Hello all, I'm curious on what your guys thoughts are on the power level of each tribe under their ideal composition.
This is my impressions:
Murlocs. (6 murlocs + Brann) - Still the strongest in my opinion. Having 6 50+/50+ poison units is still king. The removal of Gentle Megasaur means that they are no longer unbeatable, but overall power level is still extremely high if you pick up Brann and King Bagurgle's early enough.
Dragons (1 or more Kalecgos's, 1 or more Nadina the Red's, Dragons + battlecry cycle spot) - The strongest element of this build isn't necessarily the scaling dragons, but rather the delayed divine shield, as well as the ability to reset the shields using more than one Nadina. It circumvents the typical strategy of using Unstable Ghoul to proc the shields.
Beasts (Parrot, Wolf, Baron Rivendare, Beasts (typically Hydras and Mama Bears) - Strong in the right conditions, but the weakness of this build is that you typically only have 4 heavy hitters who rely on the buff to work, and whom have no protection for poisonous. Can single-handedly lose to Zapp Slywick
Mechs (2 x Deflect-o-Bot, lots of refreshers and shields) - Sometimes it's amazing how much work 2 high attack Deflect-o-Bot's can do when the refreshers time correctly. It's not as reliable as some of the other tribes however as an unfortunate snipe of a bot after it's shield has broken can bring it all crashing down. Also weak to Unstable Ghoul.
Pirates (Large Grubber, large Salty Looter, 2 x Ripsnarl Captain, supplementary pirates) - The biggest weakness of pirates is that, other than specific units or Southsea Strongarm, they aren't easy to buff outside of combat. Therefore that means key units, such as Ripsnarl Captain, generally aren't high stat'd and can easy be sniped. They also don't have any Cleaves, meaning trades are always 1 on 1. Pirates are more of a mid game composition.
Demons (Golden Soul Juggler, one or more Mal'Ganis, demons, optionally Wrath Weaver + Floating Watcher) - Probably the worst scaling of all of the tribes, with units that fall behind by the end game, and can single-handedly lose to a single high stat unit (for example golden grubber). Usually only competitive until the mid game if you pick up early Jugglers or a golden Wrath Weaver.
What about a menagerie bulit? I know, you're talking about tribes. But also you discribe whole warbands.
My order would look more like this:
1. Murlocs 2. Beasts (if you get Parrot, Goldrinn and Baron you are nearly unbeatable) 3. Pirates 4. Dragons (cause the midgame isn't really strong) 5. Mechs (you have to be very lucky) 6. Demons (same explanation) 7. Menagerie
That's the trade-off with comps that do not scale as the game progresses (Pirates, Demons, Beasts). They can do a ton of damage in the mid game (especially Pirates) and finish everyone off before we reach the late game...
Current number 1 is jandice with pogos. Shes all out there on her own. Find her way more irritating than Eudora ever was.
Dragons might be number 2 in the stats right now? I don't know, but to me they feel rather hard to get off the ground. They hold their own in the mid game for me usually (where I hear they are supposed to be weak?) ...what happens is you are often sat around 25-30hp then match up against a pirate or beast player who snowballs attack RNG and blow you out for the full 25+hp in one loss before, or just after you get a kalecgos/razorgore. Its pretty frustrating.
Murlocs seem far more reliable still for similar levels of late game power (i.e. a chance to 1st place the lobby). Makes you realise how busted megasaur was.