How a "build" works in this game
Azeroth Survivors is a survivors-like: your abilities cast themselves, enemies swarm in waves, and a boss shows up every couple of minutes. You do not plan a build before a run the way you would in an MMO — you assemble it during the run, one level-up card at a time, on top of whatever permanent progression you have earned. The sources confirm three layers:
| Layer | Scope | What the sources say |
|---|---|---|
| Level-up cards | One run | Deal in on level-up; pick with 1 / 2 / 3; WoW item-quality colour signals strength; each card lists exact changes (e.g. Damage 20 » 26, Targets 2 » 3) |
| Permanent items | Across runs | Dropped by bosses; kept permanently, per the announcement |
| Talent XP | Across runs | Earned each run and spent to advance your class, per the announcement |
Level-up cards: the core of every build
The repository documents the card system in detail:
- Cards deal in, tilt toward the cursor and lift on hover — and you commit with the number keys.
- The WoW item-quality colour on a card says how strong a pick is. Players of WoW will read the colour language instantly; new players should learn it early, because it is the only in-run rarity signal any source mentions.
- Each card lists exactly what changes — no hidden maths. The documented examples are
Damage 20 » 26andTargets 2 » 3.
Because every card shows its exact before/after numbers, the strongest in-run habit the sources support is simple: compare the printed deltas and take the card that fixes your current weakness — more targets when swarmed, more damage before a boss.
Movement is a build choice
From level 5, your class movement spell goes on F, aimed at the cursor: Blink, Charge, Sprint, Dash, Fade, Ghost Wolf, Aspect of the Cheetah, Blessing of Freedom or Howl of Terror, depending on class. In a swarm game, a mobility cooldown is survival you do not have to roll on a card — route your movement spell first, then fill gaps with card picks.
Early-run tips (source-backed)
- WASD to move, always. Standing still is how runs end; abilities handle the aiming for most attacks.
- Bosses arrive every couple of minutes — treat the clock as a build timer and prefer cards that are online before the next boss, per the repository's loop description.
- Free the camera when you need it. The camera is locked top-down by default; C unlocks it to swing and tilt, and the wheel zooms from over the shoulder out to 70 yards. Seeing more of the field is a real survival upgrade.
- Expect rough edges. The game is in alpha, per the announcement — balance and pacing will move under you.
What is not documented (yet)
- Skill evolutions, fusions or fixed synergies — community consensus pending.
- Named build archetypes with verified win rates — community consensus pending.
- Exact boss drop tables and talent-tree costs — unconfirmed in every source.
When community testing produces reproducible setups, this page will list them with the runs and threads they come from.