Every ability, side by side

The complete Azeroth Survivors spellbook: all 73 active abilities from the nine class pools in one table — every crowd-control effect, every spell type explained, and the record holders, none of which you can see from a single class page.

Checked against v0.123.0Updated October 2026

Method & honesty note. Every number on this page is machine-extracted from the open-source community rebuild at a pinned commit — the same source the class guides use. The original game (wow.aethus.pl) may differ, in numbers and in pool size; when original values can be verified, this page updates. Records below compare rank-1 base values only — no gear, talents or passives.

73
Active abilities
9
Class pools
16
Spell types
18
Carry an effect
10
Shared passives

How abilities actually work

You never cast anything. Every ability you own auto-casts on its own cooldown, aimed entirely by its spell type — missiles seek, novas burst around you, zones sit where the fight is. What you control is movement and the level-up screen: cards offer abilities and passives, duplicate picks rank a spell up to 8, and you carry at most 6 actives + 6 passives per run. The card-choice layer (including what card rarity signals) is covered in the beginner guide.

One structural fact worth knowing before you pick a class: the nine pools are fully disjoint — no spell appears in two classes. Your class is your spellbook.

The seven spell families

16 spell types, grouped into 7 families by how they behave in a run. The family is a filter in the table below.

Missiles & chains (15)

Bolt · Chain

Fired on cooldown at a target the game picks; the damage lands when the projectile arrives — which matters when you kite away from everything. Chain Lightning is the one that jumps between targets.

Instant & melee hits (24)

Strike · Melee

No travel time — the hit lands the moment the cooldown comes up. Strikes reach out to a target; melee swings only hit what is standing next to you.

Point-blank bursts (11)

Nova · Cone

One explosion, everyone inside it, then nothing until the next cooldown. Novas go off around you; the game’s single Cone (Cone of Cold) sweeps the space in front of you.

Ground zones (7)

Ground · GroundSelf

Persistent areas that keep ticking on whatever stands in them — lay them along the path you kite, not where you used to be. Consecration is the self-centered variant.

Damage over time (6)

Dot

No immediate hit — the damage accrues while you reposition, which is exactly why DoT kits feel slow early and unstoppable late. Seven more spells add a burn on top of an immediate hit.

Always-on companions (7)

Aura · Thorns · Orbit · Totem

Fire-and-forget effects that keep working between casts: auras that buff your next swings, retaliation thorns, Lightning Shield orbiting you, and Shaman totems that fight where you stood.

Defense & sustain (3)

Shield · Immune · Heal

Three answers to trouble: Power Word: Shield absorbs a hit, Divine Shield is the game’s only full immunity, and Rejuvenation is its only dedicated heal.

Every crowd-control & utility effect

18 of 73 abilities do something besides damage. Grouped by effect — this is the whole list, so if you need a slow or a stun, here is exactly where it lives. Bosses resist crowd control, so these are wave tools first.

Slow (8)

Cuts movement speed — the kiting stat. The most common effect in the game.

Frostbolt (Mage) · Blizzard (Mage) · Cone Of Cold (Mage) · Blast Wave (Mage) · Thunder Clap (Warrior) · Concussive Shot (Hunter) · Frost Shock (Shaman) · Hurricane (Druid)

Stun (3)

Stops enemies outright for the duration.

Gouge (Rogue) · Kidney Shot (Rogue) · Hammer Of Justice (Paladin)

Root (2)

Holds enemies in place entirely, briefly.

Frost Nova (Mage) · Entangling Roots (Druid)

Fear (1)

Scatters enemies away from you.

Psychic Scream (Priest)

Weaken (1)

Cuts what affected enemies deal to you.

Demoralizing Shout (Warrior)

Drain (2)

Returns health to you as it deals damage.

Holy Nova (Priest) · Death Coil (Warlock)

Execute (1)

Removes low-health enemies from the board — the clear-speed effect.

Execute (Warrior)

Record holders

Straight mechanical superlatives from the table — rank-1 values, no equipment, talents or passives.

RecordSpellValueNotes
Biggest hit on one target Pyroblast (Mage) 70 (+6/s burn) No conditions attached — the number you read is the number that lands.
Most direct damage on listed targets Execute (Warrior) 40 × 2 targets Instantly kills enemies below 30% health (non-boss) Counts direct damage on the targets a cast names — DoT ticks and area hits on unlisted enemies are not included.
Shortest cooldown Sweeping Strikes (Warrior) 0.6s The fastest-rearming spell in the game.
Longest range Aimed Shot (Hunter) 32 yd Bosses die from further out on this spell than any other.
Widest area Cone Of Cold (Mage) / Demoralizing Shout (Warrior) / Holy Wrath (Paladin) 11 yd A 3-way tie across Mage, Warrior, Paladin.
Longest uptime Thorns (Druid) 15s The longest any spell stays active from one cast.
Most targets per cast Curse Of Agony (Warlock) / Entangling Roots (Druid) ×4 Each cast applies to this many targets at once.
Only full immunity Divine Shield (Paladin) immunity
Only dedicated heal Rejuvenation (Druid) heal Everything else that restores health does it as a side effect of damage (Drain).

The complete spellbook (73 spells)

Starting abilities marked ★. Values from the community rebuild (data source); the original game may differ. 13 spells carry damage over time (marked +n/s).

Class:
Family:

SpellClassTypeDamageCooldownRange / AreaEffect
Entangling Roots Druid Damage over time +2/s ×4 6s 16 yd Roots enemies for 4s
Hurricane Druid Ground area 7 10s 20 yd · 8 yd area Slows enemies by 60% for 1.5s
Insect Swarm Druid Damage over time +4/s ×3 3s 20 yd —
Moonfire Druid Instant hit 10 +3/s ×2 2s 22 yd —
Rejuvenation Druid Heal over time 30 15s — —
Starfire Druid Instant hit 40 4s 24 yd —
Thorns Druid Reflect 8 15s — —
★ Wrath Druid Missile 13 1.2s 24 yd —
Aimed Shot Hunter Missile 48 4s 32 yd —
★ Arcane Shot Hunter Missile 13 1s 28 yd —
Concussive Shot Hunter Missile 8 3s 28 yd Slows enemies by 50% for 4s
Explosive Trap Hunter Ground area 22 +4/s 8s 14 yd · 5 yd area —
Multi Shot Hunter Missile 10 ×3 2s 26 yd —
Serpent Sting Hunter Missile 2 +4/s ×2 2.6s 26 yd —
Volley Hunter Ground area 8 9s 24 yd · 7 yd area —
Arcane Explosion Mage Area around you 10 2.8s 7 yd area —
Arcane Missiles Mage Missile 6 ×3 1.9s 22 yd —
Blast Wave Mage Area around you 18 6.5s 8 yd area Slows enemies by 60% for 2s
Blizzard Mage Ground area 7 9s 20 yd · 7 yd area Slows enemies by 60% for 1.5s
Cone Of Cold Mage Cone 14 4.5s 11 yd area Slows enemies by 50% for 3s
Fire Blast Mage Instant hit 26 3.5s 18 yd —
Fireball Mage Missile 20 2.4s 26 yd · 3.5 yd area —
Flamestrike Mage Ground area 14 8s 20 yd · 5 yd area —
Frost Nova Mage Area around you 8 7s 9 yd area Roots enemies for 2.5s
★ Frostbolt Mage Missile 12 1.3s 24 yd Slows enemies by 50% for 2.5s
Pyroblast Mage Missile 70 +6/s 6s 30 yd —
Consecration Paladin Area under you 7 9s 7 yd area —
Divine Shield Paladin Immunity — 28s — —
Exorcism Paladin Instant hit 36 5s 22 yd —
Hammer Of Justice Paladin Instant hit 8 ×2 6s 12 yd Stuns for 3s
★ Hammer Of Wrath Paladin Missile 16 1.5s 24 yd —
Holy Shock Paladin Instant hit 24 2.5s 20 yd —
Holy Wrath Paladin Area around you 14 5s 11 yd area —
Judgement Paladin Instant hit 26 ×2 4s 14 yd —
Holy Fire Priest Instant hit 22 +3/s 3.5s 20 yd —
Holy Nova Priest Area around you 11 3.2s 9 yd area Heals you for 10% of damage dealt
Mind Blast Priest Instant hit 32 3.5s 22 yd —
Power Word Shield Priest Absorb shield 30 14s — —
Psychic Scream Priest Area around you 2 12s 8 yd area Fears for 3.5s
Shadow Word Pain Priest Damage over time +4/s ×3 3s 18 yd —
★ Smite Priest Instant hit 14 1.2s 20 yd —
Blade Flurry Rogue Area around you 11 3s 6 yd area —
Eviscerate Rogue Melee hit 42 2.8s 5.5 yd —
Gouge Rogue Melee hit 8 ×2 4s 6 yd Stuns for 2s
Kidney Shot Rogue Melee hit 12 6s 6 yd Stuns for 3.5s
Rupture Rogue Damage over time +5/s ×3 3.5s 10 yd —
★ Sinister Strike Rogue Melee hit 15 0.85s 5.5 yd —
Chain Lightning Shaman Chain 18 ×3 3s 20 yd · 9 yd area —
Earth Shock Shaman Instant hit 22 2.5s 20 yd —
Flame Shock Shaman Instant hit 10 +4/s ×2 3s 20 yd —
Frost Shock Shaman Instant hit 16 3s 20 yd Slows enemies by 50% for 4s
★ Lightning Bolt Shaman Missile 15 1.3s 24 yd —
Lightning Shield Shaman Constant zap 12 0.9s 4 yd area —
Magma Totem Shaman Totem 8 16s 7 yd area —
Searing Totem Shaman Totem 9 14s 20 yd —
Corruption Warlock Damage over time +4/s ×3 3s 20 yd —
Curse Of Agony Warlock Damage over time +3.5/s ×4 2.5s 20 yd —
Death Coil Warlock Missile 26 5s 22 yd Heals you for 50% of damage dealt
Hellfire Warlock Constant pulse 6 1s 7 yd area —
Immolate Warlock Instant hit 12 +4/s ×2 2.4s 20 yd —
Rain Of Fire Warlock Ground area 8 9s 20 yd · 7 yd area —
Searing Pain Warlock Instant hit 18 1.8s 20 yd —
★ Shadow Bolt Warlock Missile 15 1.4s 24 yd —
Shadowburn Warlock Instant hit 46 5s 20 yd —
★ Cleave Warrior Melee hit 14 ×3 1.1s 5.5 yd —
Demoralizing Shout Warrior Area around you 4 8s 11 yd area Enemies deal 50% less damage for 5s
Execute Warrior Instant hit 40 ×2 2s 8 yd Instantly kills enemies below 30% health (non-boss)
Heroic Strike Warrior Melee hit 28 1.6s 5.5 yd —
Mortal Strike Warrior Melee hit 48 3s 6 yd —
Retaliation Warrior Reflect 14 18s — —
Sweeping Strikes Warrior Constant pulse 6 0.6s 5.5 yd area —
Thunder Clap Warrior Area around you 10 5s 8 yd area Slows enemies by 50% for 3s
Whirlwind Warrior Area around you 16 4s 7 yd area —

Related guides

Abilities FAQ

How many abilities are in Azeroth Survivors?
The open data documents 73 active abilities across the nine class pools — 6 to 11 per class — plus 10 passives every class shares. In a single run you hold at most 6 actives and 6 passives at once; actives rank up to 8 and passives to 5. (Pool sizes are the community rebuild’s at our pinned data commit; the original game’s client is now several versions past it.)
Do you cast abilities yourself in Azeroth Survivors?
No. Every ability you own auto-casts on its own cooldown, aimed by its spell type — homing missiles seek, novas burst around you, zones sit where the fight is. The only things you control are movement and what you pick on level-up cards. That is the whole genre loop: build the spellbook, then steer it.
What is the strongest ability in Azeroth Survivors?
By raw numbers: Pyroblast lands the biggest single hit (70 plus 6/s burn), and Execute puts the most direct damage on listed targets in one cast (40 × 2). “Strongest for your run” is a build question, not a number — start from the class tier list and each class guide’s level-up priority.
Are these numbers from the original game?
No, and the page says so wherever numbers appear. Everything here is machine-extracted from the open-source community rebuild (azeroth-survivors-re) at a pinned commit, the same source every class guide on this site uses. The original game (wow.aethus.pl) can drift from these values — and its spell pool has kept growing. When original values can be verified, this table updates.
Can two classes get the same ability?
No — in the documented data the nine pools are fully disjoint: 0 abilities appear in more than one class pool. Your class choice is your spellbook, full stop. What classes share is the passive list (all 10 of them) and the 6-active/6-passive slot cap.

Pick a spellbook and run it