I have added IL leaderboards for all the Hearthsone adventures.
IL runs will have a significant difference compared to single-segment runs, since most bosses could be done faster with a risky strategy that will probably be not viable to do in a single-segment run.
You can submit any parts of your single-segment runs to the IL leaderboards.
The timing is set to start on the first frame that the hero portraits are visible. This allows the Restart button to be used, and will also remove the loading time which tends to be inconsistent.
Feel free to share any feedback about this leaderboard and any IL strategies you might think of. Have fun!
Skelesaurus: http://imgur.com/a/AQYt4
Uses Mill Rogue just like what Pottary did, but with some adjustments. Can't think of any other ways for this since this boss have no weakness. (Strong early game and late game, with some sticky minions and huge burst damage from King Krush and Tail Swipe...)
It seems I managed to make this kinda consistent, with a winrate of above 50%. Losses usually seems to be from bad early RNG, when you don't draw the right cards or the enemy have a crazy opening from the hero power. One thing that makes this deck less consistent is the fact that you are really dependent on drawing the Coldlight Oracle. (Edit: After more tries, it seems the winrate is above 70%)
Usually I mulligan for Oracle, Doomsayer, Sap or Deathlord. If you already have these cards, it'll also be useful to keep Shadow Strike, Backstab, Vanish and Healbot. Although I'm still not sure if my mulligan method is optimal.
Some unusual tech cards:
- Shadow Strike: I used this instead of Eviscerate since the 5-damage seems to be really useful.
- Hemet: The boss mostly uses beasts, although can easily be replaced with something like Assasinate.
- Curator: Draws your Oracle, and acts as a taunt.
- Betrayal: Found this to be pretty useful overall.
I've also previously tried to put anti-secret cards such as Eater of Secrets, but I think you don't really need these cards and you can just easily prevent triggering 2 out of his 3 secrets. Bear Trap can be prevented by not attacking his face, since you usually will have enough fatigue damage for lethal anyway. Dart Trap can be easily ignored since your hero power is usually useless anyway.
Also, a tip in speedrunning with this deck. Write a note on the values of '1+2+3+4+5', '2+3+4+5+6', and so on. This helps in calculating the fatigue damage with Oracle combos. I often made misplays when I tried to play fast while calculating these values at the same time.
Oh, sorry. I've seen it done for some other games so I automatically assume it can also be done here.
Can't you just downgrade to the old version if you want to?
K&C New strat for Steel Sentinel - Majordomo + Treachery Combo: https://imgur.com/a/SjwUF
Usually goes between 4.5 minutes to 6 minutes, but it's possible to go as quick as 3 minutes if you're very lucky. My old C'thun Rogue have a slower average time, could be as slow as 7 minutes if you're unlucky.
Remember to watch out for his board clears (1x Brawl and 1x Enter the Coliseum). It's not safe to put your Majordomo on board if he haven't used his Brawl.
---Old post with C'thun Rogue--- Steel Sentinel: http://imgur.com/a/XQqd1
Uses C'thun Rogue. Blade of C'thun and the numerous 'destroy' spells/minions is really suitable for this boss.
Shadowstep and Shadowcaster also helps in bouncing the battlecry minions such as C'thun itself. (Could also use Youthful Brewmaster instead of Shadowcaster) Twilight Geomancer end up being useful, because a taunted C'thun will stop any of the enemies from attacking your face.
Managed to consistently win, although I'm not sure if the deck composition is optimal yet. The amounts of card draw (Shiv/Harbinger), Doomcaller, and 'poison' minions might still be adjusted.
Haven't tried any other methods although I can't think of any methods that could be better than this for now.
Rafaam: http://imgur.com/a/BAqEf
So, I tried to use both warlock and paladin, hoping that the AI would use a Renounce Darkness or Vilefin Inquisitor to change his hero power. Unfortunately, the AI will never use it. Back before Karazhan, I've seen the AI used Renounce Darkness, so the new AI must've been updated to not use it.
There are also old youtube videos of the AI using Jaraxxus and Sac Pact to kill himself, that also doesn't work anymore.
The decks still do well though, winning most of the time. Both the warlock and paladin decks seems to be equally good. Although there's still a bit of chance to lose if the AI got a strong early game from his hero power that we can't handle.
Most other classes could also probably do well, although I haven't tried it.
Thaurissan: http://imgur.com/a/rVwnZ
This boss isn't that hard so it should be able to be beat with a tempo-based deck. However, it seems only priest that have lots of reliable tools to deal with Moira (Silence, PW:S, PW:G and the hero power)
So, I used a mech tempo priest deck. I doubt this is the best way to do it, though I'm not sure what's the most reliable tempo/midrange priest other than dragon priest since dragon priest's key minions have taunt. (Also, Fel Reaver's animation makes things go slower, which made me unsure if I should put him or not, although he's really useful)
And there's still a bit of chance to lose if you have a bad draw and can't prevent Moira from dying to Thaurissan's Unstable Ghoul or Abomination.
Also watch out for his board clears, Dark Iron Skulker and Flamestrike. I put in Loatheb since it could prevent the Flamestrike.
Edit: Changed Mechanical Yeti to Piloted Shredder and Shrinkmeister to Shadow Word:Pain. Mechanical Yeti increases the chance of losing if the boss gets the taunt/return to hand Spare Part.
Dark Iron Arena: http://imgur.com/a/YOhhb
Uses control priest, basically just stall early on until I can put or steal the big minions to build up the board.
There could be a faster alternative that I haven't think of yet, and the deck itself is probably not optimal yet, but this deck have been consistently winning so far. Although the winning speed is really dependent on RNG since sometimes you can steal his big minions and make things significantly faster than usual.
Chromaggus: http://imgur.com/a/TLA4Z
Uses control priest. The gameplan is basically to stall, normally until you have to play your Deathwing to get rid of enemy's board and the affliction spells.
Deathwing is really useful in this boss as a last resort, since the opponent have no hard removal. Normally by the time I played Deathwing, the boss is already pretty close to fatigue.
Still not really consistent, maybe about 60-70% winrate because sometimes you just don't draw the board clears or heal required to survive. Though I still don't know any other improvements or alternatives for now.
Doomsayer/SW:P/Explosive Sheep are really useful against the Chromatic Dragonkin, which normally needs to be cleared out ASAP. You'll normally want to mulligan for these three cards and Lightbomb or Excavated Evil. Power Word:Glory, MCT and Deathlord is also alright to keep in the opening hand if you already have the important cards.
Previously I have tried to put 2x Flash Heal, Thalnos and Annoy-o-tron in the deck, but I switched it with Curator / Sludge Belcher / Mountain Giant, since sometimes I lost because I have no tools to survive in the late game. (I put Curator to draw Deathwing, but watch out if you have used Entomb on the enemy's dragon before you used Curator, since you might draw the Entomed minion instead)
Also, the way the boss uses Bite and Claw is kinda bugged. He somehow only ever use it when his HP is low as a heal. Even when he can have lethal by using those cards, he still never uses it, which is good for us since it increases the chance of surviving.
Nice, I guess that means Chompy will be the pacifist strat for Uncle Dave then.
Wonder if the confession can also now be done in the same way? (There's a chompy in the secret zombie dog tunnel below burning library)
Atramedes: http://imgur.com/a/wjPfH
Uses zoo deck with some anti-weapon cards. Also added BGH in case I need to remove his 9/9 Drakonid Crusher or Onyxia.
The deck composition is probably not optimal yet and there could be lots of alternatives that I haven't tried since the boss is easy, but it seems consistent enough and I usually wins within turn 8 to 10.
Rend Blackhand: http://imgur.com/a/bTw96
Uses anyfin paladin. Paladin end up being a suitable choice for this boss because of the board clears and card draws that fits this boss. Don't know if there's any other strategy that could be better for this boss, though I haven't tried a lot of different stuff.
Still not fully consistent though with bad draws, I doubt the deck composition is optimal. Maybe with 70-75% winrate, might need to test more. Pretty easy to make misplays too when playing fast and not being used in this deck. (Edit: After I've tried more attempts, I've managed to keep winning as long as I don't make any misplays. Probably only a small chance of losing which could happen if I have a bad draw)
Mulligan for the early board clear (doomsayer/sheep/consecration, and maybe Equality) because things normally won't go well without the early board clear.
Card draw is done with Solemn Vigil/Divine Favor/Coldlight Oracle. Divine Favor is awesome since the boss often use hero power only on some of his turns, which leaves his hand being filled and allows you to draw lots of card. Oracle adds more bodies from the Anyfin and provides more card draw. Solemn Vigil can be often combo'ed with board clears.
Lord Nefarius: http://imgur.com/a/ElrSC
Uses stall/fatigue warrior. Gameplan is to stall until he fatigues and I've drawn the Golden Monkey to kill him even faster. Not the fastest way, but probably one of the safest ways since this boss have a really strong early game. I choose warrior because the boss will get warrior spells which usually sucks or is not annoying to deal with.
This strategy isn't really consistent yet, maybe about 50/50 chance. Because he have really strong opening turns, whether you survive or not kind of dependent on the early draws. Though I doubt the list that I'm using is optimal yet.
The dangerous parts takes place in the first several turns. Biggest issue that I usually have is by the 9/9 Drakonid Crusher, which is hard to efficiently remove because of the lack of hard removal in this deck. If I managed to survive until turns 8+ though, that usually means I'm safe and it's just a matter of waiting until fatigue or Golden Monkey.
If you want to get a faster win, you can put more late game minions, but that make it even riskier since that means less tools to stall in the early game.
I tried a bit of mill rogue/druid, but it seems unreliable since you have even less tools to stall/heal in the early game.
Haven't tried priest yet, might actually be better since the heals and board clears are usually more reliable. But the priest spells that the boss will get seems like gonna be harder to deal with, such as buffs. (Edit: Priest sucks because it end up being even more of an RNG-fest with the diversity of spells that priest have. Golden Monkey can also be thoughtstole)
Gadgetzan Update: I tried Swim With Fishes and it seems to make the deck more consistent, got only like 3 losses in about 10 tries. I also added Whirlwind in the deck for more area damage and Swim With Fishes activators. Decklist: http://imgur.com/a/AkUWr
Was looking around in the leaderboards and there's already another pacifist run http://www.speedrun.com/run/pm3l96wm
Also, kills with Chompy doesn't actually count towards your stats, so maybe it could be useful for Pacifist runs?
I've tried using Chompy to kill the confession priest, but unfortunately the errand doesn't trigger if you killed the priest with Chompy. Haven't tried with Uncle Dave though so that might be worth a try.
Maloriak: http://imgur.com/a/QNToY
Uses priest. Gameplan is to stall until his hand starts to get out of cards. Then, I can build up a huge board with N'zoth and start killing him.
If he didn't use the Abberation spell on turn 1 or 2, I usually win with a winrate of about maybe 60-70% (and some of my losses are caused by misplays).
Although if he did use Abberation spell very early, it's proabbly better to just use the Restart button. Unless you have MCT in your opening hand, and even with that I still have a good chance of losing.
Don't know if there's a better way of doing this boss, since this boss is really hard to beat in the first place. Although this deck might still be improved.
Usually I mulligan for Nerubian Egg/ MCT/ Mass Dispel/ board clears. 1-mana heal cards and Gnomergan is also useful to have early on. No need for secret-counters on opening hand since you usually have drawn one by the time you need it.
Some explanations on card choices:
- Mass Dispel: Debuffs all enemy minions, really useful in weakening his board
- MCT: Quite often have the opportunity to steal a minion
- Kezan Mystic/ Eater of Secrets: I'm not sure if I need to put 2 copies of both cards, but I usually have them when I need to deal with the secrets.
- Runic Egg: Useful for cycling, and a bit of N'zoth synergy
- Gnomergan: Useful as a burst, once in a while could also be used as a taunt
- Infested Tauren: Extra taunt and N'zoth synergy
- Cyclopian Horror: Pretty useful taunt since his battlecry activated after the 'stat switch' happens, Evil Heckler is probably a good alternative
- Power Word Glory/ Light of the Naaru: Healing and possible counter to his Counterspell. The Lightwarden from Light of Naaru is also useful for trading. Flash Heal will be a good alternative but I can't put too much of these heals in the deck.
- SW:D: Usually to deal with Drakonid Slayer or Faceless Manipulator.
Some other cards that I've tried before and are also pretty useful but I didn't put it in this version yet, maybe I'll try them again later on:
- Holy Nova: Only 2 damage even though his minions have at least 3 health.
- Annoy-O-Tron: Good defense for early game.
- Pantry Spider: The two 3/1 minions actually made a decent board presence for this boss, since most of his early minions have 3 health.
- Wild Pyromancer: Extra board clear damage, but not sure how reliable is this card since you need to combo it.
Nefarian: http://imgur.com/a/sCjTn
Win condition is to OTK Nefarian with Scaled Nightmare, in order to skip the Onyxia phase. (The common way of doing an OTK is to use Divine Spirit + Inner Fire combo, but I kinda doubt that can be consistent since you need to have multiple specific cards in your hand and a high HP minion on your board)
I used paladin because I feel that paladin have a lot of ways to deal with the multiple 2-hp minions summoned through the enemy's hero power.
The gameplan is to contest the board until you're comfortable enough to put the Scaled Nightmare for it to survive 4 turns to get 32 damage (or 5 turns for 64 damage if you cant get rid of his armor)
Make sure to not put the Scaled Nightmare too fast (especially if it's only turn 6-8), since putting it too quickly will make it likely for the boss to kill off your Nightmare with bursts.
I'm not sure if this list is consistent/optimal enough and I'm going to try it more later. I went 4-0 with this version even though the draw sometimes isn't so lucky.
This deck have went through quite some optimizations, here's some explanation on a few of the card choices:
- Curator: Guaranteed to draw Scaled Nightmare
- Lay on Hands: Heal and card draw. Healing is important because sometimes I need to use my weapons lots of time on his minions, or if things didnt go lucky and I end up getting hit in the face a lot.
- Nerubian Egg: I'm not sure about this one, but it helps in dealing with his board clears
- Rag Lightlord: Solid late-game card that could heal you or your Nightmare.
and here's few cards that I used to put in this deck:
- Abomination: I hoped the Abomination bug can be used for this boss, but it just ends up worsen things up since he'll still kill the abomination and that will let him summon multiple volcanic drakes.
- Coldlight Oracle: I thought the draw will be helpful since we depends on drawing a certain card, plus a bit of Curator synergy. But there's other things I want to put in this deck so I prefer to remove Oracle.
- Zombie Chow: A solid early drop to deal with his Bone Constructs, but I end up feeling like I need to put more late game cards.
- Enter the Coliseum: Might be a decent board clear if things didnt go well, but I end up preferring other cards
Edit: Tried some more and get 5-1, so a total of 9-1 so far. Quickest win is around turn 13 and slowest is around turn 20+ when there's like 5 cards left in deck.
Eadric the Pure is probably useful in this deck when things gone unlucky, but I havent tried him because I havent crafted him. I'll probably replace Explosive Sheep with him
For Magic Mirror, the fastest strat is probably to play Majordomo in turn 9 and finish him off next turn with Fireball + another burst card. Stalling is probably easy with cards like explosive sheep, tentacle of n'zoth and doomsayer. (Though I haven't actually played this heroic level yet)
For Big Bad Wolf, maybe Evolve and Wailing Soul can be really strong in transforming all 1/1s into big minions?
There still a lot of the heroics that I haven't tried yet in this adventure, but the 'easiness' of some of the levels means that there could be a lot of alternative strats available for those bosses.
Interesting methods. How fast do you normally win with the freeze mage in anub'rekhan? Curator could help to draw Alextraza and Coldlight Oracle. And that Maexxna method is really interesting indeed.
Recently, I had an idea of using an Astral Communion deck for Anub'Rekhan. Basically just restart until you got the Innervate + Astral combo lol. Especially since Anub'Rekhan's deck is the most 'regular', he'll probably have no way to counter the early big minions unlike some other bosses.
If one day I'm done with BRM, seems like it might be fun playing around with your decks.
Hi copyrite, nice to see someone joining in ^^
Personally, I often take a look at the decks/tips listed in sites like the hearthstone.gamepedia.com wiki or hearthpwn/head to get a good feel for what's normally done to beat those heroics. However, they're normally 'outdated' since they don't use new cards and are done back when the AI still prefers to aggro over trade. They also normally only aim to win once while I aim to win consistently, so those decks normally aren't so optimal.
For Kel'Thuzad, I doubt a tempo-based deck like secret paladin could work because Kel'thuzad have so many HP and insane board clears after he got 8+ mana. Majordomo is the only reliable way I know to kill him at a decent speed, though things like Freeze Mage or Mill rogue might also be consistent if tuned correctly
In general, 'generic' constructed decks isn't that effective since there are deck changes that can be made to specifically counters each bosses. Usually, if there's no specific boss's mechanic to be countered, I tried out zoo and see how effective it is and what cards I can put in to counter the boss. Secret Paladin could probably also works as a good starting point and I haven't tried a lot with it, though I have a hunch that it'll be less consistent because it kinda depends on drawing the Mys. Challenger.
Also I guess I should've point out that since Karazhan patch, the AI seems to prefer to trade again just like the AI during my heroic run, though I haven't really tried any of these heroics in the last few weeks.