All posts by Linaeum

Escape from Tor’Watha: Chapter 1

The golden sunlight softly streamed through the trees of Eversong Woods, bathing the leaves with the invigorating rays. Rejoicing in the wondrous light, the forest’s songbirds joined in a beautiful song, the notes of which echoed for miles around. Everyone who heard the dulcet tones, no matter if the hearer was elf or beast, took heart at the magnificent chorus…

“There is no way you’re a better archer than me!” a loud voice declared, startling all the birds into silence. “Linaeum, tell Daelenar that I’m the best archer here!” The owner of these show-stopping vocal cords was a young high elf named Caladthras, who was seated on a stump in the center of a small clearing.

“Shush, Caladthras,” Linaeum replied, attempting to silence his younger brother, “You’re scaring the birds away.” Closing his eyes, the tall, dark-haired elf listened in contentment to the distant song.

“But it’s important!” Caladthras insisted, halting the feathery chorus once more. “How am I ever going to become Ranger-General if people think I can’t shoot a bow?”

“I didn’t say you couldn’t shoot a bow,” Daelenar broke in, a smug smile adorning his face, “I just said you’re not as good as me.”

“But that’s the same thing!” Caladthras exclaimed, throwing his hands skyward.

“What are you talking about?” Daelenar cried, his smug smile replaced with a look of indignation at his friend’s remark. “I’m a fine archer. Why, just yesterday I got six bulls-eyes in archery practice!”

“Yeah, out of five hundred shots!” Caladthras replied, running his long, lithe fingers through his golden hair in agitation. “No one would ever call that ‘fine archery’.”

“He’s got a point, Daelenar,” Linaeum said, joining the conversation, “Six out of five hundred? That’s almost as bad as a human would do.”

“We don’t need your opinion, Linaeum,” Daelenar snapped, “Go back to listening to birds.”

“Well, I would,” the dark-haired elf replied, “If you two hadn’t scared them all away with your inane argument! Now, if you’ll be quiet, I’ll…” Linaeum froze in mid-sentence, as his ears picked up a distant sound.

“What is it?” Caladthras asked, noticing the strange look that crossed his older brother’s face. “What do you hear?”

“It’s Suncrown Village!” Linaeum declared, leaping to his feet, “It’s under attack by the Amani!” The Amani were a tribe of Forest trolls that lurked all along the eastern edge of Quel’Thalas. Ancient enemies of the high Elves, the Amani were known for their raids, which were as brutal as they were unexpected.

“We need to get help!” Caladthras exclaimed, horrified by this terrible news. “Suncrown Village is a peaceful community—they don’t stand a chance against the Amani!” Leaping to his feet, the young elf prepared to run—but before he could, he was stopped by a firm hand on his shoulder.

“There’s no time,” Linaeum said, preventing his brother from leaving, “The closest outpost is Farstrider Enclave, and by the time we get there and back, it will be too late for Suncrown. No,” the elf insisted, grabbing his broadsword from where it was propped against a stump. “If the village is to be saved, we’ll have to do it ourselves.”

Grabbing his bow from, Daelenar leapt to his feet. “I’m with you, Linaeum,” he declared, tightening his quiver. “Suncrown needs our help!”

Nodding his thanks, Linaeum turned to Caladthras and raised an eyebrow inquisitively. “But…there are trolls,” the young elf reminded his companions, “We’re just Rangers—we’re trained to deal with unruly wildlife, not vicious trolls!” Caladthras searched his brother’s eyes for any sign of relenting, but found only grim determination. “Fine,” he muttered, snatching his short swords from the ground, “It’s not like I was using this life anyway.”

“You can say that again,” Daelenar muttered beneath his breath.

“Cut it,” Linaeum quickly interjected before things escalated. “This is no time for bickering—we have a village to save.” Waiting a second to make sure his two companions weren’t getting up to anything, the black-haired high elf took a deep breath and ran off into the woods.

“This isn’t over,” Caladthras whispered once he was sure his older brother was out of earshot, “I’ll kill so many trolls, you won’t have a choice but to congratulate me!”

“You can try,” Daelenar replied with a smirk, “But you’ll never, ever be as good as me.” Caladthras’ fists tightened in anger at this remark, but he kept himself in check…until Daelenar continued, “But don’t worry—I’ll be sure to give you a nice, safe job back in Silvermoon when I become the next Ranger-General.”

That did it. All thoughts of Suncrown Village and its plight vanished from the young elf’s mind, replaced with a blinding rage. “You take that back!” Caladthras cried, punching his tormentor in the jaw.

Not expecting a physical outburst like this, Daelenar was knocked back several steps from the force of the punch. Of the three Rangers, however, Daelenar was easily the strongest, so once the surprise wore off, it only took him a second to recover. “So, that’s how you want to do this, eh?” the red-haired elf asked, smiling grimly, “In that case, let the battle begin.”

The “Do Not Craft” Cards of Un’Goro

The Journey to Un’Goro expansion is here, and already, the meta has been flooded with a host of new decks. Of course, just because there are a lot of new decks doesn’t mean they’ll all be viable.  In fact, there are a lot of decks that—once the meta settles—will be completely unplayable. As a result, there are a lot of cards that seem powerful now, but should not be crafted until the meta has a chance to stabilize.

 

The Caverns Below:File:The Caverns Below(55481).png

The Rogue Legendary Quest, The Caverns Below was one of the most underrated cards before the expansion launched. No one thought it was a good card (the term ‘worst Quest of Un’Goro’ was tossed around quite a bit) however, in the few weeks since the expansion launched, Quest Rogue has already become one of the most dominant decks.

Just because Quest Rogue is good, however, doesn’t mean it will stay good. Quest Rogue is very vulnerable to aggressive decks such as Pirate Warrior, which has survived the shift into the Year of the Mammoth. As time goes on, these decks will only get more refined, and Quest Rogue will have trouble keeping up.

As a result, The Caverns Below is a card that’s a bit dangerous to craft right now. It may keep its power level throughout the expansion, but for now, its 1600 dust cost makes it too much of a risk.

 

Spiritsinger Umbra:File:Spiritsinger Umbra(55522).png

A Legendary minion, Spritsinger Umbra is run in a lot of the Priest Deathrattle decks. Her effect (after you summon a minion, trigger its Deathrattle effect) is very powerful, and if left unchecked can singlehandedly win games. As a result, she shows up in nearly every Netdeck that contains powerful Deathrattles.

Despite being a very powerful card, however, Spiritsinger Umbra isn’t actually necessary in most of the decks that run her. While partnering her effect with cards such as Cairne Bloodhoof and Shifting Shade is powerful, it only serves as a win-more effect. There are very Deathrattle minions that affect enemy minions, and the few that do are relatively ineffective. The only card that would have really made a difference is Sylvanas Windrunner, but she left with the last Standard shift.

Because of this issue, Spiritsinger Umbra isn’t a ‘must-craft’ by any means, and should only be purchased by players with a lot of dust that they don’t know what to do with.

 

Ozruk:File:Ozruk(55468).png

A mighty Elemental, Ozruk is a great fit in many of the slower Elemental decks. Between Ozruk’s massive health and the Taunt keyword he carries, the Elemental is great at stopping late-game pushes.

Unfortunately, despite his power, Ozruk is very weak to hard removal (such as Execute or Shadow Word: Death) which completely ignore his massive health totals. As a result, Ozruk is unreliable, and completely unworthy of his 1600 dust cost.

 

Lyra the Sunshard:File:Lyra the Sunshard(55545).png

The Priest Legendary, Lyra has received a lot of attention recently due to some impressive highlight clips, where the resources she generated singlehandedly won the games. Because of this, the card has been seeing a lot more play, and is becoming increasingly tempting as a crafting option.

Similarly to Spiritsinger Umbra, however, Lyra the Sunshard is a card that doesn’t need to be crafted. While her effect is powerful, and it can be game-changing, many times it won’t be. As a result, Lyra is just too unpredictable, so players who are tight on dust have no reason to craft her.

 

Lakkari Sacrifice/Clutchmother ZavasFile:Lakkari Sacrifice(55447).png

With the exit of Renolock, the Warlock variant known as Discardlock has begun to make a resurgence. This archetype got a lot of support in Un’Goro, with both the Legendary Quest and the Class Legendary directly supporting the discard playstyle.

File:Clutchmother Zavas(55464).pngDespite the obvious synergies, however, Lakkari Sacrifice has been absent from nearly all Warlock decks, and Clutchmother Zavas is rarely seen as well. There are many reasons for this neglect—however, the biggest is that the cards simply don’t work well enough. Lakkari Sacrifice isn’t a powerful enough Quest Reward, and Clutchmother Zavas—while powerful—isn’t as strong as many Legendaries.

Because of these issues, the two new Warlock Legendaries just aren’t worth the dust it’d cost to craft them.

 

The Marsh Queen:File:The Marsh Queen(55497).png

Once thought to be the best card coming out of the Journey to Un’Goro expansion, The Marsh Queen has instead turned out to be nothing but a great disappointment. The deck that needs to be made to complete The Marsh Queen is simply too inconsistent, with lots of tiny minions and very little card draw.

Consequently, The Marsh Queen is virtually unplayable at the moment, and is definitely not worth its 1600 dust cost.

 

Open the Waygate:File:Open the Waygate(55551).png

Yet another Quest, Open the Waygate is a difficult card to assess. When everything goes right, the card is possibly the most powerful card in the game—this scenario doesn’t happen too often, however, and most of the time, Open the Waygate ends up amounting to nothing more than a waste of one mana.

Thanks to this inconsistency, Open the Waygate isn’t currently worth crafting for new players. However, unlike many of the other cards on this list, Open the Waygate does have one thing going for it—the card is a lot of fun to play, and can instantly turn any game around.

As a result, Open the Waygate—while perhaps not the best card ever—is one of the most entertaining to play, which means that for players with lots of dust lying around, it’s the perfect card.

 

That’s all of the ‘Do Not Craft’ cards that have come out of this expansion. Once the meta has stabilized a bit, some of these cards (such as The Caverns Below) might actually be worth crafting. For now, however, things are just too uncertain, so it’s best to simply save your dust. Finally, while there are other bad cards in this expansion, they are mostly just Commons and Rares, which are fairly cheap and are unlikely to be an issue.

Overwatch Hero Overview: Zenyatta

Character Overview is a series that introduces readers to the Heroes of the Overwatch Universe. This week, we’re going to be talking about Zenyatta, the Omnic Support hero.

Bio:

Deep in the Himalayan Mountains of Nepal lies a secluded Monastery, home to the Shambali, an order of Omnic Monks. Founded shortly after the end of the Omnic Crisis, the Shambali believe that—like Humans—Omnics have a soul, and that both Humans and Omnics can be united through the Iris.

Zenyatta—or Tekhartha Zenyatta, his official title—was once one of these monks, and shared the beliefs they did. He was an avid student of Tekhartha Mondatta (the leader of the Shambali), and worked hard to promote the order’s ideals.

When Genji arrived at the Shambali Monastery consumed by hatred, it was Zenyatta who helped the young man understand that revenge would accomplish nothing. In order for Genji to gain true healing, Zenyatta explained, he had to forgive his brother. This was a difficult teaching, but eventually Genji came to accept it, and he left the Monastery a changed man.

For many years, Zenyatta continued in his role at the Monastery. However, over time Zenyatta came to believe that merely preaching about Human-Omnic equality wasn’t enough. If there was to be true peace between Omnics and Humans, the Shambali needed to go out into the world and build relationships between the two factions.

Zenyatta brought his ideas before Mondatta in the hope that his mentor would see things the way he did. To Zenyatta’s surprise, however, the leader of the Shambali completely disagreed with the younger monk’s assessment. A heated argument ensued, and in the end, Zenyatta decided that he had no choice but to leave the Monastery that had been his home for so long.

Since then, Zenyatta has traveled the world, helping those in need. Everywhere he goes, relationships between Humans and Omnics improve, and the two factions actually begin to work together, instead of against each other. Zenyatta was actually beginning to make a true difference—but then, everything changed.

Tekhartha Mondatta was assassinated by a lone sniper during a visit to King’s Row, and immediately, tensions between Omnics and Humans soared. Without anyone to keep the peace, violence quickly broke out all over the world, as Humans and Omnics clashed in the streets.

Zenyatta was saddened by the loss of his former mentor—however, he refused to let that stop him. His help was needed now, more than ever before, so he continued on his mission of peace, a mission that he still pursues to this day. 

Weapon and Abilities:

In battle, Zenyatta wields his Orbs of Destruction, which are powerful energy balls that deal heavy damage on contact with an enemy. Normally, Zenyatta fires these orbs one at a time, but he can also charge up to five orbs at a time for a devastating Orb Volley.

Zenyatta’s first ability is Orb of Harmony. Zenyatta casts a golden healing orb onto an allied hero, and as long as that ally remains within Zenyatta’s line of sight, the orb will restore 30 health per second to the targeted hero. Orb of Harmony isn’t as powerful as some heals, but it can be used from long range, which allows Zenyatta to support flankers such as Tracer or Genji.

Zenyatta’s second ability, Orb of Discord, is the complete opposite of his Orb of Harmony. Zenyatta casts a dark purple orb onto an enemy hero, and they take 30% increased damage as long as they remain inside Zenyatta’s line of sight. This is a very powerful effect, as it allows teams to quickly burn down even the toughest enemy targets.

Once Zenyatta has received enough Ultimate charge (either from healing or using his Orbs of Destruction to damage enemies), he can use Transcendence. This Ultimate makes Zenyatta immune to damage, massively increases his movement speed and causes him to heal nearby allies for 300 health per second. This is an incredibly powerful Ultimate, and can be used to shut down nearly any offensive ability.

Gameplay:

Zenyatta is a challenging Support hero, who dishes out a lot of damage at the cost of reduced healing and no mobility. He can kill most non-tank characters with 3-5 shots, and with the help of Orb of Discord Zenyatta can even chew through Roadhog’s 600 health without much difficulty.

Zenyatta’s Orb of Harmony only heals for 30 health per second, which is much lower than what Mercy’s beam (50 health per second) or Ana’s gun (75 health per shot). As a result, he isn’t a good solo healer, but he’s a great secondary support thanks to his ability to spot heal.

Transcendence is one of the strongest Ultimates in the game, as it can singlehandedly shut down multiple offensive Ultimates at once. Has Zarya used her Graviton Surge, and Genji is coming with Dragonblade? Zenyatta just has to use Transcendence, and all the damage is neutralized. Unfortunately, because Transcendence just heals (rather than granting a shield) instant burst abilities like Junkrat’s Rip-Tire will kill heroes even if they’re inside the healing field.

Zenyatta synergizes very well with Offense characters such as Genji or Tracer, as he can toss out his Orb of Harmony to quickly heal them up from a distance. His Orb of Discord also synergizes really well with Offense characters, as once he marks an enemy hero, his allies can quickly burn the enemy down.

On the other hand, Zenyatta is also very weak against characters such as Genji and Tracer, as once they set their sights on his robotic body, there is no way for him to escape. Zenyatta’s only chance is to stand and fight, and while occasionally he’ll get lucky and pick off his attacker, he’ll usually just end up dead.

Zenyatta is a very versatile hero, so he fits in on most maps. He’s especially strong on King of the Hill and Capture Point maps, as Transcendence can easily protect everyone in the capture zone, but he’s just fine on the Escort and Hybrid as well.

Overall, Zenyatta is a challenging hero to play, but his power easily makes him one of the better characters in the game.

Journey to Un’Goro Deck Experiments

The Journey to Un’Goro expansion is here, and I’ve already started work on new decks. These four are the best I’ve come up with so far, and while they’re not quite perfect yet, I had a lot of fun playing them and I got several wins on the ladder.

 

Discardlock

Excerpt from the journal of Elise Starseeker:

Day 4—We arrived at the bubbling Lakkari Tar Pits this morning, where we discovered the remains of a primitive tribal ritual. After some examination from the Warlocks of our expedition, it was determined that the ritual’s purpose was to open a portal directly to the Twisting Nether!

The ritual had been unsuccessful, apparently due to a lack of life energy. The Warlocks suggested a way to ‘remedy’ this problem, but I firmly declined their offer, and we left the area shortly thereafter. 

The first deck I played, Discardlock centers around completing the Warlock class quest, Lakkari Sacrifice. Lakkari Sacrifice requires you to discard six cards, and if you do, you receive the powerful Nether Portal (which summons a pair of 3/2 Imps at the end of your turn). The Nether Portal cannot be destroyed—even with complete Board Clears like Twisting Nether—so once you get it out onto the board, you’ll gain a lot of tempo for the rest of the game.

Of course, because Discardlock focuses so heavily on discarding cards, there will be times when you lose important resources at the worst possible time. In addition, while the Nether Portal is a powerful tempo card, it isn’t an instant win condition like some of the other quests. As a result, there are a lot of decks that can out-value Discardlock in the long run.

The Pros: Very powerful early game, with lots of high-tempo minions. Once the quest is complete, constant pressure that lasts the rest of the game.

The Cons: Can struggle if important cards are discarded. The deck also runs out of cards very quickly, going into fatigue when its opponent still has fifteen or more cards remaining.

Notes: There are a lot of Discardlock decks that aren’t running the quest, in favor of a more aggressive list. These decks are good, but the quest is also quite powerful, so it’s up to the individual player to decide what they want to do.

 

Elemental Paladin

 Excerpt from the journal of Elise Starseeker:

Day 7—While most of the Paladins seem determined to track down the elusive Galvadon, there are some who have set their focus on the elementals who dwell in the Crater. These Paladins are…inexperienced, but their enthusiasm is unmatched, and they’ve successfully imbued many elementals with the power of the Light.

The Shamans and Mages in our party see the Paladins as nothing more than amateurs—I find their efforts quite interesting, however, and intend to keep a close eye on their progress. 

The second deck I played, Elemental Paladin isn’t the most obvious archetype for the class. Despite this, the deck was actually surprisingly successful, due to a few interesting interactions.

The first had to do with the Servant of Kalimos, a 5-mana 4/5 that discovers an Elemental as long as you played an Elemental on the previous turn. Because of the occurrence bonus class cards get in discover effects Ragnaros, Lightlord (Paladin’s only Elemental) showed up nearly every time. Now, Ragnaros wasn’t always the best choice, but always having him as an option made a huge difference in many games.

The second had to do with combining Ozruk (a 9-mana 5/5 with Taunt that gains +5 Health for every Elemental played on the previous turn) with the Adaptation that grants immunity to Spells and Hero Powers. In most cases, Ozruk would get up to a 5/15 or higher, which is pretty hard to deal with when he can’t be targeted by Spells.

The third centers around the new Paladin Legendary, Sunkeeper Tarim. Because of all the little 1/2 Elementals received from cards such as Fire Fly and Igneous Elemental, Sunkeeper Tarim nearly always has a large board to interact with. This allows Elemental Paladins to get a lot of value against heavy decks like Jade Druid or Taunt Warrior.

The Pros: Very powerful tempo throughout the game, with a lot of big minions near the end (including up to 3 Ragnaros, Lightlords).

The Cons: A little weak against decks that can generate massive amounts of small minions quickly, such as Murloc Shaman and Quest Hunter.

Notes: While Sunkeeper Tarim is powerful, he can be replaced by a second copy of Tol’vir Stoneshaper if budget is an issue.

 

Adaptation Priest 

Excerpt from the journal of Elise Starseeker:

Day 11—Several of the Priests in our party have begun examining the rare beasts that inhabit the Crater. They seem fascinated in general by the creatures, but they are especially intrigued by the beasts’ rapid adaptations.

Applying what they have learned from their extensive time with Dragons, the Priests have begun to use their holy magic to influence the adaptations. So far, the results have been…interesting, to say the least, and I am eager to see what they come up with.    

Adaptation Priest is a deck that uses Priest spells like Power Word: Shield and minions such as the Kabal Talonpriest to empower Adapted minions. The deck’s main win condition is the Vicious Fledgling, a 3-mana 3/3 that Adapts every time it attacks a hero. If this card can stay alive for more than a turn or two, it quickly becomes unmanageable.

In the event that the Vicious Fledglings don’t succeed, this deck runs Ysera and two copies of Free From Amber (an 8-mana spell that Discovers a minion that costs 8 or more mana, then summons it) to help close out games.

In addition, there is a little bit of Dragon synergy in the deck, as well as a few tech cards such as Mass Dispel (to help deal with all the Taunts/Deathrattles/Adapted minions that have been inching their way back into the meta). These cards can be swapped out, however, as they aren’t crucial to the deck.

The Pros: This deck is very strong against opponents without any real means of targeted removal, such as Paladins or Druids.

The Cons: Is definitely a win-more deck, so it struggles to come from behind.

Notes: This is more a fun deck than a serious competitive deck, so it is unlikely to pick up a lot of wins at high ranks. That being said, it is a really fun deck to play, and it often catches players off-guard.

 

Elemental Control Shaman 

Excerpt from the journal of Elise Starseeker:

Day 13—The Shaman in our party have joined the Paladins in examining the Elementals. Unlike the Paladins, however, the Shamans have a lot of experience with mastering the Elements, and they quickly bound many of the most powerful Elementals to their will.

I have my reservations, however, about the Shamans’ methods. While the Paladins treaded carefully in their experiments with the Elementals, the Shamans have thrown caution to the wind. When I asked, they cited their years of experience in taming Elementals—however, the Elementals of Un’Goro are like nothing I’ve ever seen before, and I fear they might be in over their heads. 

Control Elemental Shaman forgoes playing many of the smaller Elementals in favor of massive minions such as the Earth Elemental (a 5-mana 7/8 with Taunt that Overloads for 3). Once these minions are established, it then uses cards such as Ancestral Spirit and Faceless Shambler to maintain the wall.

In addition to the massive Taunts, this deck also runs a pair of Volcanos and Lightning Storms, which help keep the board clear of enemy minions. The deck also runs a lot of healing in order to survive early aggression.

Control Elemental Shaman is very powerful against basic Aggro decks like Pirate Warrior, as once the Earth Elementals are played, the Aggro deck is instantly stopped in its tracks. Control Elemental Shaman is also relatively good against Midrange decks, as it can often outvalue them in the midgame.

The Pros: This deck is very strong against Aggro and Midrange decks, as its Taunts and healing allow it to survive long enough for its big minions to wreak havoc.

The Cons: Is very weak against decks with hard removal, such as Priest or Mage.

Notes: I don’t own Kalimos, so I didn’t include him in the deck. He fits the deck concept very well, however, so he would be a good inclusion.

 

These are the decks I’ve mainly played so far, but I’m sure I’ll create many more over the next few weeks. Hopefully, this article has given you some ideas for your own deckbuilding, and I’ll see you on the Journey to Un’Goro.

The Fate of the Classic Class Legendaries

Hearthstone’s newest expansion, Journey to Un’Goro, is just around the corner. When it arrives, the Blackrock Mountain, Grand Tournament and League of Explorers expansions will be shifted out of Standard and be restricted to the Wild format. This will completely change the meta as we know it, as powerful cards like Emperor Thaurissan and Reno Jackson will no longer be playable.

In addition to the loss of Reno and the Emperor, a pair of Classic Legendary minions (Sylvanas Windrunner and Ragnaros the Firelord) will also be leaving Standard. As a result, there is now a power gap among the Legendaries, which means that some of the old Class Legendaries that have never seen much play (looking at you, King Krush) may now actually be viable.

There are some Legendaries, however, that greatly benefited from the existence of cards such as Emperor Thaurissan. For example, the Warlock Legendary Lord Jaraxxus is exponentially more powerful at a discounted 8 mana (where you can play him and get in a hero power on the same turn) than at his default 9 mana. Not all the Class Legendaries will be impacted this heavily by the Standard shift, but they will all be affected in one way or another.

 

Druid: CenariusFile:Cenarius(605) Gold.png

Cenarius (a 9-mana 5/8 that summons a pair of 2/2’s with Taunt or gives all your other minions +2/+2) has experienced a very up-and-down ride over the history of Hearthstone. Back in the early days (when Ramp Druid was a popular and powerful deck) Cenarius was often played as a soft win condition. Since then, however, more powerful Druid cards have been released, and—aside from a short stint in the Token Druid deck popular around the time Whispers of the Old Gods was released—Cenarius has seen little to no play.

Now, however, Cenarius is primed to make his return, thanks to the introduction of the Druid Quest reward, Barnabus. Barnabus is a 5-mana 8/8 who makes all the minions in your deck cost 0. As the main barrier to playing Cenarius was his oppressive 9-mana cost, this is a huge change, and the Classic Druid Legendary will likely see play in any deck that runs the Quest.

 

File:King Krush(194) Gold.pngHunter: King Krush

King Krush (a 9-mana 8/8 with Charge) has always been a fairly weak Legendary, as he is basically nothing more than a more expensive Ragnaros. As a result, the Hunter Legendary has never really seen much play—except on the rare occasions that he’s acquired via a Webspinner or Ram Wrangler.

Now that Ragnaros is leaving the Standard format, however, King Krush might actually have his time in the sun. Eight instant damage is nothing to sneeze at, and with powerful removal tools such as Entomb leaving for Wild, the powerful Devilsaur could very well be the tool Hunters are looking for.

 

Mage: Archmage AntonidasFile:Archmage Antonidas(220) Gold.png

Ever since the beginning of Hearthstone, Archmage Antonidas (a 7-mana 5/7 who puts a Fireball into your hand every time you cast a spell) has been a staple in many Mage Decks. His ability to generate resources was unparalleled, and there are many games where Antonidas singlehandedly generated the resources needed to defeat the Mage’s opponent.

With the upcoming Standard Rotation, however, Mages are losing one of their most powerful spells, in the form of Ice Lance. Between this, and the loss of Thaurissan, Antonidas will struggle to produce more than one or two Fireballs before he’s killed off.

Overall, things look bad for the Archmage, and while he has some synergy with the Mage Quest (which requires players to cast 6 spells that didn’t start in their deck), it’s unlikely that he’ll see a lot of play.

 

File:Tirion Fordring(391) Gold.pngPaladin: Tirion Fordring

The backbone of nearly every Paladin deck since the beginning, Tirion Fordring (an 8-mana 6/6 with Divine Shield, Taunt and a Deathrattle that gives the minion’s owner a 5/3 weapon) has always been a powerful card. He’s a powerful force on board, and when he dies, the weapon he grants can be used to control the board or finish off the Paladin’s opponent.

With the upcoming Standard rotation, Tirion’s main counters (Entomb and Sylvanas) are going to Wild, which means that the Paladin Legendary will be even more powerful than ever. In addition, Tirion synergizes very well with the Paladin Quest, as his main weakness is to Silence effects—which will likely have already been used to deal with the Buffs played earlier in the game.

Overall, Tirion is a great Legendary, and he will only get better in the upcoming Standard rotation.

 

Priest: Prophet VelenFile:Prophet Velen(228) Gold.png

Similarly to King Krush, Prophet Velen (a 7-mana 7/7 who doubles the damage and healing of the Priest’s spells and hero power) has never been an overly powerful Legendary. While his effect is good, Velen is overpriced, and he’s difficult to combine with other cards.

Unlike King Krush, however, Velen doesn’t really benefit from Ragnaros or Sylvanas leaving Standard, and there’s nothing in Journey to Un’Goro that boosts his power. As a result, Velen will likely remain a rarely-played Legendary for a while to come.

 

File:Edwin VanCleef(3) Gold.pngRogue: Edwin VanCleef

Like Tirion Fordring, Edwin VanCleef (a 3-mana 2/2 who gains +2/+2 for every card played earlier on that turn) has always been a highly-played Legendary. His effect is one of the most powerful in the game, and he synergizes very well with the general Rogue playstyle.

With the upcoming Standard rotation, however, Rogues are losing Conceal (which grants Stealth to all friendly minions for one turn). This is a huge blow to VanCleef, as it means that he can no longer be shielded from targeted removal. As a result, VanCleef will likely see a large drop in popularity for the first time in his entire Hearthstone career.

 

Shaman: Al’Akir the WindlordFile:Al'Akir the Windlord(335) Gold.png

The Shaman Legendary, Al’Akir the Windlord (an 8-mana 3/5 with Windfury, Charge, Divine Shield and Taunt) has always lurked on the edge of playability. Whenever a new Shaman deck is created, Al’Akir will appear in early builds of that deck—however, in many cases, the Lord of Air will later be removed as the deck is optimized with cheaper, more powerful cards.

With the arrival of Un’Goro, however, Al’Akir is catapulted back into relevance, thanks to his acquisition of the Elemental tag. As Shaman is one of the classes to feature Elementals, there is a good chance that Al’Akir will make it into the new Elemental decks. It’s hard to say for sure—as he could end up getting dropped as the Elemental lists are optimized, but in general, things are looking up for everyone’s second favorite Elemental Lord.

 

File:Lord Jaraxxus(482) Gold.pngWarlock: Lord Jaraxxus

A staple of his class, Lord Jaraxxus (a 9-mana, 3/15 who replaces your hero) has been a part of Control Warlock decks ever since the beginning. From Handlock to Renolock, Jaraxxus has been the win condition that every Warlock strives for.

With the upcoming Standard rotation, however, things are primed to change drastically for the popular Eredar Lord. Emperor Thaurissan is rotating out, which means that Jaraxxus can no longer be played on the same turn as a hero power. In addition, Journey to Un’Goro is pushing a heavy Discardlock theme (with both the Quest and the new Legendary), which happens to be a deck that doesn’t play Jaraxxus.

Because of these factors, there is a good chance that Lord Jaraxxus will no longer be playable in Standard. Jaraxxus is still a very powerful card, however, so it’s possible he survives the transition—only time can tell for sure.

 

Warrior: Grommash HellscreamFile:Grommash Hellscream(643) Gold.png

Grommash Hellscream (an 8-mana 4/9 with Charge that gains +6 attack while damaged) has always been the finisher in Control Warrior decks. With the rise of Pirate Warrior and Jade Druid, however, he’s lost a lot of popularity, as he’s too slow to compete with these decks. This situation is looking to turn around, however, with the arrival of Journey to Un’Goro and the powerful Taunt minions it brings.

Thanks to all the new Taunt minions, Control Warrior should actually be able to hold its own against Pirate Warrior and other, similar Aggro decks. As a result, Grommash should once again see some play to help finish off all the new Midrange and Control decks that appear to be coming with the new expansion.

 

Overall, the future looks bright for many of the old Legendaries. While there are a few (Lord Jaraxxus and Edwin VanCleef) that got indirectly nerfed, there are more that only gained in power (King Krush, Cenarius and Al’Akir). As a result, the Classic Class Legendaries should see a rise in popularity amongst the dinosaurs and Elementals of Un’Goro.

The Quests of Un’Goro

Hearthstone’s newest expansion, Journey to Un’Goro, is just around the corner. There are many new features coming with the expansion (such as the new Elemental tribe and the Adapt mechanic), but the most exciting of all are the new Legendary Quests.

Quests are 1-mana Legendary Spells that are always in your hand at the beginning of the game (though you can choose to mulligan the Quest away if you want). Once you play the Quest, you then have to complete a certain task, such as summoning 7 Deathrattle Minions or discarding 6 cards. These tasks will often take several turns to complete, but if you succeed, you will receive a game-changing reward.

Every class is receiving one of these new Quests, each with a unique task and reward. They are all very powerful, but their impact on the game varies from Quest to Quest. In this article, we’re going to go over all nine of the new Quests, so you can know exactly what to expect.

 

Druid: Jungle Giants File:Jungle Giants(55538).png

The Druid Quest, Jungle Giants, requires players to summon 5 minions with 5 or more Attack. Aside from Token Druid—which hasn’t been a viable deck in a long time—every Druid deck’s main focus has been summoning the largest minions possible, so this Quest will often be completed just through normal gameplay. In addition, many Druids don’t play anything on turn one, which makes this card an auto-include in nearly every Druid deck.

File:Barnabus the Stomper(55539).pngOnce the Quest is completed, Druids receive Barnabus the Stomper, a 5-mana 8/8 with Battlecry: Reduce the Cost of minions in your deck to (0). Needless to say, this is an incredibly powerful effect for Druids, as their minions are often on the high end of the mana curve.

Overall, Jungle Giants is a very powerful Quest, as it rewards Druid players for playing naturally. As a result, it will likely be an auto-include in nearly every deck.

 

Hunter: The Marsh QueenFile:The Marsh Queen(55497).png

The Marsh Queen is one of the easier Quests to complete, as it only requires you to play seven 1-mana minions. Hunter already plays a lot of powerful 1-mana minions, including the Fiery Bat and Alleycat, and they’re getting even more in Journey to Un’Goro, which makes completing this quest a cinch.

The reward is Queen Carnassa, a 5-mana 8/8 who shuffles 15 Raptors into your deck. Raptors are a 1-mana 3/2 that draw a card when they’re played, which means that once you get this quest out, you’ll be able to fill the board with minions every turn.

File:Queen Carnassa(55498).pngThe Marsh Queen is a solid Quest that fits into both Aggro and Midrange Hunter. These decks both struggle with running out of resources, so the Raptors you get from the reward are perfect for winning a tight game.

The main downside to The Marsh Queen is that its victory condition (swarming the board with Raptors) is weak against control decks with lots of board clears. During the Gadgetzan meta, the only prominent deck that ran board clears was Renolock. With the arrival of Journey to Un’Goro, however, the meta will likely shake up a good deal, and board clears could be a lot more common.

Overall, The Marsh Queen looks like a powerful card, and it will likely be the staple of Hunter decks for a while to come.

 

 

Mage: Open the WaygateFile:Open the Waygate(55551).png

Unlike Jungle Giants and The Marsh Queen, which are both pretty straightforward, Open the Waygate requires players to think a little outside the box. In order to complete Open the Waygate, Mages have to cast 6 spells that didn’t start in their deck.

Now, at first glance, this seems incredibly difficult—however, it really isn’t that bad. With cards like Babbling Book and Cabalist’s Tome and the new secret, Mana Bind, Mages have many ways to get spells from outside their deck. Once File:Time Warp(55554).pngthe Mage completes the Quest, things get even crazier, as the reward is the powerful Time Warp.
A 5-mana spell, Time Warp allows you to take an extra turn. This is an incredibly powerful effect, as it allows you to unleash 15-mana worth of spells before your opponent has a chance to react. As a result, Open the Waygate is one of the most powerful Quests in the game, and will likely show up in many Mage decks.

 

Paladin: The Last KaleidosaurFile:The Last Kaleidosaur(55512).png

The Paladin Quest, The Last Kaleidosaur asks players to cast 6 spells on their own minions. Now, minion buffing has been a core theme of Paladin ever since the beginning—but the archetype never really worked in constructed due to the prevalence of silences and polymorph effects. As a result, the Quest seemed like an impossible task—until the rest of the Paladin cards were revealed.

New, powerful buffs like Spikeridged Steed (a 6-mana spell that gives a minion +2/+6 and Taunt and Deathrattle: summon a 2/6 with Taunt) and Adaptation (a 1-mana spell that lets you Adapt a friendly minion) were added to the Paladin arsenal. Even more importantly, Paladins got the Primalfin Champion, a 2-mana 1/2 with Deathrattle: Return any spells you cast on this minion to your hand. This card allows Paladins to get double value from their buff spells, which in turn will make The Last Kaleidosaur much easier to complete.

File:Galvadon(55444).pngAs for the reward, Paladins get Galvadon, a 5-mana 5/5 with Battlecry: Adapt 5 times. This is an incredibly powerful effect, as possible Adaptations include Stealth, Windfury and +3 Attack. Put all these together, and you get a 14/5 minion with Stealth and Windfury, which is capable of putting out 28 damage in one turn.

Needless to say, Galvadon is incredibly powerful—however, he is susceptible to untargeted board clears such as Twisting Nether and Dragonfire Potion. In many cases, however, these board clears won’t be available when Galvadon is played, which means that The Last Kaleidosaur is a pretty good Quest.

 

Priest: Awaken the MakersFile:Awaken the Makers(52588).png

The Priest Quest—Awaken the Makers—is pretty basic. Summon 7 Deathrattle minions, and you’ll get your reward. Ever since the Dark Cultist back in Naxxramas, Priest has always had a lot of powerful Deathrattle minions, and they’re getting even more in Journey to Un’Goro. As a result, this is a pretty easy Quest to complete, and should be finished in nearly every game.

File:Amara, Warden of Hope(52584).pngThe problem with Awaken the Makers, however, is the reward: Amara, Warden of Hope. A 5-mana 8/8 with Taunt, Amara’s Battlecry sets your hero’s Health to 40. Now, at face value, this is very good—however, in many games, ten extra Health won’t actually make a big difference. Priest is losing several of their most powerful control cards, and they aren’t getting anything to fill the void. As a result, if a Priest falls behind on board, they will struggled to regain control, and they’ll die from 40 as easily as they’d die from 30.

Overall, the Priest Quest is underwhelming in comparison to the others, but it is still a full heal, so it isn’t bad—it’s just not game-winning in most cases.

 

Rogue: The Caverns BelowFile:The Caverns Below(55481).png

Similar to the Mage Quest, The Caverns Below is a Quest that requires a bit of planning. In order to complete this Quest, you have to Play four minions with the same name. Unlike many of the other Quests, The Caverns Below specifies ‘Play’, so you’ll need to use bounce-back cards such as Gadgetzan Ferryman and Shadowstep in order to pull this off.

This isn’t an easy task, but the payoff is huge, as you get the powerful Crystal Core. A 5-mana spell, Crystal Core makes all your minions File:Crystal Core(55482).png5/5 for the rest of the game. This includes minions on your board, in your hand, in your deck and even tokens that are summoned by other minions!

Overall, The Caverns Below is a powerful card. It isn’t easy to complete, but once you do, you’ll be in a commanding position for the rest of the game.

 

Shaman: Unite the MurlocsFile:Unite the Murlocs(55470).png

As Shamans are known for their connection to the elements, many players were expecting their quest to revolve around summoning the new Elementals. This couldn’t be further from the truth, however, as Shamans instead got Unite the Murlocs, which requires them to summon 10 Murlocs.

This is a fairly easy task to complete, as cards like Call in the Finishers (summon four 1/1 Murlocs) and Finja, the Flying Star (who summons two Murlocs from your deck whenever it attacks and kills a minion) will consistently get you the Murlocs you need.

File:Megafin(55472).pngNow, while Murloc Shaman has always been a potentially powerful deck, there’s been one main factor that holds it back: the lack of resources. Fortunately, this problem is completely solved by the Quest reward, a Murloc named Megafin. A 5-mana 8/8, Megafin’s Battlecry fills your hand with random Murlocs. This is an incredibly powerful effect, as it gives Murloc Shaman the extra fuel they need to finish their opponents off.

Overall, this is a very powerful Quest—however, there’s a good likelihood that the vast majority of Shaman decks in the upcoming months will be Elemental Shamans, rather than Murloc Shamans, which would make this Quest useless. For now, though, Unite the Murlocs seems like a solid card, and it will likely see some play.

 

Warlock: Lakkari SacrificeFile:Lakkari Sacrifice(55447).png

For the past several expansions, Warlocks have been pushed toward the Discardlock archetype. However, despite powerful cards such as the Silverware Golem (a 3/3 that summons itself when discarded) and Malchezaar’s Imp (which draws cards whenever cards are discarded) the archetype was sidelined in favor of the more powerful Renolock.

With the upcoming arrival of the Year of the Mammoth, Reno Jackson will rotate out of the Standard format, opening the door for a new type of Warlock deck. Thanks to Lakkari Sacrifice, Discardlock may just be the deck to fill this void.

Lakkari Sacrifice requires players to discard 6 cards. This might have been difficult in the past (as players would often end up discarding their discarders), but with the addition of new cards like Clutchmother Zavas (a 2-mana 2/2 that returns to your hand and gains +2/+2 whenever it’s discarded), Warlocks can discard their hand much more consistently.

As for the reward, Warlock players get the Nether Portal, a 5-mana spell that opens a permanent portal on the board. This portal cannot be destroyed, and it summons a constant stream of 3/2 imps for the rest of the game. This is an incredibly powerful board control card, and easily makes up for the 6 cards that were discarded.

 

Warrior: Fire Plume’s HeartFile:Fire Plume's Heart(55523).png

The final Quest, Fire Plume’s Heart requires Warriors to play seven Taunt minions. In the past, this might have been a difficult task, but thanks to the new cards introduced in Journey to Un’Goro, Warriors now have a massive pool of powerful Taunt minions to choose from.

As for the reward, Warriors get Sulfuras. Once wielded by Ragnaros the Firelord, Sulfuras is a 3-mana 4/2 weapon that changes your hero power to ‘Deal 8 damage to a random enemy’. This is a massively powerful effect, as 8 damage a turn will quickly whittle File:Sulfuras(55531).pngdown even the toughest enemy—however, it comes at the cost of losing the ability to gain armor. Against Aggro decks, this is a big deal—however, it is mitigated by the sheer number of Taunts that have been flooding the board in order to fulfill the Quest in the first place.

Overall, Fire Plume’s Heart is a very powerful quest, and it will likely see a lot of play—assuming that Warriors are capable of playing anything other than Pirate.

 

For the most part, the upcoming Quests seem very powerful. There are a few (Open the Waygate and The Last Kaleidosaur) that create potential one-turn-kill scenarios, as well as a few others (Unite the Murlocs, The Caverns Below and Lakkari Sacrifice) that will provide powerful tempo swings.

The remaining Quests don’t quite provide the immediate benefits of the aforementioned, but they are all very powerful in their own ways. Overall, the Quest system seems like a formidable addition to Hearthstone, and I can’t wait to see how players utilize it in the weeks to come.

The Unofficial Hearthstone Guidebook has been Released!

Great news, everybody: My first  book is now available for purchase! Entitled “The Unofficial Hearthstone Guidebook”, the book is a full guide to playing Hearthstone, and includes tips and strategies for Constructed, Arena and Tavern Brawl. There are also full walkthroughs for every one of the single-player adventure encounters, so new players can collect all the cards these have to offer.

The e-book version is free for Kindle Unlimited users, and $2.99 for everyone else. The paperback version is $4.99, but the quality is better.

I hope you enjoy the book, and your skills at Hearthstone improve because of it!

E-book version is found here.

Paperback version is found here.

Hero Overview: Lúcio

Hero Overview is a series that introduces readers to the Heroes of the Storm. This time, we’re going to be talking about Lúcio, the area-of-effect healer from the Overwatch universe.

Role: Ranged Support

Universe: Overwatch

Bio:

Growing up in a poor neighborhood in Rio de Janeiro, Lúcio Correia dos Santos has always had a burning desire to help those around him. Taking up music, the young Brazilian began performing wherever there were people whose spirits needed lifting. Though humble in appearance, these impromptu concerts helped the community band together, as the people put their shared love for the music ahead of their quarrels and difficulties.

Over time, Lúcio’s fame grew, and he began performing in larger and larger venues. His music became a staple to all who lived in his community, and slowly, things began to get better. Putting aside their petty squabbles, the people of the neighborhood banded together to work for the betterment of them all. Things were looking up, but then the Vishkar Corporation—a powerful, multinational industrial developer—was contracted by the city to redevelop some of the poorer areas.

At first, this deal didn’t seem so bad, as Vishkar brought a lot of much needed technological advancements to the impoverished boroughs. However, events quickly went south, as Vishkar put the second phase of their plan into action. With the aid of their private army, Vishkar began imposing strict regulations on the civilians: curfews, random arrests, and even forcing many of the poorer citizens into outright slavery!

All these atrocities were done in the name of order, but Lúcio saw the truth. Vishkar was just using the people of Rio de Janeiro for its own profit, and had no intentions of actually bettering the lives of the civilians. Vishkar was putting the city in a stranglehold, and it wouldn’t be long before they destroyed it entirely. Lúcio had no choice but to act.

Breaking into a major Vishkar warehouse, Lúcio stole a powerful Sonic Amplifier that the villainous corporation had been using to terrorize the civilians. Modifying the technology to play his own inspiring music, Lúcio rallied the people of Rio de Janeiro, and together, they drove Vishkar out of the city.

Since then, Lúcio has become a world-wide celebrity, with his music skyrocketing in popularity. Now, the young DJ-turned hero has come to the Nexus, where he seeks to bring peace and harmony for all with his healing tunes. 

Abilities:

Lúcio’s trait is Wall Ride. While moving alongside impassable terrain and buildings, the hero will leap up and skate on the walls, granting him 20% increased movement speed and the ability to pass through other units. Wall Ride stacks with other movement speed abilities, so it allows Lúcio to get around the map quickly (which is very important because he doesn’t have a normal mount). In addition, Wall Ride can be used to escape from an ambush, as Lúcio can just Wall Ride through enemies who are attempting to block him in a corner. Finally, Lúcio can auto-attack while moving, so he gets some utility to make up for the lack of a mount.

Lúcio’s first basic ability is Soundwave. Lúcio fires a concentrated blast of sound from his Sonic Amplifier, which deals light damage in a cone and knocks all affected enemies away. This is a great tool for getting separation from pursuing heroes, as you can shove them away long enough for you to escape. In addition, you can also use Soundwave to knock fleeing enemies back into your team to secure the kill.

Lúcio’s second basic ability is Crossfade, which changes the song he’s currently playing between one of two tracks. The first track is Speed Boost, which increases the movement speed of Lúcio and all nearby allied heroes by 15%. Speed Boost stacks with the movement speed granted by Wall Ride, which means that Lúcio can travel at 35% movement speed (5% faster than mounted speed) whenever he’s moving between lanes.

The second track Lúcio can play is Healing Boost, which heals Lúcio and nearby teammates for a small amount every second. The heal isn’t overly large—however, it’s always active and doesn’t cost any mana, so Lúcio can be constantly healing his allies throughout every teamfight.

Lúcio’s final basic ability is Amp It Up, which boosts the power of Lúcio’s music for 3 seconds. If Lúcio is using Speed Boost, he and his allies gain 45% movement speed instead of 15%, and if he’s using Healing Boost, the amount healed per second is massively increased. Both of these effects are very powerful, and can often mean the difference between winning or losing a teamfight.

Sound Barrier is Lúcio’s first ultimate, and it does the exact same thing here as it does in Overwatch. After one second (the time it takes for Lúcio to leap up and come back down), Lúcio and all nearby allies are given a massive shield that decays over 6 seconds. Like in Overwatch, this ability is perfect for blocking bursts of damage from enemies, and can be used to negate even the most powerful Wombo Combo.

Lúcio’s second ultimate is Reverse Amp. Lúcio blasts his music at enemy Heroes, granting them an effect opposite of his current track. If he’s using Healing Boost, they’ll take a small amount of damage every second, and if he’s using Speed Boost, they’ll all be slowed by 45%. In addition, Reverse Amp passively increases the duration of Amp It Up by one second.

Reverse Amp is a powerful tool in teamfights, as you can either use it to do constant damage to the other team or apply a slow that will make it harder for them to maneuver. In addition, the regular version of the current song will be playing for your team during the time Reverse Amp is active, so you don’t have to worry about weakening your own allies. One warning about this ability: Amp It Up does not affect the power of Reverse Amp, so don’t worry about saving it to couple with your ultimate.

Gameplay:

Lúcio is a Ranged Support who either heals or boosts the speed of his allies through his Crossfade AOE. Because this AOE is always active, Lúcio can participate offensively in teamfights while still giving support to his allies.

Lúcio isn’t overly effective in the lanes, as his damage is relatively low—however, he is surprisingly good at bullying enemy heroes out of the lane (especially melee heroes without a good form of gap clear). He is also quite good as part of a gank squad, as he can use his speed boost to get behind an enemy before using Soundwave to knock them back into his team’s waiting arms.

Lúcio is a very interesting hero talent-wise, as many of his talents can be mixed and matched to produce a huge number of different builds. There are a few talents, however, that work best when paired with specific talents from other tiers. For example, the level one talent Slip (which massively increases movement speed when Lúcio Wall Rides near an enemy hero) works very well with the level 13 talent Can’t Stop, Won’t Stop (which makes Lúcio immune to Slows and Roots while Wall Ride is active).

Thanks to his constant healing, Lúcio is very strong against teams that rely on sustained damage or dealing damage over time. He’s also very strong against any melee characters without a form of gap closing, as he can shoot while moving. In addition, he can use Soundwave to push away enemies who get too close, and use Speed Boost to get away when his health gets low.

Unfortunately, Lúcio can only heal so much, so aside from Sound Barrier (which can only be used once per fight), he’s very weak against characters with lots of burst such as Kael’thas, Jaina and Li-Ming.

Overall, however, Lúcio is a very versatile character. His ability to boost the movement speed of allies is one of the most powerful abilities in the game, and his healing is nothing to sniff at either. As a result, Lúcio is a great hero, and you should definitely try him out.

Hero Overview: Zul’jin

Hero Overview is a series that introduces readers to the Heroes of the Storm. This time, we’re going to be talking about Zul’jin, the Ranged Assassin from the Warcraft Universe.

Role: Ranged Assassin

Universe: Warcraft

Bio:

For thousands of years, the Amani Trolls have battled against their hated enemies, the High Elves of Quel’Thalas. However, despite their superior size and strength, the Amani have never managed to defeat their hated enemies, as the High Elves’ powerful magic has always been too much for the Trolls to overcome.

Over time, the defeated Amani splintered, fighting against each other instead of against the powerful High Elves. All this changed, however, with the rise of a new leader—the cunning Zul’jin.

Reuniting the Amani tribes, Zul’jin fortified the ancient bastion of Zul’Aman and began striking out against the borders of Quel’Thalas. Zul’jin’s raids were as unexpected as they were terrible, and soon, all the High Elves came to fear the very sound of the vicious Troll’s name.

However, despite all these successes, the Amani forces could never go too deep into the Elven lands, for they were blocked by a magical barrier that encircled nearly all of Quel’Thalas. Zul’jin refused to let this barrier stop him, however, and he began capturing Elvish Rangers in an attempt to learn how to circumvent the shield.

Despite all his efforts, however, Zul’jin never managed to get through the barrier. Everything seemed lost—but then, help arrived in the form of Orgrim Doomhammer and the orcish Horde.

Seeking to sever the connection between the Humans and their Elven allies, the Horde allied with Zul’jin and together, they launched an attack against Quel’Thalas. Getting past the barrier, the Orcs and Trolls smashed through battalion after battalion of Elves.

Zul’jin and his new allies were on the verge of triumph—but then, the armies of Lordaeron arrived. Under the command of Anduin Lothar, the Humans joined the Elves, and together, they drove back the Horde’s offensive. Zul’jin and the Amani regrouped and prepared to strike again, but Orgrim and his Orcs had a different plan. Deserting the Trolls, the rest of the Horde moved south to attack Lordaeron, which had been left unguarded by Lothar’s advance.

Feeling betrayed by the Horde, Zul’jin and the rest of the Trolls attacked the Elves one last time, but without the help of the Orcs, they were easily defeated. Captured by the High Elves, Zul’jin was tortured to the point of death, but shortly before he was to be sent back to Silvermoon for execution, the Amani leader was rescued during a daring raid by his closest friends.

Returning to Zul’Aman, Zul’jin bided his time, waiting for his chance to strike back at his hated enemies. This chance arrived in the wake of the Scourge invasion of Quel’Thalas, as the Elvish defenses had been destroyed in the brutal attack. Mustering up his forces, Zul’jin prepared to destroy the newly-christened ‘Blood Elves’ once and for all.

Shortly before he was about to launch his final assault, however, the leaders of the Horde and Alliance learned of Zul’jin’s presence and sent 25 of their bravest adventurers to battle the Troll. Zul’jin battled the adventurers with all his might, but it was too no avail, and in the end, he fell before their combined strength.

This wasn’t the end for Zul’jin, however, as he has now found his way to the Nexus, where he plans to get his revenge on all who betrayed him.

 

Abilities:

Zul’jin’s first ability is Grievous Throw. Zul’jin throws an axe forward, dealing light damage to the first two enemies hit and marking them for 8 seconds. Marked enemies take 50% extra damage from Zul’jin’s next 3 auto-attacks against them, which is very powerful, considering Zul’jin’s focus on auto-attacks.

Twin Cleave is Zul’jin’s second basic ability. Zul’jin throws 2 axes in a circle, dealing light damage to all enemies hit and slowing them by 15% per axe they get hit by. This ability is Zul’jin’s main source of poke damage, as well as being the only source of crowd control the hero has (unless he takes a special talent at level 20).

Zul’jin’s third and final basic ability is Regeneration. Zul’jin restores 25% of his maximum health over 4 seconds. This is Zul’jin’s only method of self-sustain (again, unless you take a specific level 20 talent), so it’s important to get it off whenever possible. In addition, Regeneration is canceled whenever Zul’jin moves or takes any damage, so you’ll want to be in a safe place when you use it.

Zul’jin’s first ultimate is Taz’dingo! Zul’jin becomes Unkillable for 4 seconds, which prevents him from being reduced to less than 1 Health. During Taz’dingo, Zul’jin is a death machine—however, he can be crowd-controlled during this ult, so he’ll need to be careful when using it.

Zul’jin’s second ultimate is Guillotine, which hurls a giant axe into the air. The axe lands after a short delay, dealing massive damage to all enemies hit. This damage is massively increased the lower Zul’jin’s health is, making the ability the ultimate Risk-Reward play.

Finally, Zul’jin’s trait is Berserker. Zul’jin’s attack speed is increased by 1% for every 1% of health he’s missing. In addition, Zul’jin’s trait can be activated to increase his attack damage by 25%, at the cost of 2% of his maximum health per attack. As Zul’jin is an auto-attack focused hero, gaining the bonus damage from Berserker is insane—however, if his health drops low enough, he can be quickly picked off by the enemy team.

Gameplay:

Zul’jin is a powerful ranged assassin who is all about Risk vs. Reward. When Berserker is active, his damage and attack speed goes up—but he becomes much easier to kill, do to his rapidly decreasing health pool. As a result, Zul’jin is a very difficult hero to play, but if played correctly, he becomes unstoppable.

Zul’jin’s main focus is on killing enemy heroes and taking care of boss-type objectives, such as the Immortals on Battlefield of Eternity and the Grave Golems in the Haunted Mines. On the other hand, he’s weak against minion-based objectives, as he doesn’t have any good forms of wave clear (outside of Twin Cleave, which is difficult to use).

Zul’jin’s talent tree isn’t as well defined as some heroes—however, there are two builds that stand out. The first is the Grievous Throw build. By taking talents such as Boneslicer (Grievous Throw’s hits all enemies in its path and increases their damage take even further), Vicious Assault (increases the number of times Grievous Throw empowers Zul’jin’s attacks and causes auto-attacks to reduce the ability’s cooldown) and Eye of Zul’jin (successful Grievous Throw increase Zul’jin’s movement speed). All of these talents greatly increase the power of Grievous Throw, while also buffing the hero’s main source of damage: his auto-attacks. As a result, this build is by far the most popular one—however, there is a second build that is quite interesting as well: the Twin Cleave build.

Focusing entirely around the Twin Cleave ability (obviously), this build completely changes the way the hero is played. With talents such as Arcanite Axes (which reduces the ability’s cooldown for every hero hit, as well as increasing your Ability Power by 25% at low health) and Wrong Place Wrong Time (Twin Cleave does extra damage to enemies that get hit by both axes simultaneously), Zul’jin becomes surprisingly effective at dealing damage from long range. Top all this off with Guillotine, and suddenly Zul’jin’s Spell Damage build becomes surprisingly powerful.

Because of his high sustain damage, Zul’jin is very strong against tanks such as ETC and Dehaka, as he can quickly chew through their high health pools. He’s also very strong against Melee Assassins such as Greymane, as once he gets low, he just pops Taz’dingo and they can no longer kill him.

On the other hand, Zul’jin’s main weakness is crowd control. If he gets blinded, he loses all his damage output, and if he’s stunned, rooted or slowed, he dies incredibly easily. As a result, Zul’jin is very weak against characters such as Li Li, Johanna, and Illidan, who can avoid the troll’s attacks through Blinds or Elusiveness.

Overall, however, Zul’jin is a very powerful—if a bit dangerous—character. His damage is higher than nearly any other hero in the game, and his ability to become Unkillable gives him a huge edge in many fights. As a result, I definitely suggest that you learn to play the character so he may carry you to victory on the battlefields of the Nexus.

Legendaries and How to Fix Them

Legion is very, very good. The questing is the best it’s ever been, dungeons are actually relevant for the first time since Cataclysm, and the new class campaigns are a welcome improvement on the much-hated Garrison system in Warlords of Draenor.

However, there is one aspect to Legion that has received a lot of criticism: the Legendary system. Unlike in past expansions, where Legendaries were only achievable after a long, complicated grind, in Legion, players randomly receive Legendaries by completing basic content.

Needless to say, this system has many downsides. Because of the greater diversity of Legendaries, there are a few (namely, the ones that increase damage dealt) that are much, much better than the others. As a result, if a player receives a ‘bad’ Legendary, they’ll be upset because of all the potential damage they’re missing out on.

For example, take this Legendary: Prydaz, Xavaric’s Magnum Opus is a necklace that gives the wearer 2,010 Stamina, 1,247 Critical Strike, 1,247 Haste and 1,247 Mastery. It also has a Prismatic Socket and the ability: Every 30 sec, gain an absorb shield for 25% of your maximum health for 30 sec.

As you can probably tell, Prydaz, Xavaric’s Magnum Opus is a very strong Legendary. Its stats are very good for a necklace, and its effect basically increases your maximum health by 25% (which is very good). However, it doesn’t increase your damage, so it’s deemed a ‘bad’ Legendary.

This is a big problem, but the solution is relatively simple: make all the Legendaries in the game pure utility. This way, there will no longer be any ‘Best-in-Slot’ Legendaries, as they’ll all be basically the same value-wise.

Of course, this solution brings up another problem: what happens to all the DPS Legendaries currently in the game? Fortunately, the solution to this problem is once again very simple: change them from Damage to Utility.

A good example of this is the Retribution Paladin Legendary Cape Whisper of the Nathrezim. Currently, the Legendary has this effect: Templar’s Verdict and Divine Storm increase the damage of your next Templar’s Verdict or Divine Storm within 4 sec by 15%. Most of a Ret Paladin’s damage comes from these two abilities, which means that this Legendary is easily the class’s Best-In-Slot.

However, what if Whisper of the Nathrezim’s effect was changed to: Templar’s Verdict and Divine Storm cause your next Templar’s Verdict or Divine Storm within 4 sec to heal you for 30% of the damage done? The cape no longer increases your damage, but it provides your character with a powerful source of self-sustain.

After a change like this, Whisper of the Nathrezim would still be a very good Legendary, but if you were to get Prydaz, Xavaric’s Magnum Opus instead, you wouldn’t be too upset.

Now, while many Legendaries could be changed this easily, there are some that would require a bit more work. For example, there’s the Windwalker Monk boots Katsuo’s Eclipse, which have the effect: Reduce the cost of Fists of Fury by 2 Chi. This is a difficult Legendary to work with, as its method of increasing damage isn’t as straight-forward. However, there are some pretty cool things that could be done with it.

For example, what if Katsuo’s Eclipse now said: Enemies struck by Fists of Fury have a 15% chance to be stunned for 2 seconds. This is a very powerful effect (especially in Mythic + dungeons) but it doesn’t increase your damage in any way.

Overall, I think that making changes like these is the best way to improve the Legendary situation. It won’t be easy, but it’d be really cool to see what crazy utility Legendaries Blizzard would come up with.

 

Here are a few more of my thoughts for changing Legendaries. Please tell me what you think about these changes in the comments below!

 

Name Class Old Effect New Effect
Toravon’s Whiteout Bindings Death Knight While Pillar of Frost is active, you deal 15% increased Frost damage. While Pillar of Frost is active, 50% of the Frost damage you deal is converted to an absorption shield that lasts for 10 seconds.
The Instructor’s Fourth Lesson Death Knight Scourge Strike has a chance to burst an additional 1-5 Festering Wounds. Festering Wounds heal you for 100% of their damage when burst by Scourge Strike.
War Belt of the Sentinel Army Hunter Each enemy you hit with Multi-Shot increases the damage of your next Aimed Shot by 10%, stacking up to 20 times. Aimed Shot now interrupts enemies recently damaged by Multi-Shot.
Shard of the Exodar Mage Your Time Warp does not cause Temporal Displacement on yourself and is not affected by Temporal Displacement or similar effects on yourself. During Time Warp, Blink has infinite charges.
Hidden Master’s Forbidden Touch Monk Touch of Death can be used a second time within 3 sec before its cooldown is triggered. If an enemy dies from Touch of Death you receive an absorption shield equal to 50% of the damage dealt.
Liadrin’s Fury Unleashed Paladin While Avenging Wrath is active, you gain 1 Holy Power every 2.5 seconds. During Avenging Wrath, your melee attacks and spells have a 15% chance to interrupt the targeted enemy.
Anund’s Seared Shackles Priest Each time Shadow Word: Pain and Vampiric Touch deal damage, your next Void Bolt gains 2% increased damage, stacking up to 50 times. Each time Shadow Word: Pain and Vampiric Touch deal damage, the cooldown on Psychic Scream is reduced by 1 second.
Insignia of Ravenholdt Rogue Your attacks that generate combo points deal 15% additional damage as Shadow to all targets within 15 yards in front of you. Your attacks that consume combo points heal you for 10% of the damage done per combo point, stacking up to 5 times.
Emalon’s Charged Core Shaman If Crash Lightning hits 3 or more targets, you deal 10% increased damage for 10 sec. If Crash Lightning hits 3 or more targets, they’re stunned for 3 seconds.
Archavon’s Heavy Hand Warrior Mortal Strike refunds 15 Rage. When Mortal Strike’s effect expires, you are healed for 150% of the healing prevented.
Cinidaria, the Symbiote All Leather Classes Your attacks cause an additional 30% damage as Physical to enemies above 90% health. Damage you take from enemies above 90% health is reduced by 50%.