Acolyte of Yogg-Saron (Yogg-Saron, Hope’s End) I’ll post the rest after they get added to the database. I’ve posted the ones that were already revealed through content creators. Official versions of triple/golden buddies weren’t released yet. Tier 4 Buddy: Turn ~7 (9 Gold) for half and Turn ~12 for full.īuddies are specifically designed to match up with Heroes and synergize with their HP and playstyle.Īnd here’s a full list of new Heroes and Buddies: New Battlegrounds Heroes Bru’kan.Tier 3 Buddy: Turn ~6 (8 Gold) for half and Turn ~11 for full.Tier 2 Buddy: Turn ~5 (7 Gold) for half and Turn ~9 for full.The bar is filled quicker or slower depending on the buddy’s tier: Once you fill it fully, you get two more copies of your buddy – so if you kept the original one, it will turn into a triple. Once the bar is filled halfway, you get a single copy of your buddy. Entering combat (passive gain for every turn).Instead, you will have to fill a progress bar by accomplishing certain tasks: Unlike regular minions, buddies won’t be available in the minion pool. Every hero will get one support minion called “buddy”. If you're liking it, or not liking it, let us know how you feel in the comments.Rdu just announced a big, new addition to the Battlegrounds game mode. If they're at the bottom of the pile, it might be a good round to bump the Tavern tier level up. What I've found important is knowing when to change plans, ditch one strategy and pick up another. Also pay attention to who you're battling next. One decision to make early on is which minion types you're going for: Mech, Murloc, Demon, Beast, or a combination, as some powers and cards benefit from variety. Sometimes it's worth doing, but a board full of low-level minions who've been hitting the gym can work, too. It can be difficult to decide when to sell back a buffed one-star minion to make room for a new five-star minion. Each battle phase is a last-minion-standing brawl, and sometimes the other side can be worn down by focusing on summoning and other in-battle effects. The second tactic is to set up chain reactions. Near the end of a Battlegrounds game, just about every minion on the board has double digit attack and health numbers. Some cards also have effects that trigger at the beginning and end of a turn, which refers to when you enter the Tavern and when you exit the Tavern. If you use a Battlecry card that increases another card's attack by two, it'll have that buff for the rest of the game. This is possible because, after battles, your minions always return to the state they were in during the last recruit phase. One is to buff your minions to absurd levels. Winning requires a combination of two tactics. That hasn't been the case for me yet, and you can always find new, non-gold versions of a tripled minion to play.) (That is, unless your strategy rests on having two of those minions in play for some reason. If you've buffed one of those three minions, those buffs will carry over to the gold card, so tripling is never a bad thing. If you recruit three of the same minion, they'll combine into a powerful gold version of that minion and you'll be given a card you can redeem for another free minion from a tier higher than your current level. The cost of moving to the next tier decreases each round. Gold can also be spent to increase the power level of the minions offered in the Tavern, represented by stars. Minions always cost three gold, no matter how powerful they are. (Which you won't, because there's no reason not to buy a minion during the first phase.) Gold acts like mana and does not carry over between rounds, so you'll have four gold at the start of the second recruit phrase even if you had gold left over after the first phase. You begin with three gold, and get one more gold each round. Rather than mana, your resource in Battlegrounds is gold. (Image credit: Blizzard) The recruit phase
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