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Necromancer and Drake to clear whelps in both lanes and defend base. Quilboar and Blizzard to slow down the enemy on their tracks. Baron playing a hybrid role of taking chests running quickly to defend and then go for 1-2 hits on Onyxia. Meatwagon is the main damage source on Onyxia due to it's long range. While Banshee is used the least in the match mostly for Gargoyles, in Phase 3 it is her time to shine by possessing the Guardians which due to their Resist trait and high hp stay alive and deal quite some damage to Onyxia. Also, this is the same build I used for my campaign progress, I also use Skeleton Party whenever I need it in some stages or to do PvP.
Searching onyxia to fight her
Very good for PvE, it can work in PvP also since necro and harvest summoning units and its hard to catch Jainna with blink and Huntress with quill or worgen or stonehoof based on that.
You can swap polymorf if you dont like it, same as for stonehoof depends what you need, but Jainna blink + Stonehoof double dash crazy interractions. Enjoy :)
Meant to work with Cairne/Drakkisath/Charlga as leaders. Shaman provides Earth Shield to your Fire Elemental who then has Armored/Resistant. Each leader has valor options for each unit.
Swap Jaina for Bloodmage when lead by Alliance. Golem/Bear tank. Skeleton Priest, Mountaineer healing Bear, and Holy Nova to keep frontline alive.
Only for skilled ones
This build is nuts. The strengths of this build are: Ridiculous elemental damage. Ridiculous elemental resistance. All units except Drakkisath can damage all targets. Double-threat with a Drakkisath push or an unbound attack. The Shaman will become a very high DPS unit, and execute damage towers while bloodlusting your units. Blizzard, defensive egg placement, and Pyromancer create a good defence. Great for PVE and PVP. Weaknesses: Harder to keep Drakkisath alive vs Physical damage. Harder to control gold nodes. Upvote the build if you like it and comment. Enjoy this suggestion :)
Leader - unimportant Required Mini - Drakes with Rookery and Earth Elemental. Required Mini - Minis that forces the AI to play Pyromancer which should be flying or squad mini (check yourself on the map)(very important). Optional Mini - Bloodlust with Bloodthirsty More Optional Mini - Any other unbound How to achieve a win. Play a mini to force AI to use Pyromancer. Wait for Pyromancer to move away from the boss. Have a minimum of 6 gold ready. Play Whelps close to the boss but not right next to the boss. The boss will attack Whelps causing them to all spawn. TIMING IS KEY HERE. As the boss is in the attack animation of the first attack spawn the Earth Elemental right next to the boss and on the opposite side of the Whelps (so the Whelps don't get hit by the bosses AoE attack). The boss should (if done correctly) attack the Earth Elemental leaving the Whelps free the dps the boss. For extra spice use Execute on whelps and boss to take some boss health off and most importantly give bloodlust to the Whelps.
100% Orc, 9001% Horde
This is a very fun, hybrid build that will work well in PVE and PVP. Strengths: It is fun to play. Strong versus any leader. Good mix of physical and elemental damage. It offers relentless pressure on the opponent. It has a strong win condition in the shape of bloodlust, but you can easily win without needing bloodlust at all. It uses Blizzard, a strong aoe to deal with similar overwhelming decks. It uses a banshee to create ridiculous gold advantage situations, and break builds such as Rend, Drakkisath, etc. There is enough damage to not having to rely on Baron Rivendare to be near the units at all times. It competes for gold with the skeletons grabbing chests, and the harpies grabbing gold nodes. It becomes a threat over longer games, with a stronger Skeleton Party, due to the Corpse Run talent. This somewhat balances the odds against decks like Hogger. It has a very cheap and tanky Ghoul, who keeps the opponent busy whilst the other units cause havoc. It has an unbound finisher and frost damage control in Skeleton Party. It has a resilient Necromancer that keeps producing continuous skeletons and if not killed becomes the "gift that keeps on giving" throughout the fight. It has a fast, tanky leader that buffs all skeletons. All units are compatible with valor slots. Weaknesses: Needs some experience to space out the units so they don't get all sent to Valhalla at the same time. Does not have native siege damage, but this is mitigated by bloodlust. Does not have healing, apart from if we choose the Death Pact talent. Rivendare's hairstyle is somewhat questionable. Advisable replacement units usable whilst the deck is being constructed, or to adapt to different PVE situations: Whelp Eggs, Pyromancer, Meat Wagon, S.A.F.E Pilot, Drake, Murloc Tidehunters, Firehammer, Skeletons
Overwhelm your opponent with skeletons
Build focused on strong pushing with a large wave of undying skeletons. All purpose units - Necromancer, Meat Wagon, Skeleton Party.______ Tower Tank - Gargoyle. ______ Big Push - Drop Rivendare when you are looking to push with Skeleton Party or Huntress. ______ Holy Nova is used as a Versatile raid heal, since skeletons have low hp it will top them and give all units 50% damage reduction for 5 seconds and to damage enemies in the same cast.
The build Drakkisath resistent Talent (giving res. to nearby allies and Grant 50% more elemental dmg on enemys near him) Pyro spalsh Talent ( taking Profit out of drakkisath abilitys + great Anti Air and strong against squads) Firehammer furry Talent (taking Profit out of drakkisath abilitys + great Anti Air great for single Target dmg) OR Shaman with chainlightning Talent (talking Profit Out of drakkisath ability Mini chainlightning scaling Massiv with drakkisath) Whelps hatching Talent (taking Profit out of drakkisath abilitys + unbound) S.a.f.e. stealth Talent (taking Profit out of drakkisath abilitys + great Anti Air+ unbound (great to Catch Up drakkisath)) AB/AP (taking Profit out of drakkisath dmg ability making IT The stronges clear Overall (oneshot everything below 900 base hp/450 with resistent) could be used twice If needed) Earth elemental aoe Talent (taking Profit out of drakkisath resistent ability+bring's Armour+ unbound (great to Catch Up drakkisath)) Valor Slots range elemental spell (which gives U The Most versatile Options for Other drakkisath builds) Gameplay Take IT slow, watch what happens Dont let drakkisath stay alone or without AB /ee in Hand Playing drakkisath is Ur Main goal followed by some range Units Which will do 50% more DMG to enemys near drakkisath (Using whelps, safe, earth elemental to Catch Up) Earth elemental will Help to Tank melee and elemental dmg to keep drakkisath alive AB/AP will clear everything in Front of drakkisath If u dont got the range behind him If U cant get it Steam rolling, Ur insurance is the unbound Earth elemental+whelp+Safe AB/AP unbound Base Spam. This will give U Time to come Back with drakkisath. Playing without drakkisath U mainly use earth elemental to Catch Up range Units on the field. Possible single Mini replacements (with complet use of valor Slots(by re arranging Units) using a secound Tank and still Working gameplan If replace 1-2) Shaman replacing Safe/ pyro/ firehammer/ whelps Drake replacing Safe/ pyro/ firehammer/whelps Mountaineer replacing replacing Safe/ pyro / firehammer/whelps /Earth elemental Corehounds replacing replacing Safe/ pyro/ firehammer/ whelps/Earth elemental Molten gaint replacing replacing Safe/ pyro/ firehammer/ whelps/Earth elemental Batrider replacing Safe/ pyro/ firehammer/ whelps Polymorph replacing AB Blizzard can be replaced with everything DB can be replaced with everything There is No hard conter to this Build. PvP thoughts Whelps on Gold so harpys wont collect gold also good trade Polymorph+chainlightning in Front of drakkisath making chainlightning a good dmg spell, polymorph exploding Talent scaling with drakkisath Chainlightning taking Out harpy or Most cycle Minis in Front of drakkisath
CRAZY SPELL DECK