The leader of a gang of imps in the Zoo Warlock deck. Battlegrounds Beginner's Guide: Review, Tips, Tactics, Clear Actions, and No Luck Demon Gang Leader Map

Battlegrounds– new competitive Hearthstone mode, which combines two heavily tactical genres: card games and an auto-battler strategy.

“Battlefields” in Russian localization is a fun and easy-to-learn mode that can be played without preparation by any player who is interested in board games.

The mode is completely free, provides the same bonuses as other full-fledged modes, but does not require stuffy preparation with collecting a collection of powerful cards, studying their relevance and analyzing popular decks. And most importantly, it is located right in the client.

Just like any other board game, V Battlegrounds There are many nuances that are useful to know before or during your first matches.

1. What you should know before starting the mode

In this game you are pitted against 8 players. The base player chooses a hero from two random heroes and then goes to Bob's Tavern. This begins the recruitment phase. Purchasing (including for in-game currency) sets of the new addition will open a choice of three heroes and the opportunity to view your statistics.

After the recruitment phase comes the encounter phase with a random opponent from among the eight that were included in the match. When a hero runs out of health, the player is eliminated from the match, taking a place depending on the time of his defeat.

For the first four places, the player is given rating points. Over the last four they are taken away.

2. Preparation and selection of the hero

The beginning is the same for everyone - grab the hero and remain in the first level tavern with 3 gold in your pocket and three first level creatures.

There are a lot of heroes in the game, and they can be roughly divided into the following categories: enhancing creatures, causing damage to the enemy, and unique ones. According to passive and active abilities, which can be used once per turn. According to personal preferences, heroes are divided into strong, enjoyable to play, difficult and useless.

To put it bluntly, and not as in a dull summary, all the heroes are approximately equal to each other in strength, but it is easier to reveal someone’s characteristics, and in some matchups it is better not to use the abilities of others at all.


Getting strong in in the right hands heroes does not guarantee you victory. Therefore, such lists are always subjective. But if options exist, you need to make the most of it.

Strong heroes

Some heroes stand out from others in how easily and effectively their abilities can be used during the match. Definitely, they deserve the right to be called the strongest.


A.F.Ka- one of the most popular heroes among the players. Skips the first two turns in exchange for a card with an excavation of two creatures from the third level tavern. Not a very balanced character, as he often enters the game with powerful creatures and quickly increases his advantage.


Nefarian– a magnificent dragon that deals 1 unit of damage to all enemy creatures. His ability costs only 1 gold and deals a potential of 7 damage. Monstrous damage at the beginning of the game, and a very useful ability at the end, because this unfortunate unit of damage is capable of removing a divine shield, which allows the creature to ignore the first damage received during the turn.


Patchwork– undead sewn from pieces with health increased to 50 (60 before the patch). This is 10 more than other characters.
Fat helps Patchworker survive a bad start, and also combines effectively with creatures that deal damage to the character in exchange for a boost, or creatures that receive bonus health from your lack of health. Don't cough.


Yogg-Saron– an ancient god, a dirty tricker and a unique character whose ability recruits a random creature from the tavern, rewarding it with a +1/+1 bonus. What is his strength?

Old Yogg hires the creature not for 3, but for 2 gold! If you don’t need the resulting creature, you can sell it, and then the loss will be only 1 gold, unless the creature summons another creature - in the latter case, you reduce the loss to zero.


Edwin van Cleef– a convincing trickster whose ability gives the chosen creature +1/+1 for each creature recruited (for gold) this turn.

Through simple calculations we find out that you can hire from 1 to 3 creatures per turn - this is plus 3 to the characteristics of any creature in the simplest case. A good and stable character.


Sindragosa– Buffer dragon, gives +1/+1 to frozen creatures. How to freeze? It’s very simple - freezing is the ability to save a set of creatures proposed by Bob for 0 gold.

Thus, at the beginning of the game you can skip a couple of moves, receiving in return starting creatures with high performance. But it is not recommended; freezing may work better at the end, when there are a lot of creatures and there is not enough gold for everyone.


Nice heroes

Some heroes are revealed only in certain circumstances, and in a fairly simple and effective way.


George the Fallen– as a true paladin, it makes it possible for 4 gold to hang a divine shield on a creature, that is, make the creature immune to incoming damage.

A very expensive ability, very useful in the late part of the game, because once purchased, the shield will appear on the selected creature until the end of the match.


Ragnaros the Fire Lord– the frantic elemental throws two fireball for 8 damage to two random enemy creatures. 16 damage for 2 gold is great.

But the situation is spoiled by the randomness of the chosen targets, so the hero is inferior to the same Nefarian in terms of stable effectiveness.


Lich King– for 1 gold grants the rightmost creature a revival; after death, it will be resurrected with 1 health and innate traits.

A useful ability, but keep in mind that if a creature summons other creatures after death, then resurrection will not work if the table is full, because there simply won’t be enough space for the poor thing.


Rat King– one of the strangest characters in the game. The ability offers a random +1/+1 passive bonus to Gear, Demon, Murloc, or Beast, changing each turn.

Many players consider the king to be a strong character that provides an incredible boost at the beginning of the game. But the ability is too unstable.


Lord Jaraxxus– for 2 gold gives +1/+1 to all demons on the board. Obviously, it only works with demons. With a full board of creatures, it gives a total of +7/+7 to the characteristics, which is awe-inspiring.

It's a shame that Jaraxxus no longer synergizes with demons, so the Eredar Lord of the Burning Legion turns out to be a much worse demon leader than Patchwork.


Millificent Manastorm– Passive ability gives +1 attack to the mechanisms you receive from Bob. This is actually a pretty weak bonus, but it doesn't cost any gold, so the hero remains relevant.


Great Akhalaimahalai– for 2 gold a player can get a random secret from .

Most useful secret– an ice block that protects the player from lethal damage. The second most effective is Layering.

Complex heroes

Heroes in this category are still powerful, but can require tricky moves and card manipulation, making them only stable in the hands of experienced players.


Dancer Daryl– with a funny murloc, the developers clearly wanted to convey the essence of the word “flex”. His passive ability awards two random minions in Bob's Tavern +1/+1 when you sell a minion from your side of the board.

Manipulating the economy and moves requires skill and luck, otherwise you will get a low flex to 8th place on the match table.


Sylvanas Windrunner– for 0 gold, a strong and independent undead kills a creature, in return giving the creatures on either side of the killed a bonus of +1/+1 to attack and health.

The problems are obvious: the creature must be bought for 3 gold (or received by creating a gold creature), when sold it could return 1 gold. In addition, Sylvanas requires free space on the board. The ability is difficult to use at the beginning of the match and in the middle. But at the end of the match it’s even more difficult.


Eliza Stargazer– for improving the tavern, he gives you a special card, which for 3 gold pieces will put into your hand a creature of a level corresponding to the level of the tavern. A bit expensive if you look at the similar abilities of other creatures.

For example: for level 2 of the tavern you will receive a card with an excavation of a creature of level 2. Can help you find the right creature in the late game, but requires a keen understanding of mechanics and game feel.


Lich Baz'hial– for 0 gold deals 2 damage to the character and adds gold coin in the hand. This coin can be used to gain extra gold during the recruiting phase.

Please note that you cannot get more than 10 gold, so first spend your main supply, and then take out coins from Baz'hial.


Caretaker– Summons a 1/1 fusion at the start of the match. The fusion has all the properties of creatures available in the mode, that is, it is a mechanism, a demon, a beast and a murloc, receiving bonuses from all combinations.

It is logical that the Guardian's pet synergizes well with any other creatures.


Supervillain Rafaam– Hero Power costs 1 gold and puts the first creature you kill into your hand. Any creature, even a Caretaker fusion.

At the beginning of the match, the power is irrelevant due to the peculiarities of pumping up the tavern and heroes, and in the middle it can give you either unwanted creatures or turn your creature into gold (collect three copies of one creature), removing it back to your hand.

On the other hand, the ability is powerful, but requires understanding of the game - it breaks even, and you can save 1 gold for the next turn by selling an unnecessary creature from your hand.

Trinkets

It is recommended to take these heroes only in very special cases, or not to choose them for battles at all - they are the main contenders for reworking.


Shudderwock– for 2 gold, activates an ability that allows you to use the next battle cry twice. Only one cry and only the very first one used after activating the ability!

In many cases, it is much more useful to buy creatures rather than spend gold on this skill.


Queen Pykhlevich– for 1 gold random mechanism, the demon, murloc and beast receive +1 health. At the beginning it’s almost useless, in the middle too, and at the end it doesn’t shine, except when taking Nightmare Fusion.

Although no, health without an attack only means that the creatures will be hit harder. The ability does not make the game easier, nor does it make it more difficult.


Sir Finlay Mrrgglton– for 1 gold, a random creature will receive +1/+1. After you sell a creature, you can use the hero power again. The ability is irrelevant at the beginning of the game, and then loses relevance.


Eternal Currents– for 2 gold, updates the selection of creatures in Bob's tavern, adding one from the tavern more high level. It’s difficult to use at the beginning, but at level 5 it will allow you to get the desired level 6 creature.

Personally, I am against such a casino, especially for the high price. Some will think that Toki is better than Eliza - the gold consumption is similar, but the result is even less predictable.

3. Start of the game

After selecting most heroes, you find yourself in a level 1 tavern, with three level 1 creatures and 3 gold in your pocket. Recruitment costs just 3 gold, so you can only buy one creature.

The first level of the tavern offers 18 creatures. Don't expect much from them: with the exception of Wrathcaster and demons, almost all level 1 creatures are trash. But it is recommended to choose something significant from this slag, focusing on health and attack indicators. It’s better, of course, to choose a thicker creature, then it can not only receive damage, but also respond to the enemy.

On the second turn, it is recommended to spend gold to upgrade the tavern to level 2. Then on the third turn you can sell your second level creature and buy enhanced creatures. The further goal of many players is to get to level 3 of the tavern as soon as possible.

Please note that all strategy-forming creatures are located on the 2nd and 3rd levels of the tavern. Every new level tavern adds an additional chance of dropping new creatures to the general pool of creatures.

These are 18 creatures at level 1, 23 creatures at level 2, 23 at level 3, 20 at level 4, 21 at level 5, and 8 at level 6. This means that the rate at which the tavern levels increase depends on what strategy you choose after your third turn.

4. Basic assemblies, principles of card selection

There are four main sets of creatures in the game: murlocs, mechanisms, demons and beasts. Despite the patches, the balance of power remains approximately the same as before the patches. Advanced players can mix up builds, combining effective traits from different types to suit the situation.

You can also distinguish categories of creatures with battle cries, divine shields, poison (instant kill when dealing damage) and death rattles. Tokens are first-level creatures summoned by other creatures. The last category is with or without a specific type.

Cult of mechanisms


The most stable assembly is mechanisms. They have many variations, but they get a bonus: creatures are strengthened by absorbing creatures with magnetism. Three assemblies can be distinguished:

All the characters approach them, especially Daryl the Dancer, because the murlocs have a cheap creature with a token that can be spun and sold to receive bonuses.

Interacting with creatures and the tavern

During the match, remember that your creatures attack random enemy creatures from left to right, and taunts are given the highest priority on the scoreboard. The side with more creatures starts the attack. New creatures that appear during the battle are queued for attack according to the position they receive.

Card Triple reward received for merging three copies identical cards, makes it possible to unearth a creature of your tavern level. It is logical that if you need cards of a certain level, you first need to improve the tavern, and only then unearth the creature.

In many strategies, it is very important to collect several Triple Rewards and use them at levels 5-6 to get the missing creature cards. Then, at level 4 triplet (as Bob calls it), you should first improve the tavern, and then play the card. The logic works for any level, but the technique has the greatest effect at the fifth level - the number of creatures of level 6 is limited, and the corresponding improvement is expensive and slows down the pace.

You shouldn’t cling to tasty cards and waste time on grandiose plans - sometimes it’s more important to build a strong deck in the middle of the game. If you tried to put together a super-strong strategy, but you just missed the mark and dropped out of the game, then the problem is not the luck factor, but the sequence of your decisions or passion.

It follows from this that loss is more often the result of incorrect actions than the influence of random factors. At some point, the game will definitely become very demanding to get into the top 1. But fan builds can still be in the black.

If you freeze creatures, new ones will take up the empty spaces on the next turn. Please note that many level 5 creatures are weak buffers.


Creatures retain all permanent buffs after combining into gold card. Golden level 1 creature cards are often weaker than regular level 2 and 3 creatures.

The obvious chain of actions is to buy a creature with an enhancement effect, place it on the field, and sell it.

The pool of creatures for players is limited - don’t tear your hair out if you sold a creature and it fell to you in the next recruiting squad. This means that bought and sold buffers will most likely return to you. That is, you can take Brann, use buffers, sell them, sell Brann, and they will come back to you in the next turns. It’s logical, but you can place extra copies of the Leader or Mother Bear, strengthen the creatures you put with them, and then sell them, freeing up valuable space.

Multiple copies of Khadgar (double minions) work well together, Brann and Rivender (double wheeze triggers) do not. An interesting situation arises with these cards - they can be used to surround provocations to reduce damage from the same hydra, but then the effects will disappear. If you give them provocation, they will die quickly. But if you don’t strengthen their attack, Pysh Wickykins will smear them like chocolate spread on a donut.

Why is it needed? new mode and how is it better than a brawl? The author of the article has been playing the game since ancient testing and believes that normal mode becomes boring. Players solve the problem in various ways: they go to the free format, play brawls, challenges and PvE modes.

The main refuge, however, remained the Arena. And you still have to buy access, collect cards, and then climb to the coveted key.

Battlegrounds much simpler: you can enter the game, bang-bang creatures, attention is not distracted, the pleasure is great, after defeat you can immediately start a new skating rink without any difficulties.

Of course, there remains a certain factor of luck, but it is easily leveled out at a distance. This is a game of statistics, data and correct calculation - without conscious interaction with the game, there will really only be luck left.

"Hey Ya! Are you my summoner? I didn't choose you! - the felblood looked with some numbness at the black demon hung with gold and decorations. He expected the guardian of wrath, and an ordinary demon responded to his call. Alamdor was about to drive away the useless creature when it knelt down and began to sing in a plaintive voice. - Well, leave me here, please! I really wanted to get here... - he switched to a whisper. - to burn this dump to the ground!

Actually, this was the beginning of the long, difficult and unpleasant for the summoner service of the demon Klotan with the felblood Alamdor.

Game name:

Non-standard race:

The demon knows him. And so, he doesn’t tell anyone, because he doesn’t remember.

Appearance features:

An ordinary demon, completely unremarkable, even infuriating.

Although he has black skin, he is slightly taller than his fellows, and his horns are simply incomparable. On the left hand there is a bracelet made of gold, and gold rings are inserted into the horns, on the right hand there is, now it will suddenly happen, an iron ring. There are pulsating green runes on his body, which were given to him by an even more useless owner than he is now.

Character Traits:

A merciless little demon who always wants to piss someone off, burn them, or simply drive them crazy. He is overly proud and proud, believes that the stupid owner will die of hunger without him and will not be able to do anything at all without his brilliant and insidious mind.

In fact, he is cowardly and fearful, which his owner takes advantage of. You can also say that he is the biggest windbag that can be found among the demons, and believe me, demons love to talk long and beautifully, and the demon strives to surpass everyone.

Worldview:

Chaotic Evil

Imp Servant

Specialization:

enrage the owner and command a flock of demons.

Capabilities:

Merciless fire! - the demon launches a bunch of clots of fel fire at enemies and allies. The damage is completely random.

The leader of a gang of demons. For some reason, Clotan is listened to by other imps and thinks he's cool, so he effectively commands them because they listen to him at all, although the problem remains of getting him to obey. The demon himself believes that this is a merit of his intelligence and strength, and not of beautiful empty talk, oh, oratorical skills! (the character can lead a flock of demons)

Stay here, and I'll get help! - Cloatar abandons his fellow demons and hides from the eyes of enemies, using the magic of runes on his body, the rest of the demons, realizing that they were stupidly thrown, go berserk and use “Ruthless Fire!” on their enemies.

Skills and professions:

Useless demon. Can help in the work of a stupid owner as an assistant, although he does all the work, and the felblood takes all the glory for himself!

Well, what else can a demon be able to do other than serve and get poked by its owner? That's what I'm talking about. Oh yes, he can shower your lawn with fel fire, which means he is a real warlock! According to the devil himself.

Flaming Legion

Explanation of beliefs:

Very soon the entire Burning Legion will burn all the worlds to hell and then it will be good, because that’s what the Eredar say, and they are smart, but no smarter than Klotan, yes.

Language knowledge:

  • General
  • Troll dialect
  • Orcish
  • Thalassian
  • Eredan

Explanation of languages:

Eredan is the native language, so to speak. All other languages ​​- the languages ​​that the stupid owner knows - are primitive and simple, so it was not difficult for the genius of the demon people to learn them!

Inventory:

Large bag. - a backpack that Alamdor is too lazy to wear and he entrusts it to Besisch. It contains mostly junk that the felblood doesn’t need, but it amuses the elf to strain the demon with useless errands.

Dear tchotchkes. - Like a Christmas tree hung with gold.

Occupation:

minion

Chronology:

So, is anyone interested in the history of the demon? Is it true? This will touch Klotan's heart! But still he will not tell it to you, because mortal nonentities are not worthy to hear about the countless worlds that this demon drowned in fire.

Flaming Legion.

Brothers. In general, they are doing everything right.

Horde and Alliance. Others

Who these mortal nonentities are that oppose the Burning Legion Cloathar does not know and does not want to know.

Nicknames, ranks, titles:

"Infuriation!" - it seems to the demon that such a nickname makes him bigger, well, you have to somehow hide your real name.

“Little creature” is an offensive nickname for the demon, which his master gave him, for which he will pay and will burn in the fire of filth for several hundred years.

  • Map:
  • Used by: Warlock
  • Effect: summon creature
  • Rarity: common
  • Price: 3 mana crystals
  • Result of use: every time you receive damage, the hero will summon an imp
  • Requires dust to create: 400 units (reward for completing Black Mountain)
  • Dust received per spray: 50 units

Description of the leader of the gang of demons:

The Imp Gang Leader card from Hearthstone allows the warlock to summon an imp to the battlefield whenever he takes damage. It is most effective to use this card when the deck has a creature that can take minimal damage, so that a demon with 1/1 parameters is summoned every time. Examples include cards like Eldritch Infernal and Unstable Ghoul. With their help, creatures are summoned to the board and slowly lose their stats when receiving damage.

A player who has released a Demon Gang Leader onto the battlefield must remember that if the enemy makes a counter move and summons a Dagger Juggler, then most likely the demon will receive damage every time the enemy throws daggers. Therefore, you need to try to make an exchange between the leader and creatures with 1/1 parameters as often as possible in order to extend the life of the summoned demon.

The Hearthstone Imp Gang Leader card triggers its main ability immediately after dealing damage. Even if the summoned leader dies, this does not prevent the demon from appearing on the board. It is worth noting that the demon may not be summoned if the card has been silenced or has undergone transformation. Also, if the enemy uses a spell such as Word of Darkness: Pain on the Leader of a Gang of Demons, which destroys the card, then the demon will not be summoned.



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