Damien

Hearthstone Ragnaros / Executus

22 posts in this topic

This thread is for comments about our Ragnaros/Executus guide for Blackrock Mountain.

Share this post


Link to post
Share on other sites

Faceless manipulator also does wonders for getting 20+60 damage up on the board, once you're done with divine spirits and inner fires.

 

Also thoughtsteal for 2 molten giants doesn't sound horrible to me, although its completely optional.

Share this post


Link to post
Share on other sites

This fight is super easy, if you add Kel'Thuzad into your Priest deck (e.g. in place of Sea Giant), put him onto a board with a taunt like Deathlord, Sen'jin Shieldmasta or Sludge Belcher, and buff him once with Power Word: Shield. The board is now officially yours. biggrin.png

Share this post


Link to post
Share on other sites

I found that he becomes very manageable with a buffed Lightspawn while letting his HP hit 20. Every turn from there on he will play a Giant (for 10 mana) that gets crushed by the Lightspawn. Heal the lightspawn every turn and keep buffing your Lightwardens with that until you have 80+ damage on board. Lightwells also work amazingly well with this.

Share this post


Link to post
Share on other sites

Thanks for this.  I had a Prophet Velan so swapped a Northshire Cleric for that.  Sat him on 19 health and used to Lightwells plus the hero power heal to kill all the Giants.  Then got him to fatigue, due the way the game played out and 1 turn damage plus the fatigue got him.

Share this post


Link to post
Share on other sites

Letting him play all his giants and dropping the hottest aoe of 2015 is also an options. Cards such as lightbomb, shadowflame, equality consecrate, etc; as long as it happens before you've established your 400\400 minion

Edited by Kejim

Share this post


Link to post
Share on other sites

I used Warlock, won with first try. This is the deck I used.

 

Warlock cards:

2x Mortal coil

2x Darkbomb

2x Shadow bolt

2x Felguard

2x Imp Gang Boss

2x Hellfire

2x Imp-losion

2x Shadowflame

2x Bane of Doom

 

Neutral cards:

2x Sen'jin Shieldmasta

2x Faceless Manipulator

2x Fen Creeper

2x Sludge Belcher

1x Emperor Thaurissan

2x Sunwalker

1x Kel'Thuzad

 

Strategy:

I kept clearing his board with spells early game and started dropping taunts as soon as possible. Clearing board and drawing cards with hero power until I got my Kel'Thuzad and army of taunts. Kept Majordomo at 21 health until I had enough damage to nuke him down to 2 health. After that I used Bane of doom on majordomo and he died without summoning ragnaros.

Share this post


Link to post
Share on other sites

I used Warlock, won with first try. This is the deck I used.

 Yeah, forgot to mention that I was talking about HC-mode smile.png

Share this post


Link to post
Share on other sites

 Yeah, forgot to mention that I was talking about HC-mode smile.png

I beat him with my shammy on US, but on EU I have  fewer cards and elected to use my warlock and knowing the fight already my strategy seemed to work out well. The key was to:

 

1. Keep my health up (duh)

2. Fill the board with minions, throwing out a few larger health ones so he'd use up his fireballs

3. Got his health down to 20 and kept it there until I had the board full of minions, none were all that great, I think i used corruption and let the AI pass on hitting the minions to hit me (he seems to favor hitting the hero for +3 or more dmg vs loosing a minion of his own)

4. I collected all of my key cards which were 2xPower overwhelming (I only needed 1), 1xShadowflame (i had two in the deck)

5. I then damaged him as much as I could and let the turn pass still as Executus so he would play all of his molten giants in one turn (I think he had 5 or 6, plus an off-minion)

6. The following turn I buffed a 4 attack minion to 8 attack, and hit him with it which summoned Rag

7. Used Shadowflame on the minion already hit with power overwhelming, to kill off all his minions/giants

8. The fight swithed immediatly, and I had enough minions (full board, so if they average 3 dmg each, that's enough, or if they are closer to two, the other power overwhelming would have killed em.

9. Had there not been enough minions to kill Rag on 1 turn, I'm fairly certain that it wouldn't matter where his 8 dmg hit, it would be over the next turn. (given that on the previous turn he should have played all possible minions/giants, so you should get at most 1 more molten and maybe 1 more "other" minon (I had some taunts out, so it probably would have sailed.

 

Sorry for how wordy this was, in my head it didn't seem complicated, since it was really just about get executus to play all his molten giants in one turn, that I could use to my advantage to get 1 large hit on him and wipe out the moltens after collecting 2 (or 3) cards, in one turn. It just turned out lucky that I was able to kill both of them in the same turn, which wasn't the case on the US server.

 

Also, as warlock, you can remove some of his mobs and collect health with sacrificial pact, which i did along the way. 

Share this post


Link to post
Share on other sites

This is the cheapest deck I beat Heroic Majordomo Executus/Ragnaros with.

Executus has 10 Molten Giants in his deck, which he can only play at 20 health. Keep him above that level, build your board and deal 21+ damage in one turn to kill him (and trigger the next phase).

F2P Shaman (0 Dust)
Difficulty: easy (may take up to 5 tries)
Source:



2x Ancestral Healing
2x Rockbiter Weapon
2x Flametongue Totem
2x Murloc Tidehunter
2x Hex
2x Razorfen Hunter
2x Shattered Hand Cleric
2x Dragonling Mechanic
2x Windspeaker
2x Bloodlust
2x Frostwolf Warlord
2x Gurubashi Berserker
2x Boulderfist Ogre
2x Fire Elemental
2x Stormwind Champion

Phase 1: Executus' Hero Power provides very strong board presence in the early game. Play lots of minions, buff them with Flametongue Totem and only use your removal on the bigger threats (Hex Core Hound, Fire Elemental and big Fireguard Destroyers). Once you gain board control, the fight becomes much easier. Remember to deal the last 21 damage in one turn.
Phase 2: The boss still cannot play Molten Giants, as he is again above 20 health. But Ragnaros' Hero Power is too strong to stall the game any longer. Deal as much damage as possible using Bloodlust and Windfury on your already strong board.

Card additions:
This fight will be even easier, if you add the Naxxramas cards Kel'Thuzad and 2x Reincarnate to your deck instead of 1x Bloodlust, 1x Windspeaker and 1x Boulderfist Ogre. You then can copy Kel'Thuzad and use Ancestral Healing on any other minion to be (relatively) safe from Ragnaros' Hero Power in phase 2.
 

Cheerio,

Bob

Share this post


Link to post
Share on other sites

Faceless manipulator also does wonders for getting 20+60 damage up on the board, once you're done with divine spirits and inner fires.

 

Also thoughtsteal for 2 molten giants doesn't sound horrible to me, although its completely optional.

The thoughsteal idea worked great for me with the molten giant on first try. Beat him first time. Thanks for the tip. 

Share this post


Link to post
Share on other sites

so this guide really lies, just killed domo with bane of doom and summoned ragnaros so that's bad

Edited by Oltier
Edited language

Share this post


Link to post
Share on other sites

so this guide really lies, just killed domo with bane of doom and summoned ragnaros so that's bad

This exploit might have been fixed since then. But this is no reason to use such language.

  • Like 1

Share this post


Link to post
Share on other sites

Just buffed Stoneskin Gargoyle to insane levels of health (Power word shield, Velen's chosen, etc.) and give him inner fire and taunt. Once it has 3 power, Majordomo's 3/3 are laughable. Once you get past 20 health, just run Majordomo out of cards before proceeding to phase 2. The rest of the deck can be any finishers of choice, I ran 2 Shades to get all the damage in one turn.

 

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina
      Many players - initially from Korea, but then from all regions - have received a survey about Hearthstone and the latest expansions. One of the questions of the survey asks players how likely they would be to to play the card game within the next 30 days, if there were no Blizzard sponsored tournaments.
      The question has made a lot of people nervous, given that Heroes of the Storm esports were recently axed and the game will go in maintenance mode in the near future. The climate is already heavy with the latest WoW expansion not being received that greatly and all the rumours about Activision meddling into Blizzard. The recent news about two Activision Blizzards CFOs leaving the company and Bungie (the developer of Destiny 2) jumping ship from Activision only managed to spark the rumours that things aren't going that well for Blizzard. Hearthstone also saw its game director and public face, Ben Brode, leave this year - along with other notable Hearthstone devs.
      Significant changed to the structure of the Hearthstone Championship Tour were announced less than two months ago, so Hearthstone esports have a future for 2019 at least. Of course, the conspiracy lovers immediately pointed out that HotS devs promised that HGC would continue in 2019, only to announce its cancellation less than a month afterwards.

      The full survey was shared on Reddit by u/HelixFossil89.
      It is important to put this matter into perspective without panicking. First of all, this was a single question in a 35-question survey about the game in general and Rastakhan's Rumble in particular. The conductors of the survey obviously want to get the general opinion of their playerbase on major issues. Just because they asked this particular question, it doesn't necessarily mean they are considering axing Hearthstone esports.
      Second, there is no indication that Hearthstone isn't doing well. Sure, it may have lost some players but it probably still is Blizzard's second best earner. Its competition has definitely not managed to thwart it and the latest balance changes - while they weren't exactly successful in creating a healthy meta - were received with excitement and positivity by most of the community.
      On the other hand, Blizzard has spent quite a lot of money on the Hearthstone professional scene and perhaps there is a limit of how much they can keep throwing at it. There is also the matter that even though Hearthstone has been successful as an esport, it has managed that without being taken totally seriously - even by its own players. The 2019 plans also seem a bit vague-ish, although it should be noted that the January qualifiers are well underway.
    • By Zadina
      This brand new Tavern Brawl challenges you to build a deck with cards from 2 Wild expansions and 2 Standard ones.
      Specifically, you will need to construct a deck using only cards from Goblins vs Gnomes, The Grand Tournament, The Witchwood and The Boomsday Project. We remind you that this month is dedicated to Wild mode with a new Wild Bundle and thematic Tavern Brawls being available.
      Newer players or players that don't have a lot of Wild cards in their collection can pick a Class and a single card and the game will autofill a deck for them with cards they don't have!
      If you don't have cards from GvG and TGT, but still want to make your own deck, Baku the Mooneater and/or Genn Greymane are your best bets. Odd Rogue and Odd Paladin are performing well and Even Shaman is also a decent choice.
      If you have all the cards needed, then it's a great opportunity to show off your Mech power. Mech Hunter and Mech Paladin are absolute beasts, with the Mechs from GvG and The Boomsday Project synergising perfectly.
      This is a very interesting Tavern Brawl, since it creates a whole new meta on its own and it satisfies the players who are asking for yearly/monthly rotations with a specific amount of random sets from all of Hearthstone's history. Sometimes, Tavern Brawls foreshadow future games modes so perhaps this is a small hint on something different being worked on!
    • By Starym
      Here comes another update, once again focusing on Arena balance as classes get the appearance rates of cards tweaked so everyone has a comparable win rate. We're seeing Hunters, Rogues and Warriors getting their rates nerfed, while Druids, Mages, Paladins, Shamans and Warlocks get theirs buffed. This is coming after the more comprehensive update last month that saw some bigger Arena changes, including the removal of Mind Control Tech.

      We're also getting changes to Rumble Run in this update, featuring better synergy for your shrine with new cards picked, boss deck adjustments and the ability to re-pick the shrine you lost with. Check out the full details below:
      January 10 (source)
      This Hearthstone update mixes Rumble Run up for a refreshing new change, while also bringing in some updates to Arena buckets together with the cessation of December 2018’s dust refund. Read on for details!
      Arena Updates
      Following our Arena update last December, we have adjusted the appearance rate of each individual card available in Arena to ensure the overall win-rate of each class remains as close as possible to our ideal of 50%.
      Hunter, Rogue, and Warrior have had the average quality of their Arena picks lowered. Druid, Mage, Paladin, Priest, Shaman, and Warlock have had the average quality of their Arena picks raised. December Update
      The dust refunds that were available following our last update in December 2018 are no longer available as of this post.
      Rumble Run Changes
      Champions, rumblers, and trolls of all sizes! We’ve watched you spend a month punching faces in the Rumble Run, and we think there’s room for some changes based on how things have gone. Here’s what’s new with the Rumble Run.
      Weighted Card Rewards We’ve increased the possibility of synergistic cards for your shrine appearing more often. One of our primary goals with this mode was to showcase the nine troll champions and have you really get to know them. We wanted you to “live the dream” of fighting in the Gurubashi Arena, and to do so, we had to make sure that each Run had its own strong theme. Adjusting the card bucket offerings for decks and re-adding bonus buckets will help strengthen that experience.
      Boss Deck Adjustments One of our design goals with the Rumble Run was to provide huge, overpowered combat. Balancing at such a high power level is a challenge. When it works, it works great. You get epic, monumental combat against overwhelming odds. But when it doesn’t work, it feels random and swingy – like when the AI pulls an overwhelming combo. And since no one likes being repeatedly hit in the face with a club, we’ve pruned some of the power from the boss decks so that your Runs will play out more moderately. We have a lot of data about which bosses have the biggest body counts, and we’ve used that to target the worst offenders. Rumble Runs are now a little easier, but more importantly, they’ll feel a little more fair.
      Shrine Selection Changes In early builds of the Rumble Run, we allowed players to pick a class and shrine before playing. What we found was that playtesters immediately picked their favorite class, gravitated to a certain shrine, and played that shrine repeatedly.
      We had wanted to encourage players to try different shrines, especially to experiment with stuff they normally wouldn’t, so we put the current random shrine drafting in place. While that helped achieve our initial goal, it removed that feeling of mastery – the ability to choose a shrine and play with it until you feel you’ve mastered it or exhausted its possibilities.
      So we want to bring that back. With this update, whenever you lose, you can expect to always be offered the shrine you just lost with. The shrine that the boss used to beat you in your last run will also be offered, per the status quo.
      Some Final Rumble Ruminations
      We always prefer to experiment, try extreme ideas, and get feedback rather than play it safe. In true troll fashion, we went big with the Rumble Run and tried some different ideas to give this expansion a unique feel and to capture the thrill of stepping into an arena against known opponents for some superpowered brutality. It’s wallop or be walloped in there, for better or for worse.
      One of the things we experimented with—and heard great feedback on—was about the earlier pack rewards for the Rumble Run. Previous Hearthstone missions awarded packs via quests for completing content. For The Boomsday Project, we gave packs out without a quest to celebrate the launch of the expansion’s missions. This time around, we front-loaded the rewards and gave players three extra packs on launch day instead of during the Rumble Run. We felt that packs might be more interesting to people during the initial weeks of the expansion.
      As many of you have pointed out, this decision just made the missions feel especially un-rewarding. It’s always more gratifying to earn packs by competing a quest, rather than just being given them. To this end, we’re adding the new quest described above, and going forward, we’ll keep this feedback in mind for the launch of new single-player content.
      We had a ton of fun making mode and really appreciate the time that many of you took to write out thoughtful feedback. Everything we learn helps make future content better.
      And now, it’s back to the Rumble Run!
    • By positiv2
      This thread is for comments about our Imperius guide.
    • By Zadina
      This January is dedicated to the Wild format: apart from the Wild Open qualifiers taking place this month, you can now get a card Bundle with packs from previous expansions that are not usually available.
      The Wild Bundle contains 10 packs from each of the following expansions, that have rotated out of Standard: Goblins vs Gnomes, The Grand Tournament, Whispers of the Old Gods and Mean Streets of Gadgetzan. The Bundle costs 25 Euros or 25 USD.
      If you are interested in the Wild format - or perhaps you even want to complete in it, the Wild Open qualifiers will be taking place this January.
      Lastly, most Tavern Brawls are in Wild and this will continue being the case throughout this month.