Compare the community reconstruction's starting attacks, movement spells and class ability pools.
Find a class in the community engine.
This reference covers the open-source reconstruction. All nine classes unlock their movement spell on F at level 5. The starting attack is automatic; later cards draw from that class's ability pool. The original game may use different abilities and values.
Fight nearby enemies with sweeping melee attacks and hard-hitting strikes.
Starting attack
Cleave
Movement spell
Charge
Abilities & movement details
Cleave
Heroic Strike
Whirlwind
Thunder Clap
Sweeping Strikes
Demoralizing Shout
Execute
Mortal Strike
Retaliation
Charge: Rush the nearest enemy within 25 yards and stun it. If no enemy is in range, lunge forward. Cooldown: 8 sec.
Paladin
Holy damage & protection
Combine holy attacks, area effects and a defensive shield.
Starting attack
Hammer of Wrath
Movement spell
Blessing of Freedom
Abilities & movement details
Hammer of Wrath
Consecration
Holy Shock
Exorcism
Holy Wrath
Hammer of Justice
Divine Shield
Judgement
Blessing of Freedom: Move 60% faster for 5 seconds. Cooldown: 15 sec.
Hunter
Shots, traps & slows
Use ranged shots, damage over time and traps while you keep moving.
Starting attack
Arcane Shot
Movement spell
Aspect of the Cheetah
Abilities & movement details
Arcane Shot
Multi-Shot
Serpent Sting
Volley
Explosive Trap
Concussive Shot
Aimed Shot
Aspect of the Cheetah: Move 70% faster for 5 seconds. Cooldown: 14 sec.
Rogue
Fast melee attacks
Pair rapid strikes with bleeds, stuns and Blade Flurry.
Starting attack
Sinister Strike
Movement spell
Sprint
Abilities & movement details
Sinister Strike
Eviscerate
Blade Flurry
Rupture
Gouge
Kidney Shot
Sprint: Move 80% faster for 4 seconds. Cooldown: 15 sec.
Priest
Holy, shadow & shielding
Mix holy and shadow damage with fear and a protective shield.
Starting attack
Smite
Movement spell
Fade
Abilities & movement details
Smite
Shadow Word: Pain
Holy Fire
Mind Blast
Holy Nova
Psychic Scream
Power Word: Shield
Fade: Enemies lose sight of you and you move 40% faster for 4 seconds. Cooldown: 18 sec.
Shaman
Lightning, shocks & totems
Combine elemental damage, totem pulses and Lightning Shield.
Starting attack
Lightning Bolt
Movement spell
Ghost Wolf
Abilities & movement details
Lightning Bolt
Chain Lightning
Earth Shock
Flame Shock
Frost Shock
Searing Totem
Magma Totem
Lightning Shield
Ghost Wolf: Take wolf form and move 60% faster for 6 seconds. Cooldown: 15 sec.
Mage
Frost, fire & arcane
Build around ranged spells, crowd control and area damage.
Starting attack
Frostbolt
Movement spell
Blink
Abilities & movement details
Frostbolt
Fireball
Arcane Missiles
Frost Nova
Arcane Explosion
Blizzard
Flamestrike
Fire Blast
Cone of Cold
Blast Wave
Pyroblast
Blink: Teleport 18 yards forward, toward your aim. Cooldown: 10 sec.
Warlock
Curses & damage over time
Apply curses and damage over time, then add fire and shadow attacks.
Starting attack
Shadow Bolt
Movement spell
Howl of Terror
Abilities & movement details
Shadow Bolt
Corruption
Curse of Agony
Immolate
Rain of Fire
Hellfire
Death Coil
Searing Pain
Shadowburn
Howl of Terror: Fear enemies within 12 yards for 4 seconds. Cooldown: 20 sec.
Druid
Nature damage & recovery
Mix nature and arcane attacks with roots, thorns and healing.
Starting attack
Wrath
Movement spell
Dash
Abilities & movement details
Wrath
Moonfire
Starfire
Hurricane
Insect Swarm
Entangling Roots
Thorns
Rejuvenation
Dash: Move 80% faster for 4 seconds. Cooldown: 15 sec.
No matching class
Try a class name or an ability, such as Frostbolt or Charge.
Looking for the best class?
Start with how you like to move and fight. Compare the starting attack, movement spell and ability pool above, then try a run.
Azeroth Survivors builds change as you select upgrade cards. A Warrior build centers on a different skill pool from a Mage or Warlock. Use the ability list to plan which attacks, control effects and protection to look for.