Showing posts with label legend. Show all posts
Showing posts with label legend. Show all posts

Saturday, January 2, 2016

Hearthstone - Eloise OTK Warlock / Top 10 Legend CN Server

===Hi I am Eloise===

This is the first time I write a hearthstone English essay, sorry for the bad language.

Among all the hearthstone classes, Warlock is the class I have most confidence in playing. My winrate of all kinds of Warlock are pretty decent. In 2014, I hit top 8 legend and used handlock to get 5th in Blizzcon qualifier last year, same as Thijs last year. I also play Renolock to go to top 7 on NA last month (November 2015) and I fell in love with this OTK Warlock. I reach as high as top 6 this month on CN, which is extremely hard!! We broke another record of 38,000 legend players this December season.

Decklist: https://tempostorm.com/hearthstone/decks/eloise-otk-warlock-top-10-legend-cn-server

Proof: http://i.imgur.com/2adrgYh.png

I played 200+ games with this deck this season, I got from rank 1000 to top 10 and drop to top 300 and come back to top 6, drop to 1000 and climb back to top 10. I think it's pretty consistent. but require some Warlock experiences.

===Deck Choice===

Arcane Golem: I use Arcane instead of Leeroy. Leeroy cost too much so it rely on Emperor too much. the key about OTK Warlock is to survive. damage is not Important because we will always have enough damage with Dark Peddler. Leeroy needs Emperor, so when Emperor comes even one turn late everything might go wrong. this is very obvious in playing against druid. one turn behind you might die of forse of nature combo.

Arcane + 1PO + faceless = 16 // 9mana Arcane + 2PO + faceless = 24 // 10mana

We can get more PO from Dark Peddler. Mana can be reduced with Emperor so make sure you time this card well! Think of it like Loatheb...sometime you want it on curve, sometime you want to save it. This is the reason why OTK lock got better after new expansion release.

Dark Peddler: Dark Peddler gives you more PO and soulfire against slow decks. more PO also allow you to get enough damage to kill mid range decks like druid more earlier. Against facedecks you might want coil for cycle to get hellfire and healing and taunt sooner. Other than that, corruption is good against twilight drake in mirror, good against deathlord. Other than those, elven archer good against druid, light warden can combo with your healings, void walker good against tokens from paladin. And sometimes you need boar. Remember it can face and charge too with PO + Faceless!!!!
SMORC!

Brann bronzebeard: Brann is good to play with earthring farseer, abusive, healbot. it makes OTKlock survives much better! against slow deck you might want to save it for Dark Peddler to draw more PO. against druid you can play it on turn 3 to combo with abusive to kill some big creatures. against face deck it gives you as much healing as Reno.

1 Ironbeak owl: Silencing taunt is not the way to use owl in this deck. owl is very Important against facedecks. Against mid range decks, owl is suppose to use on Sylvanas in mid lock, but OTKlock haven't got a lot of minions. so Sylvanas are always be cleared by hellfire. Silencing Sylvanas becomes not a big deal anymore, therefore I don’t think we need 2 silences.

===Tech Choice===

In my opinion, the whole deck is in a perfect state because I tested it for many, many games already. The 1 copy of cards is okay because of Warlock hero power, but if you want to make any changes because you see a different meta, here is the advice.

Replace Farseer: Can heal your own minions, but not a strong tempo really. I add it because of face Hunter, this is the slot that should be the first to change.

Replace Zombie Chow: Good against Hunter, paladin, shaman

Replace Imp gane Boss: Good against zoo ,paladin, druid

Replace Twilight drake: Good against Warrior, priest, rouge

Cards to replace with: Defender of Argus, Demonfire, Shadowflame, 2nd zombie chow, 2nd Imp Gang Boss, 2nd Twilight drake

===Class Matchup===

Remember, I play on CN server legend with this deck so meta is different per server. Among all classes I played against,30% were Warlock,25% paladin, 25% druid, 10% mage+Hunter, 10% other classes.

Warlock: zoo(50%winrate) Reno, Maly (80% winrate) 60% winrate overall

keep: ironbeak owl, darkbomb, abusive, ImpGang Boss, chow, peddler(if your hand if good enough, keep Implosion, twilight drake)

The hardest part about playing against Warlock is that you don't know what kind of Warlock you are facing. The key to beating zoo is hellfire, draw it on the first 10 cards and you have large chance to win so push hard for it. The winrate against Renolock and malylock is very high. because they won't play around combo, they haven't got much taunt, and they are too slow to kill you.

Paladin: secret(60%winrate) mid(80%winrate) 70% winrate overall

keep: darkbomb, ImpGang Boss, chow, hellfire, coil, peddler(if your hand is good enough, keep abusive)

Same as Warlock, but you don't need to think about whether to keep hellfire or not anymore :) The key about secret paly is if you can deal with the first dr.6 successfully, you win. To do that, you must focus heavily on early board. We have 2 BGH so not a big deal. For mid paladin, it's like free win....they can't kill you before you kill them.

Druid: 65% winrate overall

keep: darkbomb, ImpGang Boss, chow, abusive, peddler, twilight drake (if you have need a coil to kill darnassus, keep it)

Moligan around how to kill darnassus at starting hand and starting game. we are good against darnassus compare to other midrange Warlocks, and also good at early game tempo. get PO from dark peddler to kill innervate creature. The key is to play around tempo, like a zoo maybe. Even using Faceless on a Ancient War is not bad because druid is very bad at clearing those annoying creatures and develop board. Prioritize and think about what your opponent will play next turn and disrupt his mana efficiency.

Druid will feel so annoyed. When they start to come back on board around turn 9 or 10, that's the time we either have the board or we have enough damage for lethal.

mage: 40% winrate (freeze mage I think is 0% =.=) keep: darkbomb, ImpGang Boss, chow, abusive, peddler, coil(if it's freeze, keep twilight drake)

This deck can't beat freeze mage. They will get enough time & damage to kill you before you kill them. We haven't got much minions and we tap often too. There's not much freeze on ladder so I don't want to change my deck for it. Not much to talk about. Don’t even think Kezan helps very much because we can’t kill them fast enough. Against Flamewaker mage it's also hard. The problem of all midrange Warlock decks is they have a hard time killing flamewaker with empty board. So we need to evaluate what to kill and save our resource for the right target. Don’t be too crazy….remember flamewaker is not that strong without sorcerer apprentice. Don't be afaid to use double hellfire (play them over 2 turns) to kill flamewaker.

Hunter: 60% winrate // shaman:55% winrate

keep: darkbomb, ImpGang Boss, chow, abusive, peddler, coil, owl, healbot, Brann

There's not much Hunter or shaman on high rank ladder compare to other classes, and almost all of Hunter are face Hunter. So I assume it's face Hunter to moligan. Also, no one plays anything but Aggro Shaman. I like this version of Warlock because it's actually good against Hunter and Shaman! This deck solves a long time problem of midrange Warlock. Usually, Warlock struggle so much to stay alive through early game and cannot race Hunter because of a weak board. What always end up happening is Warlock barely survive for a few turns then finally killed with Hunter on full health. But this deck makes it very easy to survive and very easy to burst. you can actually race your opponent! You will always find out you have 10+ damage in hand and be ready to end the game if they cannot.

Shaman is a little bit tougher because even if we clear everything, we still can die. They have so much damage but their greatest weakness is that they haven't got enough mana to play all their cards usually. Shaman is much more scary than Hunter to give one more turn. When you think about trades, keep in mind their average damage for 1 card is usually higher than hunter. Also it is frustrating that we need to clear everything, but we need to try to play as aggressive as possible before they have winhammer in hand. If you think they will winhammer on turn 5, make sure to load the board as hard as possible so they take hard amount of damage right back. Sometimes, it is even best to hold on to your healing, try to count the damage you will deal next turn and play aggressively for early lethal. Again, I want to remind everyone that killing him is much more Important than survival!! Focus!! You will lose many times to these aggro decks in the beginning because you may play too safe or waste resource, but it is okay! Try again ^=^

Priest(60% winrate)
My winrate against priest is not very high because I miss understood this matchup for a long time. Arcane + 2PO + Faceless = 24, 10mana. To kill priest is to kill them on full health. Have damage that is more than 30 and reduced by Emperor. The timing about playing Emperor is the most Important thing vs Priest. Brann + Dark Peddler can be super powerful to dig for more combo piece. Try not to waste a lot of damage on his big minions, but sometime you can't avoid you have to waste it in early game. Even using hellfire to clear small board can be better than using your PO. Priest is like us, we both have so many clear spells but a few minions. Use this advantage! Try use more spell instead of make a strong board for them to clear.

Warrior(80%) Don't worry about their damage, in fact you can usually kill them with the 24 damage normal combo. Warrior is hard to deal those small minions from us and need weapons early on. Play like a zoo. If he use weapon to clear that's fine he is more close to death. Even he played Justicar early and get a lot of armor, we can still win with tempo.

Rouge(80%) Very easy match up.......the problem with rouge is he always need to use his face to do board clear. Play like a zoo, you will always kill him before he kills you. Clear minions so he cannot burst you. Be careful of Oil damage. Get a good curve and Emperor turn.

===Final Goodbye===
Most people will assume you are Malylock or Renolock. Use to your advantage! This is why people often die to the combo because they cannot tell difference…even if they see cards like Twisting Nether and many 1-copy cards.

I strongly suggest you play at mid night. because when people get tired they don't want to play around arcane combo. I get very insane winrate at mid night.

You can ask me question on Twitter but I have hard time respond fast...this guide took so long ._.

My final game before season end

OK Thank you and have a nice new year~

SOURCE

Monday, November 30, 2015

Hearthstone - Rank 25 to Legend in 1 week, Free-to-Play by opant108

I have been playing Hearthstone since it became available to the public. Earlier this month I decided to give away my original account on which I had all the cards. I didn't want to spend anymore money on it and I knew I would if I still had the account. 

A week ago I decided to start a new Free-to-Play account with the goal of earning enough gold to buy all the adventures and to gather as many cards as possible without spending any money. I decided on Warlock Zoo as the deck I would focus on first. It took me one week, one 11 and one 6 win Arena run, earning enough gold to buy the first wing of Naxx and LoE, and 224 games as Zoo (not counting games played getting each class to rank 10 for the Gold reward between ranks 25-20). Below are the stats vs each class for my games played as Zoo.

  • Druid 22-15 %59.4 
  • Hunter 29-11 %72.5 
  • Mage 18-14 %56.3 
  • Paladin 21-18 %53.8 
  • Priest 8-3 %72.7 
  • Rogue 11-4 %73.3 
  • Shaman 4-5 %44.4 
  • Warlock 25-9 %73.5 
  • Warrior 3-4 %42.8
Total 141-83 %62.9

Here is proof of Legend and the deck I used at the end.

This isn't the final version of the deck that I want to have, since I want to get at least Imp Gang Boss and Loatheb but that will cost me 2100 in Gold to buy the Adventure wings in which they are available. Until then, I think this is a good deck for someone to start with.

Getting wing 1 of Naxx is very important so if you're starting out, you will want to save 700 gold for that after which you'll be able to use both the Haunted Creeper and Nerubian Egg. Dark Peddler should be your next goal, costing another 700 gold for wing 1 of LoE. It's a new card and many still have doubts to its usefulness in Zoo but it has on many occasions won me the game with a draw of Soulfire or Power Overwhelming for the final burst to kill my opponent or with a Voidwalker to keep Face Hunter from rushing me down. After that I would recommend saving 1400 gold to buy wings 1 and 2 of BRM so that you can get the Imp Gang Boss in wing 2. Finally another 700 Gold for wing 2 of Naxx to get Loatheb. 

From my final version of the deck I would most likely take out 1 Piloted Shredder, 1 Harvest Golem, and either 1 Dire Wolf Alpha or 1 Shattered Sun Cleric for the 2 Imp Gang Boss and 1 Loatheb. The rest of the cards that are in this deck can be crafted once you accumulate the required dust, though it shouldn't take long to get enough dust as the only non common cards that can be crafted are the 2 Defender of Argus, 2 Doomguard, 2 Knife Juggler, and 1 Imp-losion (all rare). I am considering 1 Sea Giant or 1 Enhance-o Mechano as the next cards to craft but I don't have the dust for them yet and I don't even know how well they would fit in this deck.

I just wanted to share this guide to show that you don't have to pay to win in hearthstone, you just have to be good at the game and play enough games (though it only took me a week and it's easy because games playing with Zoo don't take too long).

SOURCE

Tuesday, July 28, 2015

Hearthstone Guide - From Rank 4 to Legend w/ Aggro Paladin in 3 Hours [by Dorgan]

Deck Discussion, Stats & Educational Gameplay Videos

 

Introduction / Story

Hi guys, Dorgan here again. :)
So, this month was a busy one for me. I had a lot of things on my desk, some family stuff to do and I was on a short vacation. Therefore, I didn't really get into a flow of a consecutive session and mostly played games in shorter sessions with a lot of different decks, a lot of them with a lack of focus and some other distractions just for the fun of playing.

However, last Wednesday, I finally had some time to spare and felt good, so I took a look at the meta and realized that almost no Patrons were around, at least at rank 4. Instead, I met a lot of Midrange Hunters and Handlocks. There was also a rise of Control Warriors which made Face Hunter a somewhat odd choice. I realized that all of the mentioned decks had problem with a combination of early sticky minions and very aggressive decks. I therefore wanted to try Aggro Paladin again, which was a decent success. :)

I ended up running from rank 4 to 2 in two hours on Wednesday before I started to play the new Tavern Brawl. I then took a break until Saturday, where I climbed from rank 2 to legend in about an hour, making the whole run from rank 4 to legend around 3 hours long.

Video Resources & Proof

You can find a consecutive video with all* games here on YouTube. As always it includes educational commentary and explanations of my thought proccess.

Deck Discussion & Stats

I tried Aggro Paladin at the beginning of the season running this version that I saw floating around, but didn't like it too much. Running a lot of situational cards like Kings x2, Consecration x2, Divine Favor x2, Hammer of Wrath etc. didn't feel too consistent. I also wanted to go for more stickyness and early aggression to counter the beforementioned decks, so I tried a slightly different approach this time.
*I played 3 games off stream where I forgot to put on the tracker: 1 Malylock loss, 1 Handlock win, 1 Tempo Mage win; total record: 26W-6L, 81% winrate.

Why is there ... in the deck?

  • Argent Squire x2, Argent Protector x2: Like I said earlier, I wanted to include as much stickyness as possible since I found Divine Shields to be one of the most important mechanics to run, therefore, both cards were pretty much auto includes.
  • Blessing of Might x2: With so many Divine Shields in the early game, Blessing of Might becomes a really powerful card, can make for good trades (Squire into Misha, still a 4/1 to deal with), provides instant reach and helps to dump the hand for a valuable Divine Favor.
  • Piloted Shredder x2: Shredder is simply a powerful aggressive minion that also provides stickyness and helps with having buff targets around.
  • Ironbeak Owl x2: Owl is great in most matchups and with this deck, I really want to run two of them. Bypassing taunts, silencing Mad Scientists, getting rid of slow-down effects like Sylvanas and almost killing Twilight Drakes are already nice examples that makes it worth running two copies.
  • Southsea Deckhand x2: I'm still not sure if I want two Leper Gnomes or two Deckhands. Gnomes are obviously better in the early game (turn 1 in particular) while Deckhands provide some flexibility and reach later on.

Why is ... not in the deck?

  • King Mukla: I really wanted to include him again. However, now that I think of it, against decks like Control Warrior or Handlock, it might actually help my opponent to find a BGH target with bananas and to develop their board. Even though it has some obvious synergy with Divine Favor and is an aggressive card, I couldn't find another card to cut for it. Worked out well without, so I guess it's fine. :D
  • Consecration, Equality, second Kings, Hammer of Wrath, ...: Even though these cards obviously have some merits, I didn't like the situationalness of the cards. BoK is quite powerful, so I kept one, but the second you fall behind, you definitely don't want two of them in your deck. Consecration would've been nice in the mirror, but overall, I find the aggressive consistency to be more important.
  • Arcane Golem: Leeroy is already a situational charge minion that serves as a finisher. While there are definitely situations where I would prefer Arcane Golem over (at least) one Wolfrider, I found the drawback too problematic in the early game.

Mulligans & General Strategy

Goind first, you definitely want to mulligan hard for 1-drops. This deck includes a lot of them for a reason: To get pressure going right from the start. Southsea Deckhand and Abusive Seargeant are obviously not your favored turn 1 plays, but don't hesitate to drop them anyways. Shielded Minibot and Owl against Hunter and Warlock are pretty much the only non 1-drops that you want to keep.
Going second, you can be a little bit more moderate with your cards, also keeping strong 2-drops of the specific matchup. Knife Juggler can be a bad start if you suspect your opponent to open with a 2/1 or 3/2.
In general, you want to curve out as well as possible, fight efficiently for board control and protect your minions from possible clears/AoE. From there, the gameplan can vary quite a bit. At some point, you usually want to stop going for board control, hitting your opponents hard by simultaniously making sure that you have answers to possible taunts and enough reach. However, this point can sometimes be sooner, sometimes later, depending on how the games develop and whether or not you get the opportunity of a good Divine Favor. Don't hesitate to take some risks against Control decks since they usually want to buy time to stabilize.

Plugs

If you're interested in my other educational videos (constructed, arena, post commentary, deck discussions, ...), feel free to check them out. I still try to establish the channels, so I appreciate every following/subscription. :-)
You can find the rest of my stuff here:

SOURCE

Thursday, December 11, 2014

Hearthstone - EU Rank 1 legend deck list by RandjaTV

I greet you! So with GvG being released in Europe i have started making all sorts of decks with the new cards, but none of them have taken me as far as my Handlock deck! http://imgur.com/9WNVMy2

I don't want to sound cocky but I think that this is the best deck or at least one of the best decks out there. I found my climb to rank 1 very easy going from rank 34 to 1 with a score of 19:4.

I will be making a video spotlight for this deck where I will go a bit more in-depth in the ways I play with it. (you can expect the link here:)

So here is the deck list: (Image format http://imgur.com/NWuZIY1 )

-1x Mortal Coil - I still really enjoy the ability to deal 1 damage with warlock quite a bit, which is why I still play mortal coil. But i don't think this card is necessary.


-2x Dark Bomb - This card is just so insane for warlock. Being able to deal 3 damage gives more value to your small minions and is so flexible that I can't imagine a control warlock without it.


-2x Ancient Watcher - Still watching still hating the police!


-2x Ironbeak Owl - I love silence. With the release of gvg silence got way better with all the crazy effects of new minions.


-2x Sunfury Protector - Good old taunt givers. So good when you have really big minions!


-2x Earthen Ring Farseer - I see people cutting this guy because of the release of Antique Healbot, I personally think that this guy is better than ever. With dark bomb at your disposal he is no longer just a minion that will trade for free with a bigger minion. And with the Healbot release you are more free to heal your minions now.


-1x Hellfire - It's just so good to have 1 of these really flexible card.


-2x Shadowflame - This is still the insane card it use to be.


-2x Defender Of Argus - More taunt!


-2x Twilight Drake - Really good control warlock card.


-1x Antique Healbot - Now this guy, this guy is just so insane in this deck having a way to instantly restore 8 health changed the game for control warlock, you are no longer afraid of going low on life and that makes the deck so much more fun. I don't play 2 of these because I think that that would be too much healing and besides the heal they are not really strong minions and can't target your minions with the heal so I think that 1 if these guys is the sweet spot if your going to play Farseer.


-1x Loatheb - Just puts so much pressure on your opponent it's so good.


-1x Sludge Belcher - I still like this guy. Unlike the healbot This guy is a good minion so he prevents you from having dead hands.


-2x Siphon Soul - Hard removal


-1x Dr.Boom - Now things start to get interesting. I found this guy to be so good! He is a 7 drop so he fits into the curve way better than lets say Ragnaros. Also most of the time I found myself not wanting to play rag because he was just too random. With Dr.Boom you get a really strong minion 7/7 and you get 2 1/1 so some of the interesting things you could do is play Boom into sunfury and gain 2 taunts. Also he splits his value into 3 minions so it makes it easier to deal with classes that swarm the board.


-1x Troggzor the Earthinator - Now this card is just straight out op in my opinion. Having a card that stops your opponent from playing ANY spells is so good and he will almost always give a lot of value. You should be careful when playing versus warrior because if they have minions he can use a weapon and effectively clear him.


-1x Lord Jaraxxus - OBLIVION!


-2x Mountain Giant - ...


-2x Molten Giant - don't be afraid to get low to play this guy. With all the new life replenishment from Healbot you should not be afraid of dying.


So there is the list, I hope you guys enjoy the deck! If you have any questions about the deck feel free to ask!

I also stream on twitch @RandjaTV so if you guys want to drop by check out the stream and maybe leave a follow I would appreciate it.

Source: hearthstone