Use this Wanderburg build list to choose Turret & Arrow for ranged area control, Ice Mine & Mortar for pursuit damage, Ram & Nitro for deliberate collision passes, Cannon Broadside for aligned bursts, Barracks Army for summons, Fire & Craters for burning area control, Companion Hammer Army for hammer-led summons, Spiderburg Lightning & Mortar for hit-and-run bursts, or Lightning & Fire Mages for a dual magic engine. Each build below has a complete guide with key cards, draft order, alternatives and a boss rotation.
0.9.14 build changes: Lightning Mage / Electric Mage now hits 7 targets at base instead of 5, improving automatic coverage for the Spiderburg mage variant. Allied units are immune to fire, stun and knockback, helping Barracks and Companion armies keep moving. Repair Wrench now heals 25 HP, so reassess it when relying on a large health bar. Use your second starting Artifact Reroll to seek a useful build effect. Read the full 0.9.14 changes; overtime stun changes still require a safe escape.
0.9.13 changes: Arms now has a 2.5-second base automatic attack interval instead of 3 seconds. If you use it alongside a melee core, keep targets in reach without spending your escape nitro. Overtime Mortars and Golden Metzler were weakened, but a new late-game Epic Red Metzler makes staying late a separate risk. Read the 0.9.13 changes and enable damage numbers to compare the same attack against the same target type.
0.9.10 changes that affect your choice: The back turret module has a lower maximum attack-speed boost. Patchy, Huntress, Tankbert and Duelist have smaller penalties; compare the captain changes before and after 0.9.10 and choose from all 14 captains. The earlier Side Ballista automatic-attack nerf and active buff still matter: save that active for a useful firing angle. Missing key equipment? Check unlock-based rerolls and the next purchase threshold.
Best builds by playstyle: compare 9 loadouts
| Build | Core modules | Key synergy | Main demand |
|---|---|---|---|
| Turret & Arrow | Turret Layer + Archer Tower; Side Ballista support | Turret attack speed + arrow damage; optional slow package | Keep enemies inside useful turret positions. |
| Ice Mine & Mortar | Mine Layer + Top Mortar | Ice Mines + Frost Orb after a slow is available | Lead pursuers across the rear damage area. |
| Ram & Nitro | Ram; Dash and Top Mortar support | Bumper + boost economy + Ram active upgrades | Accelerate, hit a side and preserve an exit. |
| Cannon Broadside | Cannon + Cannon Tower | Bonus Volley + cannon damage + active cooldown | Keep the target in the side firing arc. |
| Barracks Army | Side Barracks + Front Barracks | Permanent units + unit damage + Running Shoes | Let allies reach the target without trapping your castle. |
| Fire & Craters | Fire Mage + Side Flamethrower; optional Front Cannon | Napalm + Tinderbox; Magma Core with cannonballs | Bring enemies through fire coverage and preserve a turn. |
| Companion Hammer Army | Companion + supporting Side / Front Barracks | After Explosion; Frost Field + Frost Orb | Keep hammer companions in reach while protecting the slower castle. |
| Spiderburg Lightning & Mortar | Lightning Mage + Top Mortar + Teleporter + Dash | Two top slots; Top Hourglass + a safe escape | Stun susceptible targets, land the burst, dash out. |
| Lightning & Fire Mages | Lightning Mage + Fire Mage; Teleporter + Catapult support | Spiderburg two top slots + Top Hourglass + magic damage | Build lightning first, add fire, and move between active bursts. |
Start with one core module and develop it before buying into every support piece. These loadouts use different slots; your selected vehicle must provide those slots. Complete unlock tasks and purchases before expecting a locked module to be available.
1. Turret & Arrow
Circle a turret position while carried archers keep firing. Best suited to players who prefer ranged damage and controlled turns.

Use Turret Layer as the ground anchor, Archer Tower for damage while moving, and Side Ballista for a timed side-facing burst. Invest in the first two before treating every arrow module as an equal damage source.
Target loadout
- Turret Layer — Core · back. Creates the fighting area. Drop the active group before the pursuing wave reaches you.
- Archer Tower — Core · top. Keeps attacking nearby enemies while you reposition around the turret area.
- Side Ballista — Support · side. Adds a burst across your flank. Turn the side toward a large target before using it.
Key picks to look for
- First special: Attack Speed — Take when enemies already remain inside turret range. It improves the placement that is doing the work.
- Next special: Bonus Damage — Prioritize clearing the enemies that cross the position.
- Archer engine: Auto Attack Projectiles — Supports sustained fire while driving, especially in the Huntress variant.
Artifact package: Golden Bow · Fast Quiver · Frost Orb
Missing a piece? No Turret Layer yet: keep Archer Tower and Side Ballista as a mobile arrow core, or progress with the Mine & Mortar build while unlocking it. If healing is the problem, replace Archer Crew with Carpenters; that trades damage for recovery.
Open the full Turret & Arrow build: cards, order & combat rotation →2. Ice Mine & Mortar
Turn a retreat into overlapping mines and rear volleys. Suits deliberate routes and enemies that follow your castle.

Build around automatic Mine Layer drops, use Ice Mines to slow the pursuit, and fire Top Mortar into the area behind you. Side Ballista fills a different attack angle; the damage plan remains mines first, mortar second.
Target loadout
- Mine Layer — Core · back. Automatic drops lay the route; the active minefield handles concentrated pressure.
- Top Mortar — Core · top. The active volley lands behind the vehicle, where pursuing enemies cross your mines.
- Side Ballista — Optional support · side. Covers a flank when targets do not stay directly behind you. Keep its upgrades secondary.
Key picks to look for
- First special: More Mines — automatic — Adds another automatic mine, giving your normal retreat more coverage between active uses.
- Next special: More Mines — active — Adds five mines to the active minefield for a denser emergency drop.
- Defining branch: Ice Mines — Slows enemies crossing the mine route and enables a slow-based artifact plan.
Artifact package: Back Module Booster · Frost Orb · Everwinter
Missing a piece? Before Ice Mines, use the same route with ordinary mines and prioritize reliable hits. Top Mortar Slow can provide a control option. No Frost Orb is required to make the loadout work: direct back-module damage remains useful. If you choose Fire Mines instead, switch the artifact plan toward burn effects rather than waiting for slow synergy.
Open the full Ice Mine & Mortar build: cards, order & combat rotation →3. Ram & Nitro
Accelerate into a side hit, then escape. Suits players comfortable steering and saving boost for an exit.

Ram is the damage engine. Use speed and nitro support to make the impact count, then leave the collision instead of grinding against the target. Add Dash for repositioning and Top Mortar to attack the pursuit after your pass.
Target loadout
- Ram — Core · front. Collision damage depends on speed. Its active adds speed and extra ramming damage.
- Dash — Support · back. A separate forward dash for repositioning. Aim toward a clear exit before using it.
- Top Mortar — Support · top. After passing the target, the rear volley can hit enemies following your escape route.
Key picks to look for
- First special: Ability Duration — Gives a longer active window for an approach and impact.
- Next special: Ability Speed Boost — Supports the speed-driven impact. Only take more speed when you can still steer the approach.
- Finishing branch: Ram — Dash — Adds a small dash to the Ram active. Relearn the spacing before committing it near a wall.
Artifact package: Bumper · Catalyst · Auxilliary Tank
Missing a piece? Without Bumper, keep the same hit-and-run plan with Iron Sword or Golden Sword. Without the Dash module, reserve nitro for escape; do not replace it with another front module. Racer Ruth is a speed-focused captain option once you can handle her slower unboosted driving.
Open the full Ram & Nitro build: cards, order & combat rotation →4. Cannon Broadside
Keep a target alongside the castle and land a concentrated broadside. Suits deliberate aim and burst windows.

Use the side Cannon for the burst and Cannon Tower to pressure a strong nearby enemy while you set up the angle. Dash occupies the back slot as an escape option. This loadout rewards clean firing windows more than driving directly at the target.
Target loadout
- Cannon — Core · side. Its active fires the broadside. Present your side to the target before using it.
- Cannon Tower — Support · top. Its automatic attack targets the strongest nearby enemy while you position the side weapon.
- Dash — Optional escape · back. Lets you leave after firing if the forward path is clear. Keep the enemy outside that path.
Key picks to look for
- First special: Bonus Volley — Adds a volley to the active broadside. Choose it when you can keep targets inside the firing angle.
- Control choice: Ice — Slowing active hits helps manage a target after the broadside.
- Finishing branch: After Explosion — Adds a delayed explosion to active projectiles. Works best when the enemy stays near the impact.
Artifact package: Golden Bullet · Sides Hourglass · Magma Core
Missing a piece? No Cannon Tower: use Top Mortar in the top slot and fire its rear volley after the broadside pass. No Golden Bullet: Iron Bullet or a side-module damage artifact supports the core. No Dash: maintain a wider turning lane and reserve boost.
Open the full Cannon Broadside build: cards, order & combat rotation →5. Barracks Army
Build a persistent army and add cavalry bursts. Suits players who manage distance so units can reach their targets.

Make Side Barracks the persistent army core, add Front Barracks for a timed cavalry charge, and use Top Mortar while units close the gap. Choose unit count and damage deliberately: an army behind your castle cannot help against an enemy you have already driven past.
Target loadout
- Side Barracks — Core · side. Spawns the regular army; the active creates extra troops and buffs them.
- Front Barracks — Core · front. Adds biker knights and a cavalry-charge active for a target the army can reach.
- Top Mortar — Optional support · top. Pressures the area behind the castle while troops pursue enemies following you.
Key picks to look for
- First special: More Perman Units — Increases the permanent following force: the foundation of this persistent-army plan.
- Next special: Unit Damage — Develops the regular army once it can stay on target.
- Army branch: Giants — Choose the giant-spawning branch to continue the melee army direction.
Artifact package: Running Shoes · Work Contract · Sides Hourglass
Missing a piece? No Front Barracks: continue the Side Barracks build and work toward its level-10 unlock requirement. No Empress: use the neutral captain and a smaller force. No Running Shoes: keep turns shorter and give the army time to catch up. If selecting Mages, evaluate that unit type rather than carrying over a melee damage assumption.
Open the full Barracks Army build: cards, order & combat rotation →6. Fire & Craters
Spread burning through a moving fight, leave useful fire zones and keep an escape route while damage continues.

Start with Fire Mage and build toward Side Flamethrower, supported by Fire Crew. Napalm rewards fire kills on enemy vehicles, Tinderbox spreads burning between touching enemies, and Magma Core gives a cannon a separate way to leave fire craters. Establish a working fire attack before chasing the full artifact package.
Target loadout
- Fire Mage — Core · top. Fires automatic projectiles and supplies a ring-of-fire active. Start here while working toward the Side Flamethrower unlock.
- Side Flamethrower — Core · side. Adds side-facing flames and automatic fire projectiles. Keep the enemy beside the castle when using the active.
- FrontCannon — Optional · front. Adds a forward shot and automatic cannonballs. With Magma Core, cannonballs that hit the ground leave fire craters; until then it is a separate damage source.
Key picks to look for
- Opening: Fire Mage Auto Projectiles — Adds automatic projectiles to support the attack you use while moving.
- Established zone: Fire Zone Direct Damage — Improve damage when enemies already spend time standing in your active fire zones.
- Second core: Bonus Auto Projectile — Develop Side Flamethrower’s automatic coverage once Fire Mage can handle the opening.
Artifact package: Napalm · Tinderbox · Magma Core
Missing a piece? No Side Flamethrower: keep Fire Mage as the core while completing its level-10 unlock task. No Pyromaniac: choose Norbert. No Magma Core: keep the cannon as optional burst support or skip it. If recovery repeatedly ends the run, use Carpenters instead of Fire Crew and accept the damage trade-off.
Open the full Fire & Craters build: cards, order & combat rotation →7. Companion Hammer Army
Make the back-slot hammer Companion your main damage source, then add Barracks as support. Keep the army close enough to fight.

Start with Companion and improve its automatic hammer attacks. Empress increases friendly unit spawns but slows the castle, so keep the fight within reach of your companions and turn out before enemies surround you. Add Side Barracks and Front Barracks after the hammer core is working.
Target loadout
- Companion — Core · back. A hammer companion follows the castle and attacks nearby enemies. Its active sends the companion on a rampage; develop its automatic attack before spreading upgrades across the army.
- Side Barracks — Support · side. Adds a regular following force and an active reinforcement. Upgrade it after Companion has reliable damage and coverage.
- Front Barracks — Support · front. Adds cavalry for a reachable target. Save the charge for a committed boss or a gap in the hammer coverage.
Key picks to look for
- First special: After Explosion — Adds an explosion after the companion’s automatic attacks. It develops the hammer attack that is carrying the build.
- Next special: Frost Field — Automatic attacks create a slowing field. Pick it when controlling susceptible targets helps keep them within hammer range.
- Legendary: Ranged Attacks — Adds ranged attacks so the companion can contribute beyond its hammer swings.
Artifact package: Back Hourglass · Frost Orb · Running Shoes
Missing a piece? No Companion yet: use the Barracks Army build while completing the walking-enemy objective. No Empress: learn the core with Norbert. No Frost Field: skip Frost Orb unless another equipped attack supplies a reliable slow. Add support modules gradually as their slots and unlocks become available.
Open the full Companion Hammer Army build: cards, order & combat rotation →8. Spiderburg Lightning & Mortar
Stun susceptible enemies, place a mortar burst and dash out. This loadout needs Spiderburg’s two top slots and deliberate cooldown management.

Equip Lightning Mage and Top Mortar in Spiderburg’s two top slots, Teleporter in front and Dash at the back. Use the lightning window to land mortar damage, then escape while the attacks finish. Keep Dash available before teleporting toward danger: reaching the target is only half of the rotation.
Target loadout
- Lightning Mage — Core · first top slot. Provides lightning damage and a stun against susceptible targets. Use its active when mortar damage can follow.
- Top Mortar — Core · second top slot. Places the rear-facing damage burst while you move away. Learn its landing area before adding more projectiles.
- Teleporter — Positioning · front. Teleports forward and damages the arrival area. Aim at clear ground near the fight; do not teleport into a crowd without an exit.
- Dash — Escape · back. Dashes forward. Orient the castle toward your escape route before activating it.
Key picks to look for
- Control special: Stun Duration — Extends the active control window against susceptible targets so the mortar burst has more time to land.
- Mortar special: Active Ability Projectiles — Adds projectiles to the active burst after you can place it reliably.
- Between bursts: Star Explosion — Automatic mortar explosions release additional projectiles while you reposition.
Artifact package: Top Hourglass · Top Module Booster · Couldron
Missing a piece? No Spiderburg: use the Mine & Mortar guide with a single top slot. No Teleporter: approach with ordinary movement and keep Dash for escape. No Lightning Mage: continue an already-unlocked build while completing the crew objective. No Couldron: rely on ordinary cooldowns and take shared top-slot support when offered.
Open the full Spiderburg Lightning & Mortar build: cards, order & combat rotation →9. Lightning & Fire Mages
Make Lightning Mage the first damage engine, then add Fire Mage in the second top slot. Use shared top-slot support and keep moving between active bursts.

Use Spiderburg for two top modules: Lightning Mage first, Fire Mage second. Add Teleporter in front and Catapult at the back when the core can already handle enemies. Sire Jonah supplies the techno soundtrack; the weapons, upgrades and movement make this build work. Choose Huntress instead when you want faster automatic attacks and can manage her longer active cooldowns.
Target loadout
- Lightning Mage — Core · first top slot. Develop automatic coverage early. Use the active when a susceptible enemy is close enough for the control window to help your escape or follow-up damage.
- Fire Mage — Core · second top slot. Adds a second damage source once Lightning Mage is working. Its fire coverage benefits from a useful pursuit route; do not split every early level equally between the two mages.
- Teleporter — Positioning · front. Moves forward to a new position. Aim at open ground before pressing the active; teleporting into another threat does not solve a crowded escape.
- Catapult — Optional pursuit damage · back. Leaves pestilence zones behind the castle. Lead pursuing enemies across them, but avoid spending early levels on this support while the two top modules need damage or cooldown upgrades.
Key picks to look for
- Opening: Lightning automatic progression — Build the attack that keeps working as you drive. Improve the first top module before dividing upgrades across four unfinished weapons.
- Coverage: Chain Lightning — Develop automatic chain coverage when nearby enemies cluster along your route.
- Second engine: Fire automatic progression — Invest after adding Fire Mage so both top slots contribute during movement.
Artifact package: Top Hourglass · Top Module Booster · Powerful Gem
Missing a piece? No Spiderburg: a one-top-slot vehicle cannot equip both mages, so follow the existing Fire build or keep Lightning Mage as a single core. No Catapult: use an unlocked back support; Dash is an escape alternative that replaces Catapult in that slot. No Sire Jonah: use Norbert or the Huntress variant. No useful slow targets: treat Wizard Crew as damage support and rely on movement for safety.
Open the full Lightning & Fire Mages build: cards, order & combat rotation →For a speed-focused collision route, use the Racer Ruth Ram and Dash variant. For the techno captain, compare the Sire Jonah dual-mage loadout; his music is separate from its damage engine.
Huntress, mage and summon build variants
Dieter luck build: use a two-mage Spiderburg with Teleporter and Dash, then choose Souvenir, Pedigree and clovers for upgrade luck. Check Next and Last Amplifier pickup order before collecting another artifact. Follow the Dieter luck build and artifact priorities.
Patchy cannon build: develop the side Cannon first, then add Front Cannon and Cannon Tower in their own slots. Upgrade Dice helps reroll module upgrades; Patchy's extra enemy cannon damage makes a clear flank and exit important. Compare the Patchy cannon loadout and key cards.
Huntress arrows: choose automatic fire from Archer Tower and Turret Layer, supported by Archer Crew. Huntress gives 50% automatic attack speed but abilities take 40% longer to recharge in 0.9.10. Follow the Huntress auto-attack build.
Spiderburg fire mages: Fire Mage and Lightning Mage use the two top slots; Force Mage takes the front, with Wizard Crew as support. Skip the side flamethrower because Spiderburg has no side slot. Compare the Fire Storm mage variant.
Summon build choice: Barracks Army develops regular troops and cavalry; Companion Hammer Army spends the early upgrades on the back-slot hammer companion. Choose the damage source you want to develop first.
Which is the best build for the problem ending your run?
The best build depends on the modules you own, the enemy and your driving route. Use this comparison to choose a candidate, then follow its upgrade order above.
| Your problem | Build to compare | Keep / change |
|---|---|---|
| Enemies chase you closely | Ice Mine & Mortar | Keep the rear damage route; take slow support only when the target can be slowed. |
| Harvester ignores your control or burning | Cannon Broadside or Turret & Arrow | Harvester is immune to slow and burning, with 60% fire resistance. Use direct hits and avoid building the matchup around slow or burn triggers. |
| Ram hits land, but you cannot get out | Ram & Nitro | Fix the exit first. Catalyst uses 20% less nitro; V8 gives 10% boost speed. These solve different problems. |
| Summons cannot reach the fight | Barracks Army | Running Shoes boosts friendly units when you boost. It does not increase the player's own speed. |
| You can hold a useful side firing angle | Cannon Broadside | Develop cannon damage and volley uptime; keep room to turn instead of ramming through the target. |
| Enemies remain inside an area you can circle | Fire & Craters | Develop burn coverage against susceptible targets; change damage plans for enemies immune to burning. |
Before spending, compare 22 artifact purchase prices and compare vehicle HP and nitro reserves. An effect that solves your current failure is more useful than a finishing artifact for an incomplete loadout.
Draft a working build before chasing the finishing package
- Choose the attack doing your damage. Upgrade that module before distributing picks across three unfinished weapons.
- Fix the reason attacks fail. Range, movement, cooldown and angle solve different problems. More damage does not fix mines that enemies never cross.
- Follow one upgrade branch. Compare the alternatives in each guide; do not assume mutually exclusive special or legendary choices can all be equipped.
- Add artifacts with working triggers. Frost Orb needs a slow. Fast Quiver needs arrow kills. Cluster Core needs a cannonball vehicle kill.
- Protect the route. If health or nitro repeatedly ends the run, improve recovery or movement before completing a luxury damage package.
Equipment unlock route · Healing options · All upgrade trees
Choose a starting build and adapt it to the next encounter
Which build should I start with when modules are still locked?
Choose a core you already own and improve its main attack. If Mine Layer and Top Mortar are available, the mine and mortar build gives you a pursuit route to practise before adding more support. The turret-and-arrow loadout needs Archer Tower and Turret Layer unlocks; use the equipment unlock route to work toward those pieces.
Which upgrade cards should I take first?
Follow the key-card priority in your chosen build, then fix the problem stopping that attack from landing. A cannon needs a useful firing angle; mines need enemies to cross their area. Compare special and legendary alternatives in the module upgrade trees before splitting levels across unrelated damage types.
How do I choose a captain and crew for my build?
Match the captain's bonus and penalty to the attacks you use. Each detailed build lists a captain and crew plan. If survival is the missing piece, compare Carpenters, The Count and consume-based healing: increasing maximum health and restoring health solve different problems.
Which build should I use against a particular boss or enemy?
Check that target's location, resistances and immunities before choosing your support effects. Harvester is immune to slow, so the Ice Mine build cannot use slow to hold that target in place. Taurus Drillus has its own control resistances. Use the boss rotation in the relevant build guide and keep enough room to reposition.