Hearthstone Battlegrounds Tier List: Minions & Strategies
Artist: Valve
Date: 11/2019
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Beginner

In this article, we’ll give you a rough idea of which individual minions and strategies are best in the game (while ignoring heroes for now) including info and tips about each individual minion in Hearthstone Battlegrounds.

A quick foreword: we talk about the four major tribe strategies as well as the “menagerie” strategy that attempts to combine at least one minion from each tribe. We order them based on their average performance (strength and consistency) based on our own experience and some research (streams, videos, etc.).

Within each strategy, we order all useful minions in tiers and give tips and information about each one. The minion icons are clickable and reveal all tips & info about the individual minion.

(A) Battlegrounds Menagerie Tier List:

It’s hard to argue that the menagerie strat (mixing minions from each tribe) isn’t the strongest one in Hearthstone Battlegrounds for a couple of reasons:

  1. A far wider range of heroes is useful, which means the strategy is consistent.
  2. It has access to all game-breaking mechanics (Poison, Divine Shield, Taunt).
  3. It maximizes the effect of recruit phase buffs because of heroes like Lightfang Enforcer, etc.
  4. A balanced power-curve (strong early/mid/late).

The downside is that you aren’t utilizing board-wide tribe buffs as efficiently as single-tribe strats (e.g. Battlecry: Give your other Murlocs +2 Health).

S-Tier
t4 anoy-o-module cut
t5 lightfang enforcer cut
t5 brann bronzebeard cut
t4 cave hydra cut
A-Tier
t4 menagerie magician cut
t5 annihilan cut
B-Tier
t3 replicating menace cut
t3 houndmaster cut
t2 metaltooth cut
t2 zoobot cut
t3 crystalweaver cut
t3 cobalt guardian cut
t5 strongshell scavenger cut
t5 junkbot cut
t6 maexna cut
t6 foereaper cut
t6 zapp slywick cut
t6 megasaur cut
C-Tier
t2 nathrezim overseer cut
t3 screwjank clunker cut
t4 virmen sensei cut
t4 defender of argus cut
t4 iron sensei cut
t3 crowd favorite cut
t4 primalfin lookout cut
t6 ghastcoiler cut
t6 sneed's old shredder cut
t4 anoy-o-module cut

Annoy-o-Module: Use it on any strong mech (or hero power Amalgam) to buff it and make it into your main taunt/divine shield tank.

t5 lightfang enforcer cut

Lightfang Enforcer: finding him early-on could win you the game. Gives up to +8 stats in buff value each turn.
Tip: You might want to swap him for a larger body on the board (e.g. Maexxna, Sneed, Ghastcoiler, etc.) for the very last one or two rounds because of his weak combat-round stats). 

t5 brann bronzebeard cut

Brann Bronzebeard: one of the major strengths of the Menagerie strategy is that it can utilize recruit phase buffs extremely efficiently. Brann amplifies that strength significantly.
Tip: similarly to Lightfang, you usually want to swap him for a larger body in the last few rounds.

t4 cave hydra cut

Hydra: the usual Beast you want to run in the strategy. The reason is that it gives you access to Cleave – a very powerful mechanic in the late game because it can remove up to three divine shields (without triggering poison on two of them) and possibly even kill weaker non-taunt minions on the first strike. Having good stats on the Hydra is crucial (a low-attack Hydra is good only versus Divine Shield, which isn’t enough) – give it most Beast buffs and try to find three Hydras for the stats upgrade.

t4 menagerie magician cut

Menagerie Magician: with this strat you have all three required targets for the Menagerie Magician to give you the full +6/+6 buff value.

t5 annihilan cut

Annihilan Battlemaster: the usual Demon you want to run in the late game. Your Divine/Taunt mech should be able to kill the most dangerous (most importantly poisonous) minions on the enemy board. This will allow your Annihilan with great stats (especially HP) to take care of everything else.
Tip: putting taunt on him sounds good because of the huge HP pool, but it’s a big mistake! A single poisonous minion will kill him. You want all poisonous minions dead before Annihilan enters the battle. Because of this, avoid Taunt and put him further to the right on the board so that he doesn’t attack into a Taunt with Poison.

t3 replicating menace cut

Replicating Menace: the stats buff is always useful on your main tank mech, especially if you're running a Cobalt Guardian and/or Junkbot as well.

t3 houndmaster cut

Houndmaster: It could be used on the Hydra if you need more stats on it. If the Hydra has Taunt, make sure to place it as the first minion to minimize the chance it gets sniped on the first hit.

t2 metaltooth cut

Metaltooth Leaper: OK stats buff value if you have three mechs on the board (typically +6 buff value), which happens in more mech-focused Menagerie strats.

t2 zoobot cut

Zoobot: with a Menagerie strat it’s quite easy to get the full +3/+3 buff value.

t3 crystalweaver cut

Crystalweaver: in the early game you might not be running any Demons, but in the late game you’re fairly likely to have at least one (usually Annihilan), which means Crystalweaver gives at least some buff value.

t3 cobalt guardian cut

Cobalt Guardian: not as powerful as in a dedicated Mech strategy, but you can definitely make great use of it in a mixed Menagerie/Mech strat as you are very likely to have the Replicating Menace Deathrattle effect (summons multiple Mech tokens), which refreshes the Divine Shield.

t5 strongshell scavenger cut

Strongshell Scavenger: If you have three Taunts (which is fairly likely), it grows to +6/+6. In a Menagerie strat, it's possible to run even more.

t5 junkbot cut

Junkbot: similarly to Cobalt Guardian, not as strong as in a dedicated Mech strategy, but thanks to the Mech tokens of Replicating Menace it could give you very good value.

t6 maexna cut

Maexxna: Menagerie strats aren’t as board-slot-starved, so in the late game you might have the extra slots to squeeze her in, especially if you’re replacing low-stat buffers in the late rounds.
Tip: with Poisonous she essentially deals infinite damage, so health buffs are quite valuable on her.

t6 foereaper cut

Foe Reaper 4000: usually you have a buffed Hydra to provide Cleave, but if you have free board slots it could give you the same solution.

t6 zapp slywick cut

Zapp Slywick: an S-tier hero to put on the board if your alive opponents are running low-attack self-buffing heroes like Hyena and Junkbot. If they’re not – there are minions that provide better value compared to him.

t6 megasaur cut

Gentle Megasaur: it isn’t as valuable as it is in Murlocs. It will give any other Murloc you might be running the missing ingredient – usually Poisonous, possibly – Divine Shield. Even if you have all of Divine + Taunt + Poisonous, it could give you Windfury which is quite decent in the late game.

t2 nathrezim overseer cut

Nathrezim Overseer: a fixed +2/+2 buff value is not amazing but shouldn’t be underestimated – after all, you’re trying to accumulate good stats on your minions.

t3 screwjank clunker cut

Screwjank Clunker: same as Nathrezim – fixed +2/+2 buff value, but still needed most of the time.

t4 virmen sensei cut

Virmen Sensei:  same as the other +2/+2 buffs. If you have Hydra, you usually want to use the buff on it.

t4 defender of argus cut

Defender of Argus: a tool to give any hero that needs it Taunt. Aside from the Taunt, he gives a total of +2/+2 on two heroes, which isn't bad.

t4 iron sensei cut

Iron Sensei: the discount version of Lightfang. Gives +2/+2 per turn, which isn’t amazing, but could be worth it for a couple of rounds if you have the board space. A bit better in Menagerie strats compared to Mech strats because it will give the buff more reliably to important minions. You’ll likely replace it sooner rather than later.

t3 crowd favorite cut

Crowd Favorite: you will run a lot of Battlecry buffs with a Menagerie strategy, so this minion will accumulate very decent stats if you find it early on. The problem is that there’s no way to give it Divine Shield/Poisonous (not counting hero powers), so you might have to sell it in the late game. If you keep it, don’t give it Taunt – similarly to Annihilan, you want to make sure the Poisonous minions are dead before a stat-heavy Crowd Favorite enters the fight.

t4 primalfin lookout cut

Primalfin Lookout: a great tool to search for Toxfin if you need Poisonous, but it’s not guaranteed you’ll find it.

t6 ghastcoiler cut

Ghastcoiler: good stats and effect for a single board slot in the late game. Works amazingly well in combination with Baron Rivendare. In Menagerie strats you might have slots for both in the super late game.

t6 sneed's old shredder cut

Sneed’s Old Shredder: similar to Ghastcoiler, but arguably slightly worse.


(A) Battlegrounds Mech Tier List:

Mechs are arguably the second-best strategy in the game (even after getting slightly nerfed), and they often get mixed and matched with the Menagerie strategies from above.

  1. A lot of mechs: there are more Mech minions in Battlegrounds than any other tribe, which means Mech strats are a bit more diverse and consistent.
  2. Variety: one of the main reasons they are great is that they don’t have a single win condition (like e.g. Murlocs who heavily rely on Gentle Megasaur in the late game).
  3. Magnetic: a mechanic unique to Mechs, allowing you to concentrate a lot of power in certain key minions.
  4. Access to divine shield and Taunt: all Mech minions have access to those key mechanics in one way or another.

The biggest downside of Mechs is that they don’t have Access to Poisonous, which might be a problem in the late game. Moreover, they are a bit lacking on HP if you don’t manage to buff them enough and might crumble against super stat-heavy strats (e.g. Demons with a buffed Annihilan, etc.).

S-Tier
t3 cobalt guardian cut
t5 junkbot cut
t4 security rover cut
A-Tier
t3 replicating menace cut
t4 anoy-o-module cut
t2 metaltooth cut
t4 bolvar cut
t5 mechan-o-egg cut
t3 psych-o-tron cut
t6 kangor's apprentice cut
t6 maexna cut
t6 foereaper cut
B-Tier:
t2 harvest golem cut
t3 screwjank clunker cut
t4 piloted sky golem cut
t3 piloted shredder cut
t2 kaboombot cut
t2 pogo hopper cut
t5 baron rivendare cut
t5 strongshell scavenger cut
t6 zapp slywick cut
t6 sneed's old shredder cut
t3 khadgar cut
C-Tier
t1 micromachine cut
t2 shielded minibot cut
t4 iron sensei cut
t2 anoy-o-tron cut
t3 cobalt guardian cut

Cobalt Guardian: the centerpiece of the usual Mech strategy. The idea is that you could refresh his Divine Shield multiple times in a fight by summoning Mechs (from Security Rover, Replicating Menace, etc.), which needless to say is extremely valuable. Running more than one Cobalt Guardian is quite standard, and buffing him with additional stats is not a bad idea because you want him to have high damage and at least enough HP to survive a couple of weak/token hits without Divine.
Tip: position him to the left so that he loses his shield early in the fight. Put minions with mech summons close to the right so that they refresh his Divine ASAP. Don’t give Cobalts Taunt – you don’t want minions to hit them while they don’t have Divine.

t5 junkbot cut

Junkbot: the second carry in a Mech strat. You are likely to have a large number of Mechs die during the fight because of the Mech token summons. This will, hopefully, give Junkbot a big stats number by the end of the round.
Tip: position him on the far right so that he doesn’t die before he accumulates the maximum amount of stats possible. Don’t put a Taunt immediately next to him if opponents have Cleave to make sure he doesn’t die to the Cleave hit.

t4 security rover cut

Security Rover: your main source of Mech summons. The benefit of Security Rover over other Taunts with the Annoy-o-Module is that the Rover’s tokens have Taunt, which draws powerful enemy hits away from more valuable low-health heroes like the Cobalt Guardians and Junkbot.
Tip: Usually you don’t want to give Rover Taunt to avoid getting him killed from Poison or Divine Shield. You also don’t want to give him Divine Shield – he needs to take damage to summon. He likes stats, however, because the more hits he can survive, the more summons he can put out.

t3 replicating menace cut

Replicating Menace: a very important buff on your main Divine Shield taunts – the Mech tokens refresh the Divine Shield on Cobalt Guardian and feed your Junkbot with stats once they die.

t4 anoy-o-module cut

Annoy-o-Module: a great way to give Divine Shield and Taunt to Mechs that don’t have it but can use it well (e.g. one of the Shredders, etc.). Afterward, it becomes a simple stat buff for the same minions. It gives good HP, which most Mechs lack.

t2 metaltooth cut

Metaltooth Leaper: a no-brainer. If you’re running multiple Mechs, it will give you a lot of buff value.

t4 bolvar cut

Bolvar, Fireblood: if you’re running a strategy with Cobalt Guardians in addition to other Divine Shields, Bolvar becomes an additional carry you keep on the right side of the board. He has Divine Shield himself which is very useful, but at the same time, he doesn’t generate health, which means he’s more vulnerable than Junkbot in general.

t5 mechan-o-egg cut

Mechano-Egg: another way to summon an additional Mech. It summons only one Toke, but it has great stats so it can possibly kill some minions. Works great with Khadgar or Baron.

t3 psych-o-tron cut

Psych-o-Tron: a well-rounded source of early/mid game value. Takes the focus away from your carries, and he’s a great target for Replicating Menace if you decide to keep him on the board and buff him as your main Taunt.

t6 kangor's apprentice cut

Kangor’s Apprentice: a bit RNG-based, but still very useful in general. The first Mechs that died are likely your Divine Shield Taunts (or possibly an unlucky Cobalt Guardian), so if you’re running Cobalt Guardians you’re likely to extract quite a lot of value from her. Works great with Baron.

t6 maexna cut

Maexxna: a Mech strategy doesn’t have access to Poisonous. This makes Maexxna quite valuable – she could take care of an extremely stat-heavy enemy like Annihilan.

t6 foereaper cut

Foe Reaper 4000: cleave is quite useful to get rid of enemy Divine Shields and squishier non-Taunt minions. The earlier you get it the better because stat buffs are very valuable on Foe Reaper.

t2 harvest golem cut

Harvest Golem: another Deathrattle that summons a Mech, refreshing the Divine Shields of the Cobalt guardians and feeding the Junkbot. Harvest Golem, however, has sub-par stats and summons only one Mech, which means he’s not amazing late-game material and you might end up selling him for board space. If you want to keep him, try to buff him with the Magnetic Golems (especially Annoy-o-Module) to increase his value on the board.

t3 screwjank clunker cut

Screwjank Clunker: quite self-explanatory – decent stats for your Cobalt Guardians or main Taunt minions.

t4 piloted sky golem cut

Piloted Sky Golem: great stats and decent Deathrattle. The problem with the minion is that the Deathrattle summon has a low chance of being Mech, which means it’s not that great with Cobalt Guardians. That said, it could still provide very decent value if you combine it with cards like Baron Rivendare and Annoy-o-Module. 

t3 piloted shredder cut

Piloted Shredder: the discount version of Piloted Sky Golem. It has the same idea but has worse stats and summons, which means you rarely want to keep it for the late game.

t2 kaboombot cut

Kaboom-Bot: great value in the early/mid game, but the damage value of the Bombs doesn’t scale, which makes him underwhelming in the late game. That said, if you manage to upgrade him you could make a good argument for running him in the late game with Baron Rivendare – 16 damage isn’t bad and it could remove multiple Divine Shields.

t2 pogo hopper cut

Pogo-Hopper: usually ignored because of the RNG involved in making good use of it (ideally, you want to find six of those, which is unlikely), but if you manage to find multiple Hoppers it gives great stats.
Tip: If you manage to find e.g. two in the early game, stay on tavern lvl two to maximize your chances of finding the third one. Once you find it, continue upgrading as usual and keep additional ones in your hand (possibly one on the field) for the possibility to find a second trio to place on the board in the late game.

t5 baron rivendare cut

Baron Rivendare: Mechs have a lot of Deathrattle effects. That said, the strongest Deathrattle effects with Rivendare aside from Kangor’s Apprentice (Kaboombot, the Shredders, Ghastcoiler) aren’t that common in the standard variation of the Mech strategies, which means you certainly won’t use him every time.

t5 strongshell scavenger cut

Strongshell Scavenger: great value if you have multiple Taunts (which is possible with Mechs), otherwise ignore.

t6 zapp slywick cut

Zapp Slywick: great at killing scaling carries like Hyena and Junkbot. If your opponents aren’t running those, ignore him.

t6 sneed's old shredder cut

Sneed’s Old Shredder: works the same way as the other Shredders. Better than them in terms of stats and potential summons, but you find him late in the game, which means he’s hard to buff and often you can’t easily find board space for him. Like the other Shredders - works Best with Baron.

t3 khadgar cut

Khadgar: works very well with the Shredders and unlike Baron Rivendare – Security Rover, which is important. He has terrible (unbuffable) stats, which means it’s hard to keep him in the very late game.

t1 micromachine cut

Micro Machine: the damage scales quite well, but the 2 HP is a big problem. That said, if you find multiple in the early game, you can still keep it and invest the Magnetic Mechs in it to make it a high-damage Divine Shield/Taunt with summons.

t2 shielded minibot cut

Shielded Minibot: the divine shield is useful in the early game. That said, bad stats make it hard to keep in the mid/late game unless it’s very heavily buffed.

t4 iron sensei cut

Iron Sensei: if you find him early on, you should put him on the board if you have space. The buffs he provides aren’t amazing (mainly due to their random nature), but they are still valuable. Later on, you will swap him for something more powerful on the board - he doesn’t provide as much value as e.g. Lightfang to justify occupying a board slot for long.

t2 anoy-o-tron cut

Annoy-o-Tron: decent in the early game, but you usually don’t want to keep it for long and to waste buffs on it – it’s essentially the low-stats version of Psych-o-Tron, and you rarely have space on the board for it in the mid/late game.


(B) Battlegrounds Murloc Tier List

Murlocs are an interesting strategy because of their unique power curve. They are very strong in the early game, weak in the mid game, and again extremely strong in the late game. This happens because:

  • Early: Murlocs run a lot of low-tier heroes that work off of each other, so it’s easy to build a strong early/mid board.
  • Mid: they struggle to add a lot of value from tier 3 to 5 (only two Murlocs in these tavern tiers), which means they start falling off a bit.
  • Late: in the late game, however, when they manage to find Gentle Megasaur (ideally multiple copies), they power-spike once again and are a viable first-place strat because of the power of Poison and Divine Shield on your whole board.

The obvious drawback of Murlocs is that they depend heavily on finding a specific Tier 6 hero, which isn’t guaranteed every game. This makes them one of the more inconsistent strategies.

S-Tier
t6 megasaur cut
king_bagurgle
A-Tier
t2 coldlight cut
t1 tidecaller cut
t2 old murkeye cut
t4 primalfin lookout cut
t4 toxfin cut
t5 brann bronzebeard cut
B-Tier
t2 murloc warleader cut
t1 tidehunter cut
t1 Rockpool cut
t6 zapp slywick cut
t6 foereaper cut
C-Tier
t3 psych-o-tron cut
t5 sated treshadon cut
t3 shifter zerus cut
t6 megasaur cut

Gentle Megasaur: the sole reason Murlocs are a very strong strategy in the late game. Ideally, you want your whole board to be full of high-stat Divine Shield/Poison Murlocs, which is incredibly hard to beat.
Tip: In order to find him from earlier, try to reach tavern level five ASAP and then combine triples for the free tier-six hero. Because of this interaction, trying to find triples for your Murlocs is usually a great idea even if it means holding the second in your hand for a few rounds.

king_bagurgle

King Bagurgle: not much needs to be said - the card provides amazing value for a full Murloc board. Always run it on the left to get the deathrattle on all other Murlocs at the start of the fight.

t2 coldlight cut

Coldlight Seer: in the late game, you’ll kill minions with Poison, which means that attack damage isn’t as important in the long run in a Murloc strategy. Health, however, is crucial, so Coldlight Seer is a must-pick every time you see him.

t1 tidecaller cut

Murloc Tidecaller: he is quite weak early on, but his damage scales very fast. His main problem is his health. This is where Coldlight Seer comes into play. Ideally, you want to find a triple of Murloc Tidecaller for the additional stats buff and the free high-tier card (a chance to find Megasaur if you’re on tavern lvl5).

t2 old murkeye cut

Old Murk-Eye: he has great stats right-away, which makes him very important for the mid game in a Murlocs draft. His attack damage doesn’t scale as well as that of Tidecaller, but this is irrelevant in the very late game when both will likely become poisonous. He has better health, however, which is very valuable, especially if you manage to find a triple of him in addition to the Coldlight buffs.

t4 primalfin lookout cut

Primalfin Lookout: he is a great way to find Toxfin and give at least one of your Murlocs Poisonous before the late game. Even if you don’t find Toxfin, however, he is always great because you can use him to find triples or simply more Coldlight Seer buffs. Selling him + the discovered buff Murloc nets you 2g, which means Primoalfin typically costs only 1g.

t4 toxfin cut

Toxfin: a good way to give at least one of your Murlocs Poisonous before you find Megasaur.

t5 brann bronzebeard cut

Brann Bronzebeard: Extremely powerful with Coldlight, Primalfin, and Megasaur. Keep in mind you need both Poisonous and Divine Shield, which means Brann makes it possible to find both with just one Megasaur.

t2 murloc warleader cut

Murloc Warleader: great early-mid game minion, but his bonus damage doesn’t scale well into the late game, so he’s not crucial to a Murlocs strat in the long run. That said, you can still keep him if you manage to upgrade him to gold and he has good stats.

t1 tidehunter cut

Murloc Tidehunter: he summons two Murlocs, which is great for Tidecaller and Murk-eye in the early/mid game. You can also use him to sell tokes and give yourself extra gold in the early game. That said, you rarely want to keep him in the mid/late game (unless he’s very heavily buffed).
Tip: the tokes can also combine as a triple, giving you two minions to discover, but this is very difficult to achieve because of board space.

t1 Rockpool cut

Rockpool Hunter: a not-that-impressive buff, but still valuable in the early-mid game. The fact that you summon an additional Murloc is also good for Tidecaller.

t6 zapp slywick cut

Zapp Slywick: even though he’s not a Murloc, he’s useful in all strats as a counter to scaling carries like Junkbot and Hyena. Ignore otherwise.

t6 foereaper cut

Foe Reaper 4000: Murlocs don’t have access to Cleave, which makes Foe Reaper valuable if you need something to deal with Divine Shields.

t3 psych-o-tron cut

Psych-o-Tron: Murlocs don’t have Taunts, which means a Psych-o-Tron can be very useful for drawing at least two powerful hits away from your Murlocs.

t5 sated treshadon cut

Sated Threshadon: Murlocs don’t have a carry that scales during the combat round like Hyena and Junkbot, so the 3 Murloc summons aren’t particularly useful aside from drawing hits away from enemy units and in the ideal scenario - breaking Divine Shield.

t3 shifter zerus cut

Shifter Zerus: there’s a chance he’ll give you Megasaur. It’s small enough that it’s not even worth picking him, but there’s a chance if you truly believe in the heart of the cards.

(C) Battlegrounds Demons Tier List

Demons are great at accumulating a lot of stats (sadly, usually at the cost of some hero HP). They are possibly the best out of all builds at this. Their problem, however, is that they have easy access neither to Divine Shield nor to Poisonous, which makes them very vulnerable to those two mechanics in the late game.

Reaching tavern lvl3 and lvl5 with Demons ASAP is quite important because a lot of the key Demons are on those two tavern levels. Pushing to lvl6 is usually unnecessary.

S-Tier
t5 annihilan cut
t5 mal'ganis cut
t5 voidlord cut
t3 soul juggler cut
A-Tier
t1 wrath weaver cut
t3 imp gang boss cut
t3 crystalweaver cut
t2 nathrezim overseer cut
t5 strongshell scavenger cut
t3 khadgar cut
t5 brann bronzebeard cut
B-Tier
t4 siegebreaker cut
t4 defender of argus cut
t6 zapp slywick cut
t6 foereaper cut
t6 maexna cut
t5 baron rivendare cut
C-Tier
t1 vulgar cut
t1 voidwalker cut
t3 phalanx commander cut
t5 annihilan cut

Anihillan Battlemaster: by playing Wrath Weaver from the early game you are unlikely to be on high HP in the late game, which means Anihillan is pretty much guaranteed to have extremely high HP. Upgrading him to golden can bump up his HP to absurd amounts.
Tip: don’t give him Taunt and place him on the right side of the board to make sure all Poisonous enemy heroes are dealt with until he enters the battle. He should be able to clean-up afterward.

t5 mal'ganis cut

Mal’Ganis: good stats, a decent board-wide buff (+2/+2) for all your Demons, and the main benefit: your hero is Immune. This means you can safely play Demons without sacrificing health even if you’re running a Wrath Weaver.
Tip: Mal’Ganis and Voidlord are the main reason you want to rush your way to tavern lvl5 – finding them early on helps a great deal.

t5 voidlord cut

Voidlord: summoning additional Demons is extremely valuable because of Soul Juggler. Voidlord + the three tokens equal to four total shots (if you’re running one Soul Juggler). Moreover, the stats are not bad and Voidlord could easily clean-up some weaker minions before he dies. Running multiple Voidlords and searching for a golden upgrade is not a bad idea at all. Voidlord works well with Baron and Khadgar.
Tip: keep him on the right side of the board, a bit before Soul Juggler. You want at least two of your other minions to die before Voidlord dies to make sure you have the board space for all three summons.

t3 soul juggler cut

Soul Juggler: he obviously has amazing synergy with a Demons strat and is extremely synergistic with Voidlord. Running two Jugglers and trying to find a gold upgrade is quite important in Demons. He doesn’t scale amazingly in the late game (at that point the sheer stats of the Demons board become the real win condition), but he remains very useful for removing Divine Shield and sniping weaker minions. 

t1 wrath weaver cut

Wrath Weaver: one of the easiest heroes to buff to extremely high stat numbers. Also, one of the costliest heroes to achieve that on. The health cost of Wrath Weaver in combination with some lost rounds in the early-mid game could kick you out of the lobby extremely quickly, so be careful. You might end up in a position where you don’t want to place more Demons simply because you don’t have any HP to spare (that’s why finding Mal’Ganis helps a great deal). At the same time, not running Wrath Weaver is not really an option because his amazing stats will practically carry you in the early-mid game.

t3 imp gang boss cut

Imp Gang Boss: Soul Juggler’s best friend alongside Voidlord. Buffing his stats and upgrading him is a good way to guarantee he’ll be able to tank at least a couple of hits and spawn at least a few tokens. Works well with Khadgar, but doesn’t benefit from Baron.
Tip: To avoid Poisonous in the late game, avoid making him a Taunt. Place him further to the right but ahead of Soul Juggler so that some of your other minions die before Imp Gang Boss starts taking damage in order to have space for the summons.

t3 crystalweaver cut

Crystalweaver: a no-brainer – a lot of buff value if you’re running a lot of Demons.

t2 nathrezim overseer cut

Nathrezim Overseer: less buff-value for a board full of Demons compared to Crystalweaver, but Nathrezim is a Demon himself, which means he buffs Wrath Weaver additionally.

t5 strongshell scavenger cut

Strongshell Scavenger: you are quite likely to run a lot of Taunts in a Demons strat. If you aim to do it, it’s easy to fill almost your entire board with Taunts (with the help of Defender of Argus). Consequently, Strongshell can give amazing buff value. That said, this doesn’t mean going for a full Taunt board is the optimal play – it’s viable, but protecting some heroes from Poisonous in the late game by not making them Taunts (Annihilan and Imp Gang Boss) is also a smart thing to do.

t3 khadgar cut

Khadgar: very synergistic with Imp Gang Boss, Voidlord, and as a consequence – Soul Juggler. That said, you’re unlikely to have the board space to run him until the very late game.

t5 brann bronzebeard cut

Brann Bronzebeard: he doubles the buff value of Crystalweaver, Nathrezim, Strongshell, and possibly Defender of Argus. That said, if you’re not running multiple Taunts the number of valuable Battlecry cards falls. Consequently, he doesn’t provide as much value as in other strats and if you need the board space you’ll usually replace him sooner rather than later.

t4 siegebreaker cut

Siegebreaker: good stats and a slightly underwhelming +1/+1 aura. If you’re running multiple Taunts it’s definitely possible to keep him on the board and try to buff and upgrade him, but usually, you need the board space for Demons more synergistic with Soul Juggler.

t4 defender of argus cut

Defender of Argus: good if you’re running a board full of Taunts (can turn your non-Taunts like Wrath Weaver into Taunts so that they benefit from the taunt buffs as well). That said, as we mentioned that’s possible but not always the optimal play with Demons.

t6 zapp slywick cut

Zapp Slywick: as mentioned before – an S-tier counter to Junkbot, Hyena, and other low-attack high-impact heroes. A pass otherwise.

t6 foereaper cut

Foe Reaper 4000: a counter to Divine Shields. Could be very valuable situationally: a Divine Shield + Poisonous could kill two of your high-stat Demons. If Foe Reaper removes the Divine Shield, however, (higher chance than other minions because he damages three targets) the Poisonous enemy is more likely to trade equally with just one high-stat Demon.

t6 maexna cut

Maexxna: you don’t have access to Poisonous, so including her on the board is a potential tool for dealing efficiently with other high-stat minions (you might not be the only one running Annihilan as he’s used outside of Demon strats).

t5 baron rivendare cut

Baron Rivendare: synergizes with Voidlord and Soul Juggler, but doesn’t synergize with anything else, so he’s usually hard to fit onto the board.

t1 vulgar cut

Vulgar Homunculus: a good way to win early-game rounds. Trying to upgrade him, however, is a bit costly in terms of HP (especially if you factor in Wrath Weaver), which means most of the time you want to buy only one early on and sell him later. That said, if you’re aiming for the Taunt strat you can try to upgrade and buff him.

t1 voidwalker cut

Voidwalker: decent tier-one hero, but the weak stats means you’ll most likely replace him later on when you need space (unless he’s very heavily buffed for some reason).

t3 phalanx commander cut

Phalanx Commander: if you’re running the Taunt strat he provides some value, but you’ll almost certainly replace him for a more valuable minion at some point.

(C) Battlegrounds Beasts Tier List

Beasts are a unique strat because they utilize a lot of summons and in-combat buffs. They are the only strat that has a few ways to buff token summons, which allows them to trade much more favorably compared to token summons in e.g. Mechs or Demons.

That said, those mechanics are definitely not the dominant ones in the current state of Hearthstone Battlegrounds. Board space is a factor that makes summons a bit hard to utilize. Moreover, Beasts don’t have easy access to Divine Shield and to Poisonous, so they are at a big disadvantage in the late game, just as Demons. At the same time, some of their most important heroes (e.g. Mama Bear, Maexxna) are tier 6, so to reach the full potential of Beasts you need to reach the late game.

S-Tier
t2 rat pack cut
t2 scavenger hyena
t6 mama bear cut
t5 goldrinn cut
t4 cave hydra cut
A-Tier
t6 maexna cut
t6 ghastcoiler cut
t5 baron rivendare cut
t5 savannah highmane cut
t5 ironhide direhorn cut
t4 virmen sensei cut
t3 houndmaster cut
t3 packleader cut
B-Tier
t3 infested wolf cut
t2 grandmother cut
t3 khadgar cut
t6 zapp slywick cut
C-Tier
t1 alley cat cut
t2 mounted raptor
t1 dire wolf cut
t4 the beast cut
t2 rat pack cut

Rat Pack: the easiest way to fill the board with Beast tokens (that will get buffed by heroes like Mama Bear and will in turn buff Scavenging Hyena when they die). You want to buff Rat Pack a bit so that it spawns enough Tokens. At the same time over-buffing it is possible - you want Rat Pack to die before your right-most minions hit (i.e. Hyena & Mama Bear).
Tip: don’t give Rat Pack Taunt – it needs to die after most of your other minions are dead. Place it on the right side of the board, in front of Hyena.

t2 scavenger hyena

Scavenging Hyena: your main carry – it gets buffed when Beasts die, which means it’s extremely synergistic with Rat Pack. Both heroes are two-stars, which means you can find them early in the game. Trying to upgrade your Hyena is a good idea in order to increase its starting HP and possibly survive a Zapp Slywick hit (which is its biggest counter).

t6 mama bear cut

Mama Bear: the hero that makes your token summons extremely strong. The +4/+4 buff works in the recruit phase as well, however, Mama Bear is a tier six minion, which means she’ll be one of the last minions you find and you can realistically buff permanently only golden upgrades or other high-tier Beasts like Ghastcoiler and Maexxna.
Tip: put her on the right side of the board so that she doesn’t die before your beast tokens spawn.

t5 goldrinn cut

Goldrin, the Great Wolf: put him on the left side so that he dies first and he will give all your other beasts a powerful buff. Works great with Baron.

t4 cave hydra cut

Cave Hydra: buffing the Hydra as much as possible is a very good idea – a high-damage Cleave hit could take care of multiple enemy minions at once or at least get rid of some Divine Shields. Put Hydra on the left side of the board, on the right of Goldrin, to make sure it gets the buff but at the same time hits early in the round (before it dies). 

t6 maexna cut

Maexxna: a source of Poisonous, very valuable against high-stat heroes like Annihilan. Unlike other strats, however, Beasts can easily buff Maexxna – with Goldrin, Mama Bear, etc. With higher stats, she’s more likely to survive more than one hit in the late game, which means she trades very favorably.

t6 ghastcoiler cut

Ghastcoiler: Ghastcoiler has good stats and works extremely well with Baron Rivendare (some good RNG with this combo can win you some otherwise impossible rounds). That said, the Ghastcoiler summons are not very likely to be beasts, so it doesn’t synergize with Hyena and Mama Bear as much as some other heroes. This means you’re unlikely to run it without Baron.

t5 baron rivendare cut

Baron Rivendare: Beasts have a lot of Deathrattles, which automatically makes Baron very valuable. That said, Beasts also have board space issues, which means there will be times when you simply can’t fit him on the board easily.

t5 savannah highmane cut

Savannah Highmane: good stats and summons tow Beasts on death, which synergizes with Hyena, Mama Bear, Pack Leader, and Baron.

t5 ironhide direhorn cut

Ironhide Direhorn: if it has enough attack damage (which is likely with Goldrin and some other buffs), Direhorn is likely to spawn at more than one high-stat beats. That said, it’s not as reliable as e.g. Highmane and it provides fewer Beasts to feed the Hyena.

t4 virmen sensei cut

Virmen Sensei: one of two sources of Recruit Phase buffs for Bests, which makes it valuable. Slightly more versatile than Houndmaster, because sometimes you want to buff certain minions without giving them Taunt.

t3 houndmaster cut

Houndmaster: one of two sources of Recruit Phase buffs in the Beast minion lineup. This makes him valuable. At the same time, you can’t use him on any beast because sometimes you don’t want some minions to have Taunt – e.g. you certainly don’t want to use Houndmaster on Hyena, because you want to make sure Hyena doesn’t take any hits at the beginning of the combat.

t3 packleader cut

Pack Leader: the discount version of Mama Bear. It makes your token summons more powerful, which is extremely useful. At the same time, it’s weaker compared to Mama Bear, so in the late game, you’d usually sell it in her favor because of board space issues (running both buffs is possible, but occupying two board slots for the same purpose is sub-optimal).

t3 infested wolf cut

Infested Wolf: a discount version of Rat Pack. The summons are limited to two, which makes it far inferior. That said, you’re likely to run it in the mid game while you have board space. Later on, you’ll certainly replace it.

t2 grandmother cut

Kindly Grandmother: another Beast Deathrattle summon. The token has better stats (3/2), but this is less important than the number of tokes because of how Hyena works. Moreover, the bad stats of the card itself makes it useful in the early/mid game but impossible to keep on the board mid/late.

t3 khadgar cut

Khadgar: you have lots of summons, so Khadgar is useful by definition. He’s very synergistic with Ironhide Direhord (because his summons are not Deathrattle). In all other cases, however, Baron Rivendare is superior.

t6 zapp slywick cut

Zapp Slywick: a counter to other Beast strats and Mech strats with Junkbot. Pass otherwise.

t1 alley cat cut

Alleycat: a good source of a Token in the early game, but has terrible stats, so you only buy it in order to sell it for 2 gold later on.

t2 mounted raptor

Mounted Raptor: the Raptor is a Beast, but the minion it summons on death is quite unlikely to be a Beast itself, which automatically makes it less valuable than a lot of other options from above. 

t1 dire wolf cut

Dire Wolf Alpha: the stats and the aura are quite weak, which means Dire Wolf is rarely a worthwhile purchase.

t4 the beast cut

The Beast: it’s a beast with great stats, but the Deathrattle actually hurts you (summons a minion for your opponent), which means you usually want to avoid it.


Non-strat-specific Minions Tier List:

Here you can see a couple of heroes that weren’t mentioned in any of the tier lists above. Sadly, this usually means they are either quite weak or quite hard to include in most viable strategies.

D-Tier
t1 selfless hero cut
t1 right protector cut
t2 spawn of nzoth cut
t3 tortolan shellraiser cut
F-Tier
t4 festroot trunk cut
t5 the boogeymonster cut
t1 selfless hero cut

Selfless Hero: quite decent in the very early game. Impossible to keep on the board later on because of its terrible stats and because it doesn’t belong to any tribe, which makes it very difficult to buff.

t1 right protector cut

Righteous Protector: draws two enemy attacks, but this is less valuable in Battlegrounds compared to regular Hearthstone. It also doesn’t belong to any tribe, which makes it a much, much weaker version of Annoy-o-Tron.

t2 spawn of nzoth cut

Spawn of N’Zoth: alright in the early/mid game. If you manage to upgrade it to golden and if you find Baron Rivendare, you can actually keep it in the mid/late game as well. That said, even in these perfect conditions you’ll likely have to sell it to free up space for a more powerful minion in the super late game.

t3 tortolan shellraiser cut

Tortollan Shellraiser: actually possible to include on the board in the early/mid game if you have free board slots. It’s a Taunt with decent stats and an OK Deathrattle, so it can protect other vulnerable minions. That said, it doesn’t belong to any of the tribes, which makes it very difficult to buff and impossible to run in the late game when you’re starved for board slots. 

t4 festroot trunk cut

Festroot Hulk: the self-buff mechanism is likely to trigger multiple times in strats like Beasts that have many summons. The buff value (+1 Attack), however, is very low and the fact that it doesn’t increase Health is a big problem. Most strats are board-space starved anyway, so you are extremely unlikely to have space for it.

t5 the boogeymonster cut

The Boogeymonster: the self-buffing mechanism of this minion is very unlikely to trigger more than once per combat-round. Moreover, it doesn’t belong to any of the tribes, which makes it very hard to buff in recruit rounds. Both reasons make it unusable in any strat.

Making a Strategy Work:

In Battlegrounds, the largest restricting factor is the board space. This means each possible strategy’s goal is to maximize the value you have on the board within the 7 minion slots you have. Different strategies do this in different ways, but not all of them are equal.

So, here is the mechanics' tier list of the most important tools which the different strategies abuse.

  1. Recruit Phase Buffs (Battlecry, conditional self-buffs, end/beginning of turn buffs, etc.): The easiest way to increase the value of your board isn’t to replace your minions with stronger ones, but rather to buff your minions continuously over the duration of the game.
    ALL strategies make use of this Battlegrounds mechanic, but Menagerie strategies deserve a special mention because they can utilize a lot more buff cards (not restricted by tribe that much).
  2. Stats: Raw attack and health stats (usually received by both recruit and combat phase buffs) is the first and foremost way to increase the strength of your board. HS is a game of math - a single minion with amazing stats (good damage and great health) could theoretically clear the whole enemy board on its own.
    Demons deserve a special mention here, especially thanks to a healthy mix of buffs and especially Annihilan Battlemaster – the minion with the highest health potential in the game. Menagerie strats also get to healthy stat value thanks to utilizing buffs very efficiently.
  3. Poison: poison is the direct counter to stats. It doesn’t matter how much health a minion has, 1 damage with Poisonous is always lethal. The combination of Poison and Divine Shield pretty much rules the very late game in Battlegrounds.
    Murlocs
    utilize this mechanic the most, but Menagerie strats also have access to it.
  4. Divine Shield: requiring two hits to damage a minion is very powerful, especially when combined with Poison and Taunt – it guarantees that the minion will kill at least two enemy minions.
    Mechs have the easiest access to Divine Shield and their main strategies are built around this mechanic because of Cobalt Guardian. Murlocs and Menagerie strats also utilize it.
  5. Taunt: a way to guarantee that enemies aren’t able to reach some of your more vulnerable minions (Junkbot, Hyena, etc.) right away. All strategies have relatively easy access to Tauts.
  6. Cleave: very powerful in the late game, because it’s to a degree a counter to Taunt and Divine Shield (damages the minions next to the initial damaged Taunt Minion and removes up to three Divine Shields with a single hit).
    Only two minions have the mechanic – an lvl4 Beast and an lvl6 Mech.
  7. Summons: usually coming from Deathrattle effects, summons are a way to fight with more than 7 minions in total during a single combat phase. The downside is that you can never have more than 7 minions at a time, which means sometimes minions with summons don’t realize their maximum potential because of board space.
    Beast
    strategies are largely built around this mechanic, but Mechs and Demons also utilize it.
  8. Combat Phase Buffs: combat phase buffs are objectively much weaker in Hearthstone Battlegrounds compared to recruit phase buffs because they are not permanent. That said, they are still a viable mechanic to increase the strength of your Board.
    Beasts
    utilize this mechanic the most.


Thank you for reading! If you like the Hearthstone Battlegrounds content, check out our Battlegrounds vs other Auto Battlers article!

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