15gold20keep0 / 20wave
Choose your missionBuild a maze. Keep a path to Highvale open.

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Azeroth Defenders

For the Alliance. For the Horde.

Azeroth
Defenders

Shape the road.
Hold the keep.

Highvale Keep above the forest

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ELWYNN FOREST • SURVIVAL

FIELD GUIDE

Classes and combat

Choose up to six of the thirteen classes. Select a class, then a buildable cell to preview its range and the changed route. Click or tap the ghost cell again, or choose Build, to place it. Keep every ground route open. Arrow keys move the grid cursor, Enter confirms a build, 1–6 select your equipped classes, U upgrades, Space pauses or resumes when the grid or page has focus (buttons and dialogs keep their normal keyboard behavior), and Escape cancels selection or targeting; press it again to open the battle menu.

Ranged attacks have a windup and visible travel time: arrows and bolts deal damage when they reach the target. Mages chill on impact. Hunters gain a wolf at rank II. Priests heal and shield wounded fighters when they can, otherwise they cast Smite. Shamans chain lightning across up to three nearby foes and slow ground enemies with a totem. Warlocks curse with shadow bolts and send one imp. Evokers charge a directional breath that burns up to eight ground or air foes.

Some classes send fighters away from their post. Warriors send two interceptors to hold ground foes, strike, and return. Paladins and Death Knights use durable fighters; rogues poison and withdraw after two attacks. Monks and Demon Hunters make brief attacks before returning. Druids switch between nature bolts and one bear interceptor. While a fighter is away, it cannot defend its post.

Class roster: Hunter, Mage, Warrior, Paladin, Rogue, Priest, Death Knight, Shaman, Warlock, Monk, Druid, Demon Hunter, and Evoker. Select a defender to choose First (least route remaining), Strong (highest current HP), Close (nearest its post), or Air first where supported. Committed attacks finish before the new priority is used. Open Stats & next rank for exact gains and costs. Next wave shows actual health, armor, spell resistance, speed, and entry lanes. Send wave starts the next intermission wave, including when paused, and gives no gold bonus. Enable Pause after each wave in the wave guide to take time between attacks; battle and mission clocks both stop. Placement previews show ground path lengths and whether each air path enters attack range. Range coverage does not guarantee a hit. Tough and Heroic introduce armored formations and spell-resistant casters. In long missions, later attackers carry less gold. Higher ranks strengthen class stats; ranks keep the same class identity. Upgrade or sell selected defenders. Kills earn gold. Campaign gold buys optional supplies.

Deep water, rocks, roots, and ruins block construction. Raised causeways carry ground foes through the Wetlands. The six campaign zones have distinct objectives; Durotar is timed, Ashenvale tracks blessings, and Tirisfal allows no breaches. Close view, Overview, routes, and the minimap help inspect the field.

Arrows move · Enter builds · 1–6 select · U upgrades · Space pauses on the grid · Esc cancels

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