, regions, subregions, etc.
The world data object contains collections of data such as expansions, zones, encounters, regions, subregions, etc.
The world data object contains collections of data such as expansions, zones, encounters, regions, subregions, etc.
The world data object contains collections of data such as expansions, zones, encounters, regions, subregions, etc.
The world data object contains collections of data such as expansions, zones, encounters, regions, subregions, etc.
The world data object contains collections of data such as expansions, zones, encounters, regions, subregions, etc.
A single zone from an expansion that represents a raid, dungeon, arena, etc.
The bracket information for this zone. This field will be null if the zone does not support brackets.
A list of all the difficulties supported for this zone.
The encounters found within this zone.
The expansion that this zone belongs to.
Whether or not the entire zone (including all its partitions) is permanently frozen. When a zone is frozen, data involving that zone will never change and can be cached forever.
The ID of the zone.
The name of the zone.
A list of all the partitions supported for this zone.
Generated using TypeDoc
A bracket description for a given raid zone. Brackets have a minimum value, maximum value, and a bucket that can be used to establish all of the possible brackets. The type field indicates what the brackets represent, e.g., item levels or game patches, etc.