Builds & Level-up Priorities

A survivors-like build is decided at the level-up screen, one card at a time. Here are the core builds for every class, the opening priorities, the passives that carry them, and the card rules that decide what’s actually on the table.

Checked against v0.123.0Updated October 2026

The rules every build obeys

RuleValueWhy it matters
Active spell slots6 per runFull slots stop new-spell offers — early picks define your run
Passive slots6 per runPassives multiply everything; mixing damage + survival is standard
Ability max rank8A maxed core spell out-damages a spread of rank 1s
Passive max rank5+10%/level effects reach +50% at max — build around two, not five
Mobility spellUnlocked at level 5 (key F)Your first real escape — plan level 5 around reaching it smoothly
XP rate2×Levels come fast early; card quality early compounds all run

Core build by class

The default (first) build for each class — full values, a second build, rotation notes, race picks and zone routes live in each class guide. Editorial picks based on community-rebuild numbers (labeled per version; the original may differ).

ClassCore spellsPassive coreBeginner
Warrior Cleave · Whirlwind · Execute · Thunder Clap Blessing of Might · Power Word: Fortitude · Aspect of the Pack 4/5
Paladin Consecration · Holy Shock · Hammer Of Wrath · Divine Shield Blessing of Kings · Amplify Magic · Power Word: Fortitude 5/5
Hunter Volley · Multi Shot · Serpent Sting · Concussive Shot Blessing of Might · Aspect of the Pack · Arcane Intellect 5/5
Rogue Blade Flurry · Rupture · Sinister Strike · Gouge Blessing of Might · Blessing of Kings · Aspect of the Pack 2/5
Priest Shadow Word Pain · Holy Fire · Power Word Shield · Holy Nova Renew · Amplify Magic · Blessing of Wisdom 4/5
Shaman Searing Totem · Magma Totem · Chain Lightning · Lightning Bolt Amplify Magic · Blessing of Might · Aspect of the Pack 4/5
Mage Frostbolt · Blizzard · Frost Nova · Cone Of Cold Amplify Magic · Arcane Intellect · Blessing of Kings 5/5
Warlock Corruption · Curse Of Agony · Immolate · Rain Of Fire Blessing of Might · Power Word: Fortitude · Blessing of Kings 3/5
Druid Hurricane · Moonfire · Insect Swarm · Entangling Roots Amplify Magic · Renew · Blessing of Wisdom 5/5

Build by class — priorities in detail

Editorial picks based on the community-rebuild numbers (labeled per version, the original may differ). Each card links to the full class guide with complete ability tables and two builds.

Warrior

In-your-face brawler with the widest control kit. Starts with Cleave; mobility: Charge (level 5).

Ability priority:

  • Execute — Instantly kills non-boss enemies below 30% health — the best clear-speed multiplier in the melee kit.
  • Whirlwind — Consistent all-around melee damage while you keep moving through the pack.
  • Thunder Clap — Area damage plus a slow gives you the breathing room melee needs.

Passive core:

Blessing of Might (Damage) · Power Word: Fortitude (Max health) · Aspect of the Pack (Move speed)

Paladin

Holy artillery with the best panic buttons in the game. Starts with Hammer Of Wrath; mobility: Blessing of Freedom (level 5).

Ability priority:

  • Consecration — Persistent ground damage under your kiting path pays for the whole run.
  • Holy Shock — High damage on a short 2.5s cooldown — strong sustained single-target.
  • Hammer of Justice — A reliable stun for the moments a pack gets too friendly (bosses resist it).

Passive core:

Blessing of Kings (Crit chance) · Amplify Magic (Area of effect) · Power Word: Fortitude (Max health)

Hunter

Kiting marksman — fastest trigger finger in the game. Starts with Arcane Shot; mobility: Aspect of the Cheetah (level 5).

Ability priority:

  • Volley — Sustained area denial in a zone you choose — scales all run.
  • Multi-Shot — Instant lane damage that keeps the horde from flanking you.
  • Serpent Sting — Damage over time keeps ticking while you kite, free value on fast targets.

Passive core:

Blessing of Might (Damage) · Aspect of the Pack (Move speed) · Arcane Intellect (Haste (attack speed))

Rogue

High-tempo melee — the fastest blades, the biggest risks. Starts with Sinister Strike; mobility: Sprint (level 5).

Ability priority:

  • Blade Flurry — Cleave is the only thing your attack speed was missing.
  • Kidney Shot — A 3.5-second stun deletes the scariest enemy in any pack (bosses resist).
  • Rupture — DoT keeps killing while you reposition — melee uptime without melee risk.

Passive core:

Blessing of Might (Damage) · Blessing of Kings (Crit chance) · Aspect of the Pack (Move speed)

Priest

The zoner — crowd control answers for every mistake. Starts with Smite; mobility: Fade (level 5).

Ability priority:

  • Shadow Word: Pain — DoT that follows your kiting path — the backbone of priest damage.
  • Power Word: Shield — Absorb bubble = one free mistake, always.
  • Holy Nova — Point-blank area damage plus a release valve when surrounded.

Passive core:

Renew (Health regen) · Amplify Magic (Area of effect) · Blessing of Wisdom (XP gain)

Shaman

Battlemage with totems, chains and three flavors of shock. Starts with Lightning Bolt; mobility: Ghost Wolf (level 5).

Ability priority:

  • Chain Lightning — Jumps enemy to enemy — the best wave-clear key in the pool.
  • Searing Totem — Free sustained damage that fights while you kite elsewhere.
  • Magma Totem — A pulsing fire patch that shreds dense late waves.

Passive core:

Amplify Magic (Area of effect) · Blessing of Might (Damage) · Aspect of the Pack (Move speed)

Mage

Deepest toolkit in the game — 11 abilities and a teleport. Starts with Frostbolt; mobility: Blink (level 5).

Ability priority:

  • Blizzard — Sustained area slow plus damage — the best zone-control spell in the game.
  • Pyroblast — 70 damage per cast turns bosses and elites into checkpoints.
  • Frost Nova — A 2.5-second full stop for everything touching you.

Passive core:

Amplify Magic (Area of effect) · Arcane Intellect (Haste (attack speed)) · Blessing of Kings (Crit chance)

Warlock

War of attrition — DoTs, demons’ fire, and self-healing. Starts with Shadow Bolt; mobility: Howl of Terror (level 5).

Ability priority:

  • Rain of Fire — Area denial that scales with enemy density — perfect for this genre.
  • Death Coil — Damage plus 50% lifesteal keeps the attrition war won.
  • Immolate — DoT that stacks with your other curses — total damage per target climbs fast.

Passive core:

Blessing of Might (Damage) · Power Word: Fortitude (Max health) · Blessing of Kings (Crit chance)

Druid

Balanced nature caster with the smoothest escape. Starts with Wrath; mobility: Dash (level 5).

Ability priority:

  • Hurricane — Sustained channel damage into the densest part of the wave.
  • Moonfire — Cheap DoT that spreads your damage across everything you kite past.
  • Entangling Roots — A 4-second root is a dead chaser (bosses resist).

Passive core:

Renew (Health regen) · Amplify Magic (Area of effect) · Blessing of Wisdom (XP gain)

The three build phases

Reading a level-up hand

Builds meet the meta layer

Passive pairings that always work

Passive slots: 6 per run, 5 ranks each — two or three pairings is a build, six half-picked stats is nothing.

Common build mistakes

Related guides

Builds FAQ

How many abilities and passives can I hold in one run?
Six of each. Ability cards can rank up to 8, passives to 5. Once both spell slots are full, new-spell cards disappear from offers and rank-ups take over.
What decides card rarity?
Cards come in Common, Uncommon, Rare and Epic flavors — rarity boosts the numbers on the card. The community rebuild ranks candidate spells by damage estimate and pushes the strongest third into Epic; the original adds Legendary. A higher-rarity card of the same spell simply hits harder, so rarity beats variety early.
What is the best build for beginners?
Hunter or Paladin. Hunter starts with the fastest attack in the game (1s cooldown) and kites from range; Paladin gets Consecration ground damage plus two panic buttons (Divine Shield, Blessing of Freedom). Both forgive positioning mistakes that melee builds punish.
Should I take a new spell or a rank-up?
Before your slots are full (6/6), a strong new spell — especially area damage — usually wins. After 6/6 the choice is rank-up vs nothing: always take rank-ups on your main clear spell first, cooldown reductions second.
Do builds differ between the original game and the community rebuild?
The kit shapes are the same, but numbers drift between versions and the original adds Legendary-rarity cards plus the out-of-run systems (talents, permanent gear) that change late-run decisions. Build advice on this site is written from the rebuild values and labeled; the three-phase structure applies to both.
What is the single best build in the game?
There isn’t one universal answer — but Mage’s Blizzard-first setup and Hunter’s Volley-first setup are the closest things to it (both S tier in our editorial tier list). Each class guide carries two full builds with values; pick by playstyle, not by spreadsheet.

Build it in a run