Didn't see a section dedicated to Battlegrounds so i just threw it here. I won the training, obviously but can't seem to get even close to winning anymore... Is there some sort of secret to lining up minions?
Choose Mechs, grab heaps of magnetic minions, and spam Divine Shield. Should give you the win, or at least second place.
Would if i could, for some reason the game thinks "Oh, he wants Murlocs. Let's give him endless murlocs."
Yeah I get that pretty often too. The good thing about it is you can switch strategies around mid game. Sell your Murlocs and stock up on Mechs. Obviously not as effective as having Mechs from the start, but it helps.
Would if i could, for some reason the game thinks "Oh, he wants Murlocs. Let's give him endless murlocs."
You just hit on the key to having an overall higher win rate: Adapt to what you're offered. Don't keep trying to build something you think is better, if that's not what you're getting.
Oh, but remember that you can sometimes completely redo your team with a new synergy, if the right cards show up later. This can allow you to not lose health early, but still have late game power that the early-strong team wouldn't be able to ever provide.
Get fast at deciding it's the time for that, selling off, and then buying/rolling/whatever in the short time allowed.
Alleycat and Tidehunter murloc are nice for triples because they are fine early game and only cost you 5 gold, since you will sell their parts for 4 gold.
Junkbot + Replicating menace/ security rover iz pretty much the name of the game
An early Iron Sensai is great to boost stats throughout game
Dont be afraid to buy Shifter Zerus if you are desperate. In a turn or few he can become something really helpful
Check your sidebar before you start purchasing. If you are facing Afk first 2 rounds or a lost player it can be a good time to upgrade tavern
Alleycat and Tidehunter murloc are nice for triples because they are fine early game and only cost you 5 gold, since you will sell their parts for 4 gold.
I have 20 1st place wins in about 50-60 games. I feel like I have a decent grasp of the mode. What I have found, in most cases save a few heroes, is that wide and fast boards is superior to ranking the tavern up as fast as possible. Now there are situations, like high rolling triples, where fast upgrading is good. But in most cases you want to preserve your life total.
I feel like a lot of people underrate their life total as a resource. While again there are times that sacrificing life in lieu of progression is good, I play against a lot of people that have very weak boards even on turn 6. I feel stitches is actually a very strong hero due to his ability to be greedy with his life total because he can survive the earlier hits.
I am going to exclude comments about builds, because most people know or have already addressed that mechs, beasts, and amalgam buff builds pretty much rule the tavern. It is also important to utilize what you're offered as opposed to trying to just spam roll a triple with a decent chance that you will be worse off than picking up an earlier option.
My final point is stick to a game plan by turn 6-7 and try not to waiver too much. Get buffs going as soon as you can. A lot of games are decided in the mid game. It doesn't matter if you're a tier or two above the rest if you're under 15 health. One bad round of RNG and you can just get "one shot" out of the round.
Didn't see a section dedicated to Battlegrounds so i just threw it here. I won the training, obviously but can't seem to get even close to winning anymore... Is there some sort of secret to lining up minions?
There's a lot of....questionable advice being thrown around in this thread. I don't want to call anyone specific out but let's just say that you can't always bank on a specific strategy for every game. You have to be able to adapt to what options are available to you and your goal shouldn't necessarily always be get 1st but rather see what you can do to make top 4.
That being said, there is a strategy for lining up your minions though I wouldn't call it a secret. Try to keep your number of taunts low for the early to mid game. Too many taunts won't do you any favors but 1 or two really let you dictate how the flow of battle will go. Also, don't taunt high value minions when possible. IE: Taunting a hydra, Junkbot or Hyena is almost always a terrible idea. Until you reach tavern 5 (if you even bother going that high) you shouldn't have more than 2 taunts. After that, you can taunt more minions because you can get Strongshell Scavenger for large board buffs. Before then though, more taunts will just hurt you.
Keep minions that receive progressive buffs throughout a fight to the far right. IE: Junkbot and Hyena. You don't want them attacking early and killing themselves before they have a chance to get big.
Keep your weakest minions adjacent to taunts once people start ranking their taverns to 4 star and divine shields at least 1 space away from them. That's when cleaves start to appear and you want to make sure you lose garbage trash instead of valuable minions or divine shields to a stray cleave attack.
Keep Cobalt Guardians adjacently left to a mech spawner so they will attack, lose the shield, then immediately follow with a spawned mech to refresh the shield. The only exception to this is if you see your next opponent is Nefarian, then swap them. You want the mech spawner to refresh the shield by the time the Cobalt attacks. Just ensure they are far enough down your lineup that some space has been made on your board for the mech to actually spawn.
Try to keep track of other player's strategies. If you know your opponent is going hard mechs, there's a good chance they'll have taunt/divine shields. Put a weak minion as your first attacker to remove the shields, then follow up with a cleaver or heavy hitter once they're vulnerable.
The player with the most minions always strikes first. If both players are tied, it's a coin flip. If you have a full board early, you can take advantage of this.
And lastly, and I can't stress this enough, do not try to force a strategy that isn't conducive to what the game is offering you. You absolutely have to adjust your strategy accordingly or you'll simply lose more games than you win.
Before the third you will have paid 6 gold for 4 minions. Upon buying the 3rd the two tidehunters are removed but your 1/1's remain on board. After you slam down the golden unit you have four units total: all units sell for one gold so sell them off accordingly and enjoy the 4 gold rebate on the triple where any other minion costs you 8 gold you can never get back since they sell for one.
The only way to win Battlegrounds is to draft a good hero and hope that ur game plan and minions that will be randomly given to u in shop are the same. So, it's pure random. Some heroes are just better cause their game plan is more flexiable.
Will echo what others said about mechs being busted.
Mechs have a number of unfair advantages such as abusing divine shield (Cobalt guardian), incremental buffs (Junkbot), and magnetic (Replicating menace, etc).
Magnetic seems especially overpowered in this format where space is very limited, since it allows you to stack minions in a single slot (less need to sacrifice/sell existing minions).
Didn't see a section dedicated to Battlegrounds so i just threw it here. I won the training, obviously but can't seem to get even close to winning anymore... Is there some sort of secret to lining up minions?
Get lucky. nothing like losing every match to the player stacked up with demons and dual Malganis.
Go mech, it's the most broken class.
Pretty much this.
Choose Mechs, grab heaps of magnetic minions, and spam Divine Shield. Should give you the win, or at least second place.
Would if i could, for some reason the game thinks "Oh, he wants Murlocs. Let's give him endless murlocs."
Yeah I get that pretty often too. The good thing about it is you can switch strategies around mid game. Sell your Murlocs and stock up on Mechs. Obviously not as effective as having Mechs from the start, but it helps.
I have seen people win with every tribe, as well as mixed comps, so I think it's inaccurate to say Mechs are flat-out superior.
That said, Mechs are probably a good place to start if you're new, and you're not used to spotting opportunities that aren't obvious.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
You just hit on the key to having an overall higher win rate: Adapt to what you're offered. Don't keep trying to build something you think is better, if that's not what you're getting.
Oh, but remember that you can sometimes completely redo your team with a new synergy, if the right cards show up later. This can allow you to not lose health early, but still have late game power that the early-strong team wouldn't be able to ever provide.
Get fast at deciding it's the time for that, selling off, and then buying/rolling/whatever in the short time allowed.
Go mech.
Never upgrade past tavern 4
Upgrade tavern before u put down triples
Alleycat and Tidehunter murloc are nice for triples because they are fine early game and only cost you 5 gold, since you will sell their parts for 4 gold.
Junkbot + Replicating menace/ security rover iz pretty much the name of the game
An early Iron Sensai is great to boost stats throughout game
Dont be afraid to buy Shifter Zerus if you are desperate. In a turn or few he can become something really helpful
Check your sidebar before you start purchasing. If you are facing Afk first 2 rounds or a lost player it can be a good time to upgrade tavern
How do you mean?
I have 20 1st place wins in about 50-60 games. I feel like I have a decent grasp of the mode. What I have found, in most cases save a few heroes, is that wide and fast boards is superior to ranking the tavern up as fast as possible. Now there are situations, like high rolling triples, where fast upgrading is good. But in most cases you want to preserve your life total.
I feel like a lot of people underrate their life total as a resource. While again there are times that sacrificing life in lieu of progression is good, I play against a lot of people that have very weak boards even on turn 6. I feel stitches is actually a very strong hero due to his ability to be greedy with his life total because he can survive the earlier hits.
I am going to exclude comments about builds, because most people know or have already addressed that mechs, beasts, and amalgam buff builds pretty much rule the tavern. It is also important to utilize what you're offered as opposed to trying to just spam roll a triple with a decent chance that you will be worse off than picking up an earlier option.
My final point is stick to a game plan by turn 6-7 and try not to waiver too much. Get buffs going as soon as you can. A lot of games are decided in the mid game. It doesn't matter if you're a tier or two above the rest if you're under 15 health. One bad round of RNG and you can just get "one shot" out of the round.
The battlecry is the extra minion which you can sell and get gold for
There's a lot of....questionable advice being thrown around in this thread. I don't want to call anyone specific out but let's just say that you can't always bank on a specific strategy for every game. You have to be able to adapt to what options are available to you and your goal shouldn't necessarily always be get 1st but rather see what you can do to make top 4.
That being said, there is a strategy for lining up your minions though I wouldn't call it a secret. Try to keep your number of taunts low for the early to mid game. Too many taunts won't do you any favors but 1 or two really let you dictate how the flow of battle will go. Also, don't taunt high value minions when possible. IE: Taunting a hydra, Junkbot or Hyena is almost always a terrible idea. Until you reach tavern 5 (if you even bother going that high) you shouldn't have more than 2 taunts. After that, you can taunt more minions because you can get Strongshell Scavenger for large board buffs. Before then though, more taunts will just hurt you.
Keep minions that receive progressive buffs throughout a fight to the far right. IE: Junkbot and Hyena. You don't want them attacking early and killing themselves before they have a chance to get big.
Keep your weakest minions adjacent to taunts once people start ranking their taverns to 4 star and divine shields at least 1 space away from them. That's when cleaves start to appear and you want to make sure you lose garbage trash instead of valuable minions or divine shields to a stray cleave attack.
Keep Cobalt Guardians adjacently left to a mech spawner so they will attack, lose the shield, then immediately follow with a spawned mech to refresh the shield. The only exception to this is if you see your next opponent is Nefarian, then swap them. You want the mech spawner to refresh the shield by the time the Cobalt attacks. Just ensure they are far enough down your lineup that some space has been made on your board for the mech to actually spawn.
Try to keep track of other player's strategies. If you know your opponent is going hard mechs, there's a good chance they'll have taunt/divine shields. Put a weak minion as your first attacker to remove the shields, then follow up with a cleaver or heavy hitter once they're vulnerable.
The player with the most minions always strikes first. If both players are tied, it's a coin flip. If you have a full board early, you can take advantage of this.
And lastly, and I can't stress this enough, do not try to force a strategy that isn't conducive to what the game is offering you. You absolutely have to adjust your strategy accordingly or you'll simply lose more games than you win.
Good luck
Man hearthstone hasn’t felt this fresh in years!
for me it's to optimise my builds
and know how u need to kill some compositiions
Before the third you will have paid 6 gold for 4 minions. Upon buying the 3rd the two tidehunters are removed but your 1/1's remain on board. After you slam down the golden unit you have four units total: all units sell for one gold so sell them off accordingly and enjoy the 4 gold rebate on the triple where any other minion costs you 8 gold you can never get back since they sell for one.
The only way to win Battlegrounds is to draft a good hero and hope that ur game plan and minions that will be randomly given to u in shop are the same. So, it's pure random. Some heroes are just better cause their game plan is more flexiable.
I'm getting bored of seeing the same again and again... It's in the ADN of the game...
Guys, stop complaining or go play chess...
Learn to adapt to the various situations... You won't be first each time but you can get a good proportion of 1-4 places
Will echo what others said about mechs being busted.
Mechs have a number of unfair advantages such as abusing divine shield (Cobalt guardian), incremental buffs (Junkbot), and magnetic (Replicating menace, etc).
Magnetic seems especially overpowered in this format where space is very limited, since it allows you to stack minions in a single slot (less need to sacrifice/sell existing minions).
Always pick minions that summon minions. The tokens can be traded for gold, which gives good tempo. Ecspecially with the murloc hero.