I just opened chapter five of the dalaran heist and after some time playing and struggeling to finish it, i am asking for advice. What can in you give me in general and which advice do you have in special, which class did you make it through the whole and way and which bonuses did you choose and so on?
Paladin's first deck + Sound the Bells! and try to reduce its cost by 2 to 0 to infinite buff. You may do it in tavern level, by anomaly or by treasure buff. - Always pick first deck and second HP (gives 3 1/1 to your hand). - If you have it unlocked switch on anomaly mode and concede your first game until anomaly (Spells costs 2 less). It is risky, because last 4 bosses are very spell oriented. - Reduce your deck size when you can. Pick charges, heals and draws when you can. Try always have Sound the Bells! in your starting hand. You want to draw it as soon as possible. - Pick "Your left-most card costs (2) less" when you can. - 9th boss is tough to pass this way, so build your deck/treasues around it.
I completed normal and Heroic 5th using Big Druid.
I am not sure what you mean with " - If you have it unlocked switch on anomaly mode and concede your first game until anomaly (Spells costs 2 less). It is risky, because last 4 bosses are very spell oriented." And how did you do it with Druid?
Just try to go for big minions and some mana cheating treasures like robes of gaudiness or togwaggle's dice.That's the easiest way to clear it on heroic and normal as well.any class will do.
I went with Paladin and a bunch of buffs. For my three playable treasures I picked:
Elistra the Immortal
Gnomish Army Knife
Duplatransmogrifier
I made Elistra my Right Hand Man at one of the Taverns. Then, every 3rd turn I would play her. My entire deck became a bunch of 30/30s with charge, windfury, and lifesteal. So, just follow that incredibly rare series of choices and you should be golden.
I won by Druid having a bit of luck receiving cool rewards: - Anomaly "Both players starts with extra 2 cards and mana crystals". - 4-mana minion with Battlecry: Give 3 random cards to your hand. Thay costs (0). - Oppurtunity in tavern to put 3 copies of this minion to my deck. - Oppurtunity in tavern to always starting with this minion in my hand. - Later "Battlecries trigger twice"
Thanks to it I could to start my game with decent body and 0-cost cards. My deck was also filled with big minions so I received tempo very quickly.
Other strong starting setups: - Rogue with 2nd deck and 2nd HP (deathrattle focus and no empty hand problem, just need early game support). - Mage with 1st deck and 2nd HP. - Token Druid. - Token Paladin (HP that gives you 3 1/1's + cost reduction by (1) and minions have +1/+1 buffs I almost beat Heroic 5th chapter twice, this combo gives you tree 2/2 per turn for 2 mana!)
I have played chapter five pretty much now and still can't beat the additional bosses 9 to 12. I have tried with buff paladin, discard warlock token druid and other and i can't do it. what else can i try or what kind of advice do you still have?
Robes of Gaudiness and big fat minions with any class. Just supplement it with things to clear their board and stop them from gaining momentum like Glyph of Warding or The Cursed cards
Robes of Gaudiness and big fat minions with any class. Just supplement it with things to clear their board and stop them from gaining momentum like Glyph of Warding or The Cursed cards
robes of gaudiness as reward or from anomily mode? Can i get it from anomily mode, because i have never
Its a regular Passive Treasure. Either that one or the one that makes minions over 5 mana cost 5 mana.
Why not both? I have both in my current Paladin run, delightful to start with turn 1 High Priest Thekal into a turn 2 Nozari (if I draw him) or a turn 5 Nozari if he starts in my hand.
Currently going to boss 9 and usually die at either boss 9 or 10, so hope i'll be able to pass with this combination.
I'm almost done with chapter 5 heroic with all classes (only priest is left) and it sure is hard with some of them. Here are some tips:
Remember to get some early game cards. Getting right hand man on a card you'll always want to play turn one or two is insanely good. Don't be hesitant to fire some of your weaker minions and always use kindle if you have any bad spells in your deck. You'll want as much consistency as possible.
I found hunter and paladin the easiest. Hunter with the third hero power is super powerful, paladin because i ended up with several 0-mana sound the bells in my deck and beat every boss before turn 5. Paladin felt like cheating and was quite boring, though.
As others have recommended, Robes of Gaudiness is the most OP treasure, so if you get it and build a deck around it, you should be able to win. If you get it, go for any cards with high cost and high value. The only situation where another treasure might be better than robes is if you're filling your hand up all the time. Other very powerful passive treasures are captured flag, expedite, togwaggle's dice and emerald goggles. First aid kit, stargazing, scepter of summoning, glyph of warding and rocket boots are also very good, but require a little bit of build-around. +3 spell damage is powerful but you'll need a bit of luck to make a deck that can truly utilize it.
Elixir of Vim, Elixir of Vile and Elixir of Vigor can be extremely powerful with the perfect build-around, but will make you lose if you get screwed with the card buckets. Prince's ring is very random, but if you have a weak starting hero power or already have stargazing, you can totally go for it.
Bad ones are crystal gem and small backpacks. Never ever pick the one that gives you three secrets, the one that gives opponent two curses, or the one that gives you ten scrolls in your deck. Only ever pick Dr. Booms Remote if you have the "growing" anomaly on.
For card treasures, I think the hyperblaster and reaper's scythe are the most powerful by far. With the reaper's scythe, you'll want to farm a bit on the early rounds to get some powerful minions into it. If you have decent card draw, untold splendor is super good. Simian sphere, the candles and elder taggawag are also very nice.
I tried that insane sound the bells combo with paladin so often, but didn't have the luck to get more than two in my deck. And if you draw them, you need either have minion stick on the board to buff it or a charge minion and if you don't draw the charge minion you must have won by turn 4 or 5 or you loos. How did you do it with hunter?
With the sound the bells combo, you get as much early stealth, divine shield and charge as you can to maximize your chances.
The hunter hero power that adds the chameleon to your hand is very very strong, so it's just a good starting position to have it. I also think hunter has some pretty good card buckets, particularly the small minions and also a lot of beast synergy, so it's one of the easier classes to build a consistent deck with. Basically you'll want to hero power almost all the time except the first few turns when you want to take the board, and just try to use the 1-drops when they seem most useful. You get offered the quest often and a lot of 1-mana beast, and the quest is very easy to complete when you get free 1-mana cards every turn, so that is one way to get ahead. Expedite and captured flag are crazy good for hunter because of cards like springpaw and halazzi, but remember to avoid the quest if you get expedite. Rocket backpacks is also really good for hunter, but redundant if you want to draft a lot of charge and rush minions.
The infinite sound the bells combo doesn’t work anymore btw unless the “left most card costs 2 less” combos with sound the bells being the only card in your hand. The echo no longer retains the 0 cost of the spell and always costs 1. I have not tried this with the combo mentioned yet (empty hand and green goggles) so not sure if it will even work then.
Hand Buff Paladin carried me easily. Even got Val'anyr, Doppelgangster, and other crazy stuff. Some lifesteal too and you could just comeback from any game.
Since the nerf to sound the bells it makes it a little trickier but I beat it using paladin with divine shield buff and the 3/3 that copies itself. Buffed Bob to 7/7 with reduce cost of minions by 1 and always starts in hand. Play it on 4 unless it will get killed, divine shield it on the turn its played otherwise keep it alive and you should be good to go.
By far the easiest way to beat Chapter 5, as long as you have some patience, is to select the original deck given for the warlock class along with the 2/2 for 2 life hero power.
If your first treasure selection does not contain EITHER the +1/+1 to all minions or the "heal 2 for all friendly characters at end of turn", quit and restart.
If your second treasure does not contain the other of these two treasures, quit and restart.
It's obviously cheesy and will take a few attempts to get both of these treasures to pop up together, but it is functionally impossible to lose with even the most rudimentary play. Obviously there are other ways to do it, but the beauty of this method is you won't get 11 bosses into the run before realizing that you can't beat the final guy.
Speaking of which, in addition to those two passive treasures just being amazing, the reason that they are such a guaranteed win is because your hero power'ed creatures can kill the final boss's 2/3 spell doublers and immediately heal to full. The final boss is often an encounter where one missed kill on the 2/3's will end the game for you. So, take it easy and coast to victory.
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Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
I just opened chapter five of the dalaran heist and after some time playing and struggeling to finish it, i am asking for advice. What can in you give me in general and which advice do you have in special, which class did you make it through the whole and way and which bonuses did you choose and so on?
Paladin's first deck + Sound the Bells! and try to reduce its cost by 2 to 0 to infinite buff. You may do it in tavern level, by anomaly or by treasure buff.
- Always pick first deck and second HP (gives 3 1/1 to your hand).
- If you have it unlocked switch on anomaly mode and concede your first game until anomaly (Spells costs 2 less). It is risky, because last 4 bosses are very spell oriented.
- Reduce your deck size when you can. Pick charges, heals and draws when you can. Try always have Sound the Bells! in your starting hand. You want to draw it as soon as possible.
- Pick "Your left-most card costs (2) less" when you can.
- 9th boss is tough to pass this way, so build your deck/treasues around it.
I completed normal and Heroic 5th using Big Druid.
[CENTER][IMG]http://i.imgur.com/apNmHJ8.jpg[/IMG][/CENTER]
I am not sure what you mean with " - If you have it unlocked switch on anomaly mode and concede your first game until anomaly (Spells costs 2 less). It is risky, because last 4 bosses are very spell oriented."
And how did you do it with Druid?
Just try to go for big minions and some mana cheating treasures like robes of gaudiness or togwaggle's dice.That's the easiest way to clear it on heroic and normal as well.any class will do.
I went with Paladin and a bunch of buffs. For my three playable treasures I picked:
I made Elistra my Right Hand Man at one of the Taverns. Then, every 3rd turn I would play her. My entire deck became a bunch of 30/30s with charge, windfury, and lifesteal. So, just follow that incredibly rare series of choices and you should be golden.
I won by Druid having a bit of luck receiving cool rewards:
- Anomaly "Both players starts with extra 2 cards and mana crystals".
- 4-mana minion with Battlecry: Give 3 random cards to your hand. Thay costs (0).
- Oppurtunity in tavern to put 3 copies of this minion to my deck.
- Oppurtunity in tavern to always starting with this minion in my hand.
- Later "Battlecries trigger twice"
Thanks to it I could to start my game with decent body and 0-cost cards. My deck was also filled with big minions so I received tempo very quickly.
Other strong starting setups:
- Rogue with 2nd deck and 2nd HP (deathrattle focus and no empty hand problem, just need early game support).
- Mage with 1st deck and 2nd HP.
- Token Druid.
- Token Paladin (HP that gives you 3 1/1's + cost reduction by (1) and minions have +1/+1 buffs I almost beat Heroic 5th chapter twice, this combo gives you tree 2/2 per turn for 2 mana!)
[CENTER][IMG]http://i.imgur.com/apNmHJ8.jpg[/IMG][/CENTER]
I have played chapter five pretty much now and still can't beat the additional bosses 9 to 12. I have tried with buff paladin, discard warlock token druid and other and i can't do it. what else can i try or what kind of advice do you still have?
Robes of Gaudiness and big fat minions with any class. Just supplement it with things to clear their board and stop them from gaining momentum like Glyph of Warding or The Cursed cards
robes of gaudiness as reward or from anomily mode? Can i get it from anomily mode, because i have never
Its a regular Passive Treasure. Either that one or the one that makes minions over 5 mana cost 5 mana.
Why not both? I have both in my current Paladin run, delightful to start with turn 1 High Priest Thekal into a turn 2 Nozari (if I draw him) or a turn 5 Nozari if he starts in my hand.
Currently going to boss 9 and usually die at either boss 9 or 10, so hope i'll be able to pass with this combination.
EDIT: finished it with the aforementioned combo!
I'm almost done with chapter 5 heroic with all classes (only priest is left) and it sure is hard with some of them. Here are some tips:
Remember to get some early game cards. Getting right hand man on a card you'll always want to play turn one or two is insanely good. Don't be hesitant to fire some of your weaker minions and always use kindle if you have any bad spells in your deck. You'll want as much consistency as possible.
I found hunter and paladin the easiest. Hunter with the third hero power is super powerful, paladin because i ended up with several 0-mana sound the bells in my deck and beat every boss before turn 5. Paladin felt like cheating and was quite boring, though.
As others have recommended, Robes of Gaudiness is the most OP treasure, so if you get it and build a deck around it, you should be able to win. If you get it, go for any cards with high cost and high value. The only situation where another treasure might be better than robes is if you're filling your hand up all the time. Other very powerful passive treasures are captured flag, expedite, togwaggle's dice and emerald goggles. First aid kit, stargazing, scepter of summoning, glyph of warding and rocket boots are also very good, but require a little bit of build-around. +3 spell damage is powerful but you'll need a bit of luck to make a deck that can truly utilize it.
Elixir of Vim, Elixir of Vile and Elixir of Vigor can be extremely powerful with the perfect build-around, but will make you lose if you get screwed with the card buckets. Prince's ring is very random, but if you have a weak starting hero power or already have stargazing, you can totally go for it.
Bad ones are crystal gem and small backpacks. Never ever pick the one that gives you three secrets, the one that gives opponent two curses, or the one that gives you ten scrolls in your deck. Only ever pick Dr. Booms Remote if you have the "growing" anomaly on.
For card treasures, I think the hyperblaster and reaper's scythe are the most powerful by far. With the reaper's scythe, you'll want to farm a bit on the early rounds to get some powerful minions into it. If you have decent card draw, untold splendor is super good. Simian sphere, the candles and elder taggawag are also very nice.
I tried that insane sound the bells combo with paladin so often, but didn't have the luck to get more than two in my deck. And if you draw them, you need either have minion stick on the board to buff it or a charge minion and if you don't draw the charge minion you must have won by turn 4 or 5 or you loos. How did you do it with hunter?
With the sound the bells combo, you get as much early stealth, divine shield and charge as you can to maximize your chances.
The hunter hero power that adds the chameleon to your hand is very very strong, so it's just a good starting position to have it. I also think hunter has some pretty good card buckets, particularly the small minions and also a lot of beast synergy, so it's one of the easier classes to build a consistent deck with. Basically you'll want to hero power almost all the time except the first few turns when you want to take the board, and just try to use the 1-drops when they seem most useful. You get offered the quest often and a lot of 1-mana beast, and the quest is very easy to complete when you get free 1-mana cards every turn, so that is one way to get ahead. Expedite and captured flag are crazy good for hunter because of cards like springpaw and halazzi, but remember to avoid the quest if you get expedite. Rocket backpacks is also really good for hunter, but redundant if you want to draft a lot of charge and rush minions.
The infinite sound the bells combo doesn’t work anymore btw unless the “left most card costs 2 less” combos with sound the bells being the only card in your hand. The echo no longer retains the 0 cost of the spell and always costs 1. I have not tried this with the combo mentioned yet (empty hand and green goggles) so not sure if it will even work then.
Hand Buff Paladin carried me easily. Even got Val'anyr, Doppelgangster, and other crazy stuff. Some lifesteal too and you could just comeback from any game.
They fixed sound the bells no longer infinite
Since the nerf to sound the bells it makes it a little trickier but I beat it using paladin with divine shield buff and the 3/3 that copies itself. Buffed Bob to 7/7 with reduce cost of minions by 1 and always starts in hand. Play it on 4 unless it will get killed, divine shield it on the turn its played otherwise keep it alive and you should be good to go.
By far the easiest way to beat Chapter 5, as long as you have some patience, is to select the original deck given for the warlock class along with the 2/2 for 2 life hero power.
If your first treasure selection does not contain EITHER the +1/+1 to all minions or the "heal 2 for all friendly characters at end of turn", quit and restart.
If your second treasure does not contain the other of these two treasures, quit and restart.
It's obviously cheesy and will take a few attempts to get both of these treasures to pop up together, but it is functionally impossible to lose with even the most rudimentary play. Obviously there are other ways to do it, but the beauty of this method is you won't get 11 bosses into the run before realizing that you can't beat the final guy.
Speaking of which, in addition to those two passive treasures just being amazing, the reason that they are such a guaranteed win is because your hero power'ed creatures can kill the final boss's 2/3 spell doublers and immediately heal to full. The final boss is often an encounter where one missed kill on the 2/3's will end the game for you. So, take it easy and coast to victory.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
My extended guide for the Heroic Chapter 5 mode in 2020 & 2021 (in my reddit topic you'll find video with PROOF - last 4 bosses defeated):