Currently undefeated in the training grounds for me; a nature combo composition with versatility, burst damage and control all in one.
Always start with Malfurion - Guff - Bru'kan. Generally a turn 1 will be a Malfurion 'Cenarion Surge' to speed up nature, a Guff 'Living Brambles' cast twice as a nature combo, then Bru'kan Lightning Bolt to deal a solid chunk of damage and set up for +3 Nature Damage. Now you basically snowball nature combos - with the ability to repeat turn 1, root enemies with Malfurion, or even confuse the opponent with a Guff taunt followed by some nature combos if the fight with these three drags on. From here you'll likely sub in Cairne, who gives you the ability to taunt & speed up everyone off the bench with no cooldown (acting like Malfurion, but also enabling Guff's double cast of 'Brambles') to let you continue nature combos. He also get's a reborn with his equipment, but next you'll likely queue up Brightwing if your mercs are looking in need of healing, who comes with a really fast, big heal - again with no cooldown off the bench. You can continue to frustrate with brightening heals, while pushing nature damage elsewhere, or if they target Brightwing, even 'eject' her with 'phase shift' and replace her with Anacondra. Anacondra is your last hoorah of nature damage, providing safe snip ability of big damage numbers, but can even be an early sub if there a lot of casters. The composition is really versatile, so please do experiment and mix up abilities & orders depending on foes.
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Comments
The starting lineup is wrong.
Running Bru'kan without a turn 1 Taunt in this meta is borderline insanity, because Xyrella and Samuro are everywhere. Even without help from a third enemy Merc, the two can one turn KO a Bru'kan from full (if the enemy is fully geared) and with that third Merc's action factored in, a good plan is needed to keep Bru'kan alive.
Morgl is the man with the plan. The combination of Morgl's Mitts, Malfurion's Staff, and the Oracle's access to a speed 4 nature ability, all greatly increase the odds that Bru'kan can survive the first turn, and the murloc's Healing Wave goes great with the troll's Lightning Bolt on Turn 2. Along with Malfurion (potentially) Rooting the Blademaster on that turn, of course.
This is AWESOME bro! Even moreso because I have all of them :-))
Definitely giving you a follow!
Thanks for the great team and guide! Would it be possible to add a small section about which (especially epic and legendary) mercs are absolutely necessary and which can be replaced, and by which other mercs? Look forward to trying it out!
For Substitutes: Malf - Guff - Bru'kan are the main ones I'd say you need due to the efficiency of the example Turn 1. The whole comp is built around sped up Nature snipe damage though, so as soon as you stray from that it will get a lot weaker - I tried Thrall, and unless you've levelled up his Doomhammer he just won't cut it really, as having to actually attack into people and take retaliation damage isn't great. Cariel would be an easy sub for Cairne, as she will be a frustrating taunt to come into play from the bench - maybe even Uther since you can target taunt. You could then roll into a Human or Holy build and bring in Anduin as a substitute for Brightwing's heals, or Tirion to frustrate with Divine Shields, or other humans like Jaina, Lich, Varian. Likewise, you could even run Alexstrasza & Warmaster Voone with Brightwing on the bench to create a little threatening Dragon package. PS: For more visual merc news, follow me on Instagram.
Also, I forgot to stress how important spotting a big individual opponents merc turn coming up, and disrupting it with Bru'kan's Muddy Footing (next ability is 6 slower) which again, combos perfectly into Guff's brambles. It means you can usually kill a big threat before it has a chance to pop off, rather than going for the slower greed of the higher Bru'kan DPS abilities. As for BTX and really aggressive boards; they will usually never expect you to taunt Guff (who even plays Guff?) so he's a pretty great counter to it alongside Malfurions roots - and when Cairne comes in you'll usually have the option of two taunts to confuse them. PS: For more visual merc news, follow me on Instagram.