Best Warrior Build in Azeroth Survivors

Every number below is estimated from the data tables.

How it plays

Warrior is a pocket fight. Sweeping Strikes is an aura of 6 damage on a 0.6 second cooldown with radius 5.5, and the model counts 5.94 targets, producing 62.4. That is the whole plan in one button. Whirlwind is the wider swing, 16 damage, radius 7, 8 targets, cooldown 4 seconds, clear score 33.6. Thunder Clap is wider again at radius 8 and also slows to half speed for 3 seconds, but the damage is only 10 on a 5 second cooldown, so the clear score stops at 16.8.

Cleave is the skill you start with. Three hits of 14 damage, range 5.5, cooldown 1.1 seconds, clear score 40.1. Heroic Strike is the single-target cousin at the same range, 28 damage, cooldown 1.6, clear score 18.4. Execute is the odd one. Range 8, two hits of 40, and the skill only finishes targets under 30 percent health. The 42.0 clear score ignores that health line. It uses the 40 damage, the two hits, the range, and a 2 second cooldown, which is why Execute still sits second.

You have 160 health, tied with Paladin for the most, and walking speed 7, the slow group. You are not kiting. You are the body the pack collides with after Charge.

Early and late

Cleave is the starting skill. Three hits of 14 damage, range 5.5, cooldown 1.1 seconds, clear score 40.1. Sweeping Strikes scores 62.4 from radius 5.5 on a 0.6 second cooldown. Execute scores 42.0. No learned level is stored for Sweeping Strikes or Execute. The only learned level on the mobility skill is 5.

Charge is learned at that level 5. It covers 25 yards in 1.5 seconds and then waits 8 seconds, the shortest F cooldown of the nine. Walk speed is 7. Retaliation lists 14 thorns damage for 8 seconds and scores 0.0, so it stays out of the six. There is no second movement skill.

The reach split is the pacing the numbers actually give you. Cleave and Heroic Strike stop at 5.5 yards. Execute reaches 8. Whirlwind covers radius 7 and Thunder Clap covers radius 8. Charge is 25 yards. A fight at range 20 is a Warlock problem. A fight inside radius 8 is a Warrior problem.

The cooldown ladder is the other clock. Sweeping Strikes returns every 0.6 seconds, Cleave every 1.1, Heroic Strike every 1.6, Execute every 2, Whirlwind every 4, and Thunder Clap every 5. Charge, the only gap closer, returns every 8. The aura is the button those cooldowns tell you to keep live.

Tradeoffs

Warlock outscores this class 254.2 to 213.2 and does it from range 20. Warrior gives up that reach and that total, and gets 40 more health plus a gap closer that is ready again in 8 seconds. Paladin matches the 160 health and then only reaches 118.3, because Consecration wants you planted and Warrior wants you in the bodies.

Rogue is the other melee and lives at the same 5.5 yard reach on Sinister Strike. Rogue clear score is 93.5. Warrior Sweeping Strikes by itself is 62.4, and the Warrior six is more than double the Rogue six. The trade is speed and stuns. Rogue has two stuns in the six. Warrior control in the six is Thunder Clap slow, and Demoralizing Shout, which weakens for 5 seconds, sits outside at 4.2.

Recommended Warrior build

Take Sweeping Strikes, Execute, Cleave, Whirlwind, Heroic Strike, and Thunder Clap, which add up to 213.2. Mortal Strike hits for 48 and prints the same 16.8 as Thunder Clap, yet the recommended six keeps the clap. Mortal Strike has no slow and no radius. Retaliation and Demoralizing Shout stay off the six. Counting the small control and mobility extras lifts the tier power to 223.6.

  1. 1
    Sweeping Strikes
    • Aura
    • 0.6s cooldown
    • clear score 62.4
  2. 2
    Execute
    • Strike
    • 2s cooldown
    • clear score 42.0
  3. 3
    Cleave
    • Melee
    • 1.1s cooldown
    • clear score 40.1
  4. 4
    Whirlwind
    • Nova
    • 4s cooldown
    • clear score 33.6
  5. 5
    Heroic Strike
    • Melee
    • 1.6s cooldown
    • clear score 18.4
  6. 6
    Thunder Clap
    • Nova
    • 5s cooldown
    • clear score 16.8

Passives

Haste still wins, and Arcane Intellect at level 5 is worth +142.2 on this six. Blessing of Might contributes +106.6 beside it. Blessing of Kings is a fatter crit bump than the casters see, +50.8, because so much Warrior damage is a direct hit. Amplify Magic, the area passive, moves the score by +21.6, which is rare. Most classes never see area show up at all.

PassiveStatPer levelClear score change
Arcane IntellectHaste0.08+142.2
Blessing of MightMight0.1+106.6
Blessing of KingsCrit0.05+50.8
Amplify MagicArea0.1+21.6

Mistakes

Swapping Thunder Clap for Mortal Strike because 48 damage looks like an upgrade. Both print 16.8. Thunder Clap also slows to half speed for 3 seconds at radius 8.

Treating Retaliation as damage. Retaliation thorns damage is 14 for 8 seconds and scores 0.0. It will not replace Heroic Strike.

Charge

Charge is the engage. 25 yards, 1.5 seconds of travel, cooldown 8 seconds, learned at level 5. Use it to enter Sweeping Strikes range. Using it to leave wastes the only movement tool, and the next swing is 8 seconds away.

Skill numbers

SkillKindDamageCooldownRangeRadiusClear score
CleaveMelee141.1s5.5040.1None
Heroic StrikeMelee281.6s5.5018.4None
WhirlwindNova164s20733.6None
Thunder ClapNova105s20816.8Slow 0.5 for 3s
Sweeping StrikesAura60.6s205.562.4None
Demoralizing ShoutNova48s20114.2Weaken 0.5 for 5s
ExecuteStrike402s8042.0Execute below 0.3
Mortal StrikeMelee483s6016.8None
RetaliationThorns1418s2000.0None

Other classes

Same tier

FAQ

Should Warrior drop Thunder Clap for Mortal Strike?

The recommended six does not. Both print a 16.8 clear score. Thunder Clap slows to half speed for 3 seconds at radius 8. Mortal Strike is 48 damage at range 6 with no slow.

How far does Warrior actually hit?

Cleave and Heroic Strike reach 5.5 yards. Execute reaches 8. Sweeping Strikes covers radius 5.5, Whirlwind radius 7, Thunder Clap radius 8. Charge is what closes the distance, at 25 yards.

Is Execute worth taking before targets are low?

No. The 42.0 clear score ignores the below 30 percent condition. It is built from 40 damage, two hits, range 8, and a 2 second cooldown. The health limit is on the skill and not in the score. Execute is still second in the six.

What does Charge change after level 5?

It covers 25 yards, lasts 1.5 seconds, and then waits 8 seconds. Walk speed is 7. Cleave and Heroic Strike stop at 5.5 yards. Those are the distance numbers. The data does not say how often a wave starts outside them.