Dire trolls are magnificent pets; they are somewhat loyal, somewhat smart and muchwhat powerful. However, to reach the maximum potential of the Gurubasi Berserker, you must groom is carefully with plenty of alchemy.
Summon your Gurubashi Berserker, once you are confident you can play this combo.
Use any abilities which read "deal 1 damage" or "deal 2 damage" on this card you possibly can without killing it or use it to pick off 1, 2 or 3 attack minion of your opponent. To break-even, you may only take 3 damage on average each strike.
Now, you have an even more bullet-spongey Gurubashi Berserker with health than he had originally to grind for more +3s. Rinch and repeat if you have more Crazed Alchemists.
Extra Combos and Synergy: If you have Dream, Ancient Brewmasters or Youthful Brewmasters, you can return the Crazed Alchemist to your hand in order to use it's battlecry on the Gurubashi Berserker again. That makes a total of 8 uses of the same battlecry. Alternatively, you can return the Gurubashi Berserker to your hand if you feel you might lose it. Once your Gurubashi is sufficiently "healthy" for you to stop worrying about it's survival, you can pop any card that gives it taunt to force your opponent to deal with it.
Optimally, without playing your 2 alchemists more than once or healing, you can grind your Gurubashi Berserker to a +172 Attack minion. If you use Dream or Brewmasters, this can climb into the tens of thousands, without even mentioning some deck's abilities to heal. No one in their right mind would let such a berserker stay on your side of the field, though, nor would anyone neglect it's potential to insta-kill an enemy hero.
When you are playing paladin, I highly recommend getting Aldor Peacekeeper and Humility, as this reduces the attack of one opposing minion to 1, allowing you to maximize the profit of your Gurubashi Berserker.
Better yet, though, is the Redemption card, which allows you to bring back the Gurubashi Berserker to life with a health of 1, but also keeping the Gurubashi's much higher value attack value(I think) to one-shot any minion on the field. Now, you can drop another Crazy Alchemist upon the Gurubashi Berserker and basically heal him for free!
Coupled with taunt creatures, these combos could end up nightmarish for an opponent without silencing abilities. The combos are extremely weak against shamans, druids and priests, for example.
When you are playing paladin, I highly recommend getting Aldor Peacekeeper and Humility, as this reduces the attack of one opposing minion to 1, allowing you to maximize the profit of your Gurubashi Berserker.
Better yet, though, is the Redemption card, which allows you to bring back the Gurubashi Berserker to life with a health of 1, but also keeping the Gurubashi's much higher value attack value(I think) to one-shot any minion on the field. Now, you can drop another Crazy Alchemist upon the Gurubashi Berserker and basically heal him for free!
Coupled with taunt creatures, these combos could end up nightmarish for an opponent without silencing abilities. The combos are extremely weak against shamans, druids and priests, for example.
How you imagine that CHANGE stat could help you? It is not reduction of hp/ap to 1/7 but to 1/1...so no benefit from this combo:-( Redemption might work but still its mean you need one more card to heal it, nor your opponnet still can deal with 1hp minion at his actual turn.
I really like combo what Sacredless wrote but i dont think is beneficial spend 4-5 cards on one minion to build big one without winning in your turn, when opponets could deal with it so easy and in trade of 1-2 cards...
The change stat could help by lowering one of your opponents' minions' attack to 1, thereby making an ideal target for the berserker.
You are absolutely right when it comes to the benefits of this combo. In early game, it will mostly be a bullet-magnet for removal and silence spells. Which, imo, has value in itself. Provided that you spend only two cards doing it. End-game, you could use this combo when your opponent has burned through his removal and silence spells and you have a decent wall behind you.
I think that all the combos I've described are fairly flexible. Crazed Alchemist, Aldor Peacekeeper, Humility, Ancient Brewmaster, Youthful Brewmaster and Redemption can all be comboed with a large variety of cards. For example, with a Charging Kodo and Aldor Peacekeeper/Humility combo, you can destroy any minion on the field and still have one or two minions on the field. Crazed Alchemist can easily be combined with enrage cards, such as the Tauren Warrior, to gain the enrage effect as a permanent bonus and keep him alive for one more round. Brewmasters can be combined with really any battlecry minion. Now add some really scary creatures to your deck that are generally magnets for silences and removals and you'll be pretty much golden.
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Dire trolls are magnificent pets; they are somewhat loyal, somewhat smart and muchwhat powerful. However, to reach the maximum potential of the Gurubasi Berserker, you must groom is carefully with plenty of alchemy.
How to:
What do I need?
- Gurubashi Berserkers
- Crazed Alchemists
- Early game; Mana Advantage; Creature Advantage
Extra Combos and Synergy:
If you have Dream, Ancient Brewmasters or Youthful Brewmasters, you can return the Crazed Alchemist to your hand in order to use it's battlecry on the Gurubashi Berserker again. That makes a total of 8 uses of the same battlecry. Alternatively, you can return the Gurubashi Berserker to your hand if you feel you might lose it. Once your Gurubashi is sufficiently "healthy" for you to stop worrying about it's survival, you can pop any card that gives it taunt to force your opponent to deal with it.
Optimally, without playing your 2 alchemists more than once or healing, you can grind your Gurubashi Berserker to a +172 Attack minion. If you use Dream or Brewmasters, this can climb into the tens of thousands, without even mentioning some deck's abilities to heal. No one in their right mind would let such a berserker stay on your side of the field, though, nor would anyone neglect it's potential to insta-kill an enemy hero.
Good strategy! It's a beauty. =)
Got no beta, holding my breath.
Damn, that's an awesome strategy.
When you are playing paladin, I highly recommend getting Aldor Peacekeeper and Humility, as this reduces the attack of one opposing minion to 1, allowing you to maximize the profit of your Gurubashi Berserker.
Better yet, though, is the Redemption card, which allows you to bring back the Gurubashi Berserker to life with a health of 1, but also keeping the Gurubashi's much higher value attack value(I think) to one-shot any minion on the field. Now, you can drop another Crazy Alchemist upon the Gurubashi Berserker and basically heal him for free!
Coupled with taunt creatures, these combos could end up nightmarish for an opponent without silencing abilities. The combos are extremely weak against shamans, druids and priests, for example.
The change stat could help by lowering one of your opponents' minions' attack to 1, thereby making an ideal target for the berserker.
You are absolutely right when it comes to the benefits of this combo. In early game, it will mostly be a bullet-magnet for removal and silence spells. Which, imo, has value in itself. Provided that you spend only two cards doing it. End-game, you could use this combo when your opponent has burned through his removal and silence spells and you have a decent wall behind you.
I think that all the combos I've described are fairly flexible. Crazed Alchemist, Aldor Peacekeeper, Humility, Ancient Brewmaster, Youthful Brewmaster and Redemption can all be comboed with a large variety of cards. For example, with a Charging Kodo and Aldor Peacekeeper/Humility combo, you can destroy any minion on the field and still have one or two minions on the field. Crazed Alchemist can easily be combined with enrage cards, such as the Tauren Warrior, to gain the enrage effect as a permanent bonus and keep him alive for one more round. Brewmasters can be combined with really any battlecry minion. Now add some really scary creatures to your deck that are generally magnets for silences and removals and you'll be pretty much golden.