Ice Block is clearly a potent strategy for King of the Hill. Whether it's a Savin/magic damage team like I talked about last week, trip Iranas, or trip Murlocs for a quick VP rush, you better be prepared to deal with Ice Block Mages, or you could find yourself taking an automatic loss. If a Blindlight Murloc moves/blinks to the hill on tick 1, do you have a way of moving the Mage or getting rid of the Ice Block? You'd better. And if you're relying on one Action Bar card, like a Purge or a Breakthrough, then you better be careful—one or two Counterspells, and you still take that loss.
2) Amalar Teams
Amalar is sure to be popular. Unmovable from the hill, 10 health, access to Breakthrough, and a wickedly potent character when equipped with Sulfuras—what's not to like? Obviously the magic defense is a vulnerability, and it will be touch-and-go in some matchups, but dealing with Amalars is a top priority for the hopeful Realm Champion.
3) Tank Teams
Here's an absolutely huge category, and tank strategies will probably compose the bulk of the field. Technically, Amalars should be considered part of this broad group. Tank teams include everything from Velen Wall, to BIG, to Harukas. These teams will pound and camp the center, forcing you into an unfavorable scrum. Velen and BIG can use Crusader Aura to get to the center fast, and both excel in that middle scrum. Velen can pack Purge for Ice Block, while Savin can be very hard to kill when paired with Graccus. Consecration is great in the center for BIG—Irana can Polymorph something, and then you can either use Ice Block or pound them with Bolvar/Graccus. Harukas can pack multiple Purges and have a good chance to outlast every opposing figure if they get to the center, thanks to their heals and incredible endurance. Most teams won't exactly want to trade blows with them in the middle, either. Better have a way to beat those tanks!
4) DPS melee teams
Teams that can tear you down in the center if you choose to fight there can also be difficult to deal with. Warriors are good here thanks to Breakthrough, so the Parvink/Dralor/Vigor team is a contender—it's essentially a slightly different kind of tank team, one that has Taunt, Breakthrough, and multiple ways to cut through armor: Hemorrhage, Sunder Armor, and Expose.
5) Zomms!!!
While this team has big weaknesses on this map, such as Pet teams and Amalars, it is still very potent against many contenders, so be ready. Lots of Sap/Distract is very tough to deal with, since it takes a bunch of early VPs for free. This team can be beaten by tanks in the long run, but the first burst may get the party to victory.
6) Zoo, Again
While one doesn't think of Zoo as a center-camping team, it's still a potent contender here. Pets are great for helping to manage the hill, and Water Elemental is fantastic as an early rusher to keep the enemy off your turf. If your team can't deal with Ice Block, Jaina can camp the hill all by her lonesome.
7) Crazy Monster Jank
Don't underestimate the wide variety of good Monster pieces on this map—there are a ton of tricks available that are great for King of the Hill. Storm Rager with Air Drop is an obviously nasty piece. His pal, the Enraged Fire Spirit, makes a great camper with his auto-damage. Ironfur Bear with Bestial Fury is another good one, and so is Sarmoth—just give him the Foreman's Helmet! That's a piece of equipment that is sure to come off the dusty shelf for a lot of tanks. Rethligore, Arugal, and Bleakheart—three of Ben Isgur's favorite pieces—are all strong in different ways here.
8) Warlocks!
They ain't dead, and underestimate them at your peril. Death Coil is amazing on King of the Hill, and the Fear Action Bar card may see some use. While camping the hill isn't exactly Mortimers' forte, they're better than you think, and can beat a lot of parties on this map. Kialas with Fear are another obvious thought. For my money, the best Warlock team might just be triple Elizabetha Cairnwillow. She's a ferocious piece, and one that’s underrated by many players. Jhuroons and her massive attacks do just fine on a lot of maps. What makes her particularly great here is her ability to attack, sacrifice a Pet, and have a 4-armor, 6-resist figure sitting on the hill for a whole lot of ticks. There's no reason you can't pack a Death Coil to set up your hill capture.
9) Vashj
Probably not the best choice given the abundance of tank teams she'll have to face, but you'll still see her and she's still dangerous. There are ways to play this pretty solidly. Taking the hill with the Wavecaller and then having Ice Block and Taunt going for you is perhaps the most obvious. One danger of playing against a Vashj team is that if you let one of her buddies take the center, then you have to chip away at some big, hard to kill figure in the middle (Crushridge or Rethligore) while Vashj fires away at her leisure. And chasing Vashj down can limit your ability to control the center.
There are probably a dozen other teams you'll see that I haven't even thought of, but I'm out of space. Have fun at Realms!
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