Anyway, I started Blasting
- PVP
- Theorycraft
The idea of this party is to blast enemy mercs from full to zero in a single turn and not give them a chance to combo or synergize, and to have mercenaries on the bench who can come straight down and drop heavy damage to secure kills.
Lead with:
- Bru'kan equipped with Crackling Band {0}
- Guff Runetotem equipped with Bramblethorn Totem {0}
- Malfurion Stormrage equipped with Briarthorn {0}
Turn 1 is strong damage right out of the gate with some setup:
- Bru'kan
- Lightning Bolt {0} speed 6 = 14 single target damage (10 base damage +4 equipment damage) with +3 nature damage for next turn
- Guff Runetotem
- Living Brambles {0} speed 5 = 28 single target damage (10 base damage +4 equipment damage x2 combo damage)
- Malfurion Stormrage
- Cenarion Surge {0} speed 4 = 10 single target damage and gives -3 speed to nature spells next turn
Turn 1 damage per unit type of who you focus:
- Protectors take 90 damage
- Fighters take 62 damage
- Casters take 52 damage
Turn 2 will deal with some serious damage with the following (speeds of course variable depending on enemy turn 1):
- Bru'kan
- Chain Lightning {0} speed 3 = 19 damage to two targets (16 base damage + 3 nature damage)
- Guff Runetotem
- Living Brambles {0} speed 2 = 17 single target damage (10 base damage +4 equipment damage +3 nature damage)
- Malfurion Stormrage
- Archdruid's Call {0} speed 5 = 23 AoE damage (12 base damage +5 equipment damage +6 nature damage)
The fully loaded target will take 59 damage before critical multipliers so Protectors and Fighters take more. The secondary chain lightning target will take 42, and the last unit has taken 23. You dropped 126 or more damage this turn total, and you did it all with the slowest skill at speed 5 barring any slows you took turn 1, so the opponent will struggle for defenses or healing before you've gibbed one or two mercs by the end of this turn, and put others in a danger zone.
Alternatively if you really needed to hammer a specific enemy merc in the ground you can have Malfurion cast Cenarion Surge {0} again to trigger Guff's nature combo on Living Brambles {0}. Your turn 2 single target damage will be even more than the first because of nature damage we're getting from Bru'kan.
At this point they have have some mercenaries in striking range and it's likely you lost one or two of your own. We have on the bench the following mercenaries:
- Thrall equipped with Doomhammer {0}
- Blademaster Samuro equipped with Sash of Illusion {0}
- Tavish Stormpike equipped with Rigged Wiring {0}
The idea is to pull in mercs from the bench who can come in immediately without setup to do some heavy swinging to finish off mercs who took AoE damage from your initial nature burst. Thrall comes down with Windfury for fighters, Samuro is powerful with Mirror Image for casters, and Tavish for general utility and more AoE.
Another benefit to this lineup is it shouldn't be too expensive or long of a grind with only 2 legendary and 4 rare mercs.
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