Why Survival, and who it is for
Survival is the green stat. Where Brutality out-speeds and Tactics out-ranges, Survival out-lasts: green weapons are slower but hit hard, green shields block instead of dodge, and green mutations stack HP, healing and trap resistance. If you are still learning roll timing, green is the colour that lets mistakes cost less.
As with every colour, the rule is commit. Every green scroll raises the damage and HP of your green kit, so a split stat line leaves you both squishy and weak.
The green mutations that actually pay
From the 12 green-scaling mutations in the game data, these anchor a Survival run:
| Mutation | What it does (real numbers) | Why it fits green |
|---|---|---|
| Necromancy | Heals [0.3% base, 3% max] of max HP per kill | Clearing a room refills you — the核心 sustain |
| Disengagement | 5s force field below 15% HP, once per biome | A panic button when a fight goes wrong |
| Masochist | Trap damage capped at 10% max HP; +20% move speed for 20s when hit by a trap | Green runs walk through trap corridors |
| What Doesn’t Kill Me | Heals [2% base, 6% max] HP per parry | Turns defense into healing |
| Extended Healing | 100% flask heal spread over 12s, +25% damage during | Stays in the fight longer |
| Gastronomy | Green; food restores more | Cheap sustain from the map |
| Berserker | −[5% base, 20% max] damage taken, stacks to 90% | Survivable while aggressive |
Colourless Ygdar Orus Li Ox (passive HP) and Dead Inside (+100% max HP) are near-mandatory in a green run — they double down on the HP fantasy.
Weapons that fit the green plan
Survival favours heavy hitters and shields that block rather than dodge:
- Symmetrical Lance — huge reach and crits on broad swings; crowd control and biome clearing.
- War Spear — great range and damage, thrust hits multiple foes in a line.
- Rampart — blocks 85% of damage (the highest of any shield) and deploys a force field on parry.
- Bloodthirsty Shield — parrying generates a blood siphon that damages nearby enemies; offense and defense in one action.
- Spite (colourless, from a secret area) — parries and reflected shots deal [140 base] damage.
A concrete starter Survival loadout (0–2 BC)
- Main weapon: Symmetrical Lance or War Spear — reach lets you hit without standing in the enemy.
- Shield: Rampart or Bloodthirsty — block instead of dodging while you learn patterns.
- Skill: a healing or control skill (Turret, or a wolf trap for rooting).
- Mutations: Necromancy + Disengagement + Ygdar Orus Li Ox (swap the third for What Doesn’t Kill Me once you parry reliably).
- Scrolls: every green scroll into Survival; take HP from dual-colour scrolls when green is not offered.
This loadout is the classic “stand and trade” green run: you block the telegraphed hit, heal on the kill, and your HP stack means a mistake is a flinch, not a death.
What a Survival build gets wrong
- No shield. Green without a block shield throws away its whole identity; you end up dodging like a red build but slower.
- Skipping Necromancy. The per-kill heal is what makes green self-sustaining; dropping it makes you a worse Brutality.
- Over-stacking HP with no damage. Dead Inside is great, but you still need a green weapon’s scaling to end fights.
- Rushing elites unprepared. Green survives longer, it does not make you invincible — discipline still matters.
Related
See the mutations guide for unlock sources, the mutation tier list for rankings, and Brutality or Tactics if you want a faster or ranged plan.