Battlegrounds is a different game mode in Hearthstone that completely changes the way you play the game. You could even say that it’s a new game built into Hearthstone. The general idea behind it was to take the popular Auto Battler genre and translate it into Hearthstone. It doesn’t play like most “Auto Chess” games, and it still feels a lot like Hearthstone, but that might be an advantage!
Players currently have access to 33 Heroes: the pool changes from time to time with some Heroes being changed, new Heroes being added, and some of the old ones being removed in balance patches. While they do not affect the minions offered, each Hero comes with a different Hero Power – a special ability that is either completely passive or an active ability that you can use once per visit to the Tavern (between combat phases). Some of them are stronger in the early game, whereas some have good late-game scaling, so you can adapt your strategy to the Hero you’ve picked. However, sometimes the right strategy is to ignore your Hero Power altogether and go with strong minions that are offered to you: use your Hero Power to your advantage when you can, but also be ready to choose a different route when you are not offered minions that have synergy with your Hero Power.
When you start a match, you get two Hero choices and pick one. No two players will ever share the same Hero – no one will be offered duplicates. The number of Heroes you can choose from can go up to three thanks to the cross-progression system (buying packs from Descent of Dragons expansion adds certain upgrades for Battlegrounds – and an extra Hero pick gained for 20 packs is the only one that adds some kind of advantage). With the launch of Ashes of Outland expansion on April 7th, Battlegrounds will move to a new Tavern Pass monetization system, where additional statistics, emotes, and Hero picks are unlocked with a separate purchase instead of buying card packs.
Some Heroes are stronger than others, even significantly so. Nonetheless, it is possible to win games even on leaderboard ranks with any Hero. If you’re having fun with a specific Hero, don’t worry about its tier. That said, this tier list guide can help you choose your Hero based on how useful various Hero Powers are in general. We’ve categorized Heroes in four tiers. Click on each one of them to earn more – including how they look like, what their Hero Power is why they are put into a given tier / what kind of strategy they usually run.
- Millhouse Manastorm
- Dancin’ Deryl
- Arch-Villain Rafaam
- Yogg-Saron, Hope’s End
- Edwin VanCleef
- Sir Finley Mrrgglton
- Elise Starseeker
- A. F. Kay
- The Great Akazamzarak
- Infinite Toki
- The Rat King
- The Curator
- Millificent Manastorm
- Queen Wagtoggle
- The Lich King
- Reno Jackson
- George the Fallen
- Lich Baz’hial
Tier 1: The Best of the Best
These Heroes are extremely strong. Their Hero Powers will be a major asset to you in practically every game you play with them.
Millhouse Manastorm is Battlegrounds’ biggest rags to riches story: Millhouse was the worst Hero in the game when he was introduced to the mode, and then he rapidly jumped to become the best Hero in the game when he was buffed.
Millhouse’s Hero Power changes the entire economy of the game. His refreshes cost two gold, but he can buy minions for only two gold as well. This means that if you find a token generator on turn one, you can immediately sell the token to buy another minion. It is viable to stay on Tavern Tier one for a turn with Millhouse and use your second turn for a double buy if you have good minions available. Leveling up on turn two is also fine if the minion selection is not strong enough.
Millhouse can generate a lot of tempo early on, and this often carries him throughout the game. The more expensive refreshes make it harder for Millhouse to find missing key pieces, so your discoveries from triples are crucial to building a strong army composition.
Nozdormu has an extremely powerful passive Hero Power: your first Refresh each turn is free. This means that you can refresh the initial offering on the first turn to look for a token generator, such as Alleycat, and getting a token generator at the start is extremely important. It also means that on key turns where you would usually buy a minion and upgrade your Tavern, you can upgrade the Tavern first and refresh on the new tier and then buy a minion. You are also faster at finding triples to make golden minions because you can look for them an additional time every turn. In practice, it is almost as if you had one additional gold available every single turn!
Dancin’ Deryl is one of the most difficult Heroes to play and can be almost impossible to manage on some mobile phones. It has the potential to give substantial buffs to minions, but you need to master the art of Deryl’s dance to land the buffs effectively. You can use token generators such as Alleycat and Murloc Tidehunter to give you more minions to sell (yes, the tokens count as full minions too) and you can buy minions from the Tavern just to resell them back so that there are fewer options left to help you land the buffs on just the right minion. Despite the wording on the Hero Power, both +1/+1 buffs can land on the same minion, so your goal is to leave only one minion in the Tavern, and buff it up a lot in a single turn.
Arch-Villain Rafaam is a master at acquiring useful minions – by copying them from other players! At one gold, these are basically free minions, because you can sell any that you don’t like for the same price. Because players tend to have useful minions on their board, the overall quality of the copies can be high: Brann Bronzebeards and Goldrinns are up for grabs, and you can sometimes even get to triples without recruiting a single copy from the Tavern. However, watch out for undesired triples. It can be awkward to turn your buffed up Cobalt Guardian pair into a single golden copy by accident.
When playing as Rafaam, you should usually buy a minion and Hero Power on turn two instead of upgrading your Tavern. Sometimes you may even want to delay your first Tavern upgrade all the way to turn four. Keep an eye on your opponent though! A.F.Kay has no minions on turn two, so you cannot steal anything, and some powerful early-game Heroes may have too much power on the board for you to kill anything, in which case you also do not get a free minion.
Deathwing wreaks havoc and brings destruction wherever it goes. Its passive Hero Power gives +2 Attack to all minions, including your opponent’s minions. The key to succeeding with Deathwing is to have more bodies on the board than your opponent: a single Rat Pack early in the game can be devastating because it starts out as a 4/2 minion and summons four 3/1 tokens when it is killed. There are very few armies that can survive such an onslaught. Conversely, if your opponent uses a Rat Pack against you when you are Deathwing, you will have a hard time.
Of course, you cannot always find a Rat Pack. In that case, any Divine Shield minions or Deathrattle minions that summon tokens will do, just make sure to get a bunch of bodies on the board. Deathwing works especially well with Beasts, Mechs, and Baron Rivendare Deathrattle armies in the late game. Those are also the best strategies against it because the attack buff applies to both armies: it is a rare Hero that you can actually build against when you see one in your lobby. Even so, the Deathwing player will always build an army that takes advantage of the Hero Power, whereas the opponents cannot always afford to do the same.
Yogg-Saron, Hope’s End
Yogg-Saron provides you with two advantages. First, it gives you some buffed up minions, which can be decisive in the early game and help you get to the mid-game unscathed. Second, it can recruit a minion for a mere two gold: sure, it is a random minion from the line in front of you, but it means that you have the option to grab two minions on turn three when you have access to five gold. Other Heroes need a token to sell or waste gold on refreshing the Tavern or using their Hero Power on that turn, while you can always get more bodies on the board.
When Yogg is on a roll, it rules. Cheaper minions and with a +1/+1 buff to boot, what’s there not to like? Alas, sometimes you have sweet 50% or 66% rolls to get a great minion and you just miss. It’s the fickle nature of this Old God, but the overall power it provides is still substantial, and the early tempo it provides can often land you in the upper half of the table.
Edwin VanCleef provides you with a powerful and cheap buff. The more minions you buy in a turn, the bigger the buff becomes. Edwin’s Hero Power is a targeted ability, and that makes it especially useful because you can buff any minions, including ones that are usually difficult to improve. This can be used to protect your key assets, such as Baron Rivendare, Scavenging Hyena, or Mama Bear: with more health, they survive the battle better and can continue to influence it until the very end. The buff is permanent, so you can build up your key minions to some big numbers over time.
Tier 2: Very Strong Heroes
These Heroes are very strong, but their Hero Powers are slightly less powerful than those of the Tier 1 Heroes. Early tempo and snowballing to victory has proven to be extremely important in Battlegrounds, and these Heroes sometimes lack the means to make the most out of those opportunities. They have major strengths, and when they can play with those, they can easily win games.
Sir Finley Mrrgglton
Sir Finley Mrrgglton does not have a Hero Power of his own: instead, you get to Discover a Hero Power at the start of the game. Think of this as a second chance to pick a Hero. There are several strong Heroes in the game, so if you’re offered one of them, go ahead and pick it, but if the options given to you originally are mediocre, choose Finley to get another chance.
The Recruitment Map created by Elise’s Hero Power is a three-gold spell to Discover a minion from the Tavern Tier you just upgraded to: when you upgrade to Tier 2, you get a spell to Discover a Tier 2 minion, Tier 3 gives a spell to Discover a Tier 3 minion, and so on.
It is a common misconception to compare this to refreshing your Tavern. In fact, Discovering a minion from a specific Tier is immensely more powerful than refreshing your Tavern, because you are not guaranteed to see minions from a specific Tier, much less three of them at once. Discovering gets even better the higher the Tier: on Tier 6, a single Discover is more likely to find a specific Tier 6 minion than more than a dozen refreshes.
The key to success with Elise is to use your Discover spells to find strong minions that you can build your strategy around.
A. F. Kay
A. F. Kay cannot buy any minions on the first two turns and has to just passively wait and take the damage without a board of her own. The only thing you can do is to freeze the minions offered to you in the Tavern, which you should do if any token generators are being offered because then you can buy a minion, sell the token, and upgrade your Tavern on turn three. Turn three is an immense power spike for the Hero, because she gets to Discover two minions for free, and those minions are from Tavern Tier 3. Being the first Hero to find Cobalt Guardian, Bronze Warden, or Hangry Dragon can be game-winning, but failure to roll good minions from the Discovers can set you up for a rough game.
The Great Akazamzarak
The Great Akazamzarak brings a unique Hearthstone mechanic into Battlegrounds: Secrets. Every time you use Akazamzarak’s Hero Power, you get to discover a Secret and put it in play. If the Secret is not triggered during a battle, it carries over to the next turn. Because battles tend to be back-and-forth affairs, most Secrets are triggered immediately in the next battle, but sometimes you can set things up so that you get to keep them for longer.
Notably, Akazamzarak can discover Ice Block, which only triggers when you take lethal damage, preventing the damage. This can help you buy time and go for greedier strategies if you discover it early in the game. You can also get other powerful Secrets, such as Splitting Image (creates a copy of your minion when one is attacked, only triggers if you have enough board space for an additional minion) and Autodefense Matrix (gives your minion Divine Shield when one is attacked).
While The Great Akazamzarak’s powers may lean slightly into being cute more than deadly, Secrets can and will win games when you are able to find the right ones and use them properly. Ice Block alone can often inch you into the top four, even if your army has no chance to make it to the first place.
Pyramad has seen two rounds of buffs, and it is finally playable. The +4 minion Health buff can increase the survivability of your minions dramatically, and you can start using it immediately on turn two and delay your Tavern upgrade by a turn. This early tempo can then help you transition to your late-game army with plenty of health to spare.
Malygos allows you to reroll one minion each turn for free. This is especially powerful in the late game because there are fewer high-tier minions in the game, so you are more likely to find a specific minion. However, it helps you right from the start: you can look for a token generator on turn one, and when you reach Tavern Tier two you can reroll whatever tier two minion you are offered to look for an improvement. This goes on every turn: you can refresh tier-three minions to look for a Cobalt Guardian, tier fours to find that Cave Hydra or Annoy-o-Module, and tier fives to seek out Brann Bronzebeard or Baron Rivendare. You have a better chance to find what you need throughout the game at no extra cost.
Malygos’s Hero Power can also be used on the minions in your army, not just the ones for sale in the Tavern. For example, you can try to turn a Battlecry minion that you just played into something more powerful when it is on the board.
Infinite Toki can grant you a huge advantage with her Hero Power: when you refresh the Tavern with your Hero Power, one of the minions you are offered is guaranteed to be from the next tier. Early in the game, you are guaranteed to be offered a Tavern Tier 3 minion when your opponents can find tier 2 minions at best. Late in the game, you can get guaranteed Tavern Tier 6 minions on Tavern Tier 5. This is especially significant because you are usually not guaranteed to see any minions from your highest available tier! Even a tier 6 Tavern does not guarantee that you see any tier 6 minions.
Nonetheless, Toki is not a guaranteed success. If you make it to the late game and get to start rolling those tier 6 minions, there is a good chance that you can find a Mama Bear, for example. However, in the early game, there are lots of minions that are not worth buying even if they are from a higher tier, so you may not gain any advantage from the Hero Power. When stars align just right, Toki can be unstoppable, but she is weak in the early game, and that can prove to be fatal.
The Rat King
The Rat King offers some of the most powerful passive stat bonuses available in the game. However, there is a catch: the tribe it offers bonuses to swaps randomly each turn. Without Nightmare Amalgam, which always received the buff, it has become more difficult to reach the full potential of The Rat King, as building menagerie compositions is more difficult. You can still benefit from the Hero Power with single-tribe strategies, but that benefit is usually minor.
Even the very first turn can go multiple ways: because you cannot afford to refresh the minions offered on turn one, you either get a +1/+2 buffed Beast for a strong early game, or you get no benefit whatsoever. There is a lot of strategy involved with optimizing your gains from The Rat King, but there is also plenty of variance.
Tier 3: There Is Still Some Power Here
These Heroes have some major strengths under the right circumstances, but their overall power level cannot quite match that of the higher tier minions. Either they are situational or just generally less powerful, but their Hero Powers can and do win games.
Nefarian’s Hero Power deals one point of area-of-effect damage to all enemy minions for one gold. It is phenomenal in the late game because at that point you often face multiple minions with Divine Shields, and it can take all of those away from the opponent. Because it costs only one gold, it is also easy to weave into various turns in the mid-game to give you an edge to conserve your Health for later. Nefarian’s main weakness is lack of early tempo, but it is a beast later in the game. The introduction of Holy Mackerel to the game weakened Nefarian’s late-game somewhat because Holy Mackerel can regain Divine Shield immediately if another minion loses its Divine Shield.
The Curator gains an immediate advantage early in the game from having a 1/1 Amalgam as a starting minion. This means that it can often win early turns by virtue of having that extra body on the board. However, its advantage is not limited to early turns, because the Amalgam has all minion types and can be buffed by anything. After the removal of Nightmare Amalgam from Battlegrounds, The Curator’s Amalgam is the only minion in the game that can reliably be buffed into a huge Poisonous minion with Taunt and Divine Shield, even if it only starts with 1/1 stats.
The Curator’s success largely depends on how well it can take advantage of its free Amalgam: if it finds a menagerie or buff-based composition, it can run away with the game. If buffs are scarce, the Amalgam quickly becomes useless and you can expect a mediocre game.
Sindragosa is at its strongest in the early game. For the first few turns, you should simply stay frosty. Sure, you buy a minion on the first turn, but you also want to freeze the others. If you keep freezing the minions you are offered, you can buy the two that have been there since the beginning with a +2/+2 buff on both on the third turn, and you can buy even more buffed minions on the fourth turn. After the first few turns, Sindragosa’s Hero Power becomes almost useless, but minion stats are very important early in the game, and you get a strong early board that allows you ample time to transition to your late game army.
Mechs are a strong tribe, and Millificent’s Hero Power adds more attack to your Mechs. You often want to Magnetize to buff up your Mechs, and Millificent adds another +2 Attack on each Magnetization as well. Her Hero Power used to also add Health, at which time Millificent was a top tier Hero. Now that it only adds Attack, she can still be useful, but finding Divine Shield Mechs, especially Cobalt Guardians, has become vital for her success.
Bartendotron may seem inconspicuous at first sight. Saving one gold per Tavern Tier means relatively small savings throughout the course of the game. However, it allows you to reach higher Tavern Tiers faster, and that can be a major advantage, especially as the Dragons patch added a number of powerful minions to the top tiers. The minions come from a shared pool, and you get to pick higher tier minions first, which gives you the best chance to find the good ones before your opponents.
Alexstrasza’s Hero Power allows you to discover two Dragons the moment you hit Tavern Tier 5. These Dragons can come from any tier, so sometimes you are offered low-tier minions only, and sometimes you pick up Razorgore and Kalecgos. You get the minions for free, so upgrading to Tavern Tier 5 is a major priority for Alexstrasza: you do not need to have any leftover gold to upgrade your board on that turn, because you will get two minions anyway.
Alexstrasza is, unfortunately, inconsistent. At worst, the two Dragons you get are useless for your army and only worth the two gold you get from selling them. At best, the two Dragons win you the game. The usefulness of your Hero Power also depends on whether Dragons are open in your lobby: it is easier to fit your Hero Power Dragons into an existing Dragon army than to pivot to Dragons with them in the mid-game.
Patchwerk has a larger Health pool than other Heroes, and this allows you to play a more greedy game early on and develop towards your late-game win condition faster. However, damage scales up very high in Battlegrounds, so if you’re weaker than others in the late game, your 10 Health advantage might not buy you even a single extra turn. Patchwerk used to start at 60 Health, at which time it had a significant Health advantage, but after the nerf to 50 Health, it has been falling behind the competition.
Patchwerk is a good Hero to go Demons with: Wrath Weavers deal a bunch of damage to you early on before you find Mal’Ganis on Tavern Tier 5, and Annihilan Battlemasters gain more Health the more damage you have taken during the game, and all of this benefits greatly from Patchwerk’s larger Health pool. If you find a Wrath Weaver together with a Floating Watcher, you can have multiple growing threats on the board, and may even skip Mal’Ganis altogether, because it prevents Floating Watcher from growing further. Unfortunately for Patchwerk, Demons have become a contested tribe after several rounds of buffs, so it is difficult for Patchwerk to find them before other players grab them for themselves.
Queen Wagtoggle can add a lot of Attack power to your board quickly: her Hero power gives a random friendly minion of each tribe +2 Attack. This works especially well with menagerie compositions and minions with cleave (Foe Reaper 4000 and Cave Hydra) as well as with Divine Shield armies and Beast armies that include Rat Pack. Look for minions that benefit from Attack and do not care as much about their Health.
The Lich King
The Lich King can help protect your key minions. You generally want to give Reborn either to an important Deathrattle minion or to a key minion that you want to protect from accidental early death. Note that minions are reborn without any buffs, but golden copies do reborn as the golden versions. Minions that best benefit from Reborn includes key pieces such as Baron Rivendare, Soul Juggler, and Mama Bear, but don’t underestimate a Kaboom Bot or Ghastcoiler either.
Shudderwock is the Hero to go for if you want to build some giant Pogo-Hoppers. Stay on a low-tier Tavern (Pogo-Hopper is a tier two minion) and keep those Pogos coming! Timely leveling to add Annoy-o-Modules (tier four minion) to your Pogo-Hoppers is needed in the mid-game to succeed. While not a top-tier strategy, it can be hilarious when it works.
Shudderwock is more than memes though, as it can also be used to double up powerful buff Battlecries, such as Menagerie Magician, later in the game. Because the effect costs only one gold, you can easily start weaving it into your turns in the mid-game.
Note that the Hero Power does not stack with the effect of Brann Bronzebeard, it is the exact same effect. Therefore, every Hero has some access to Shudderwock’s ability, and Brann does not need a separate activation each time, although it takes up board space. You cannot always find Brann though, whereas Shudderwock can always activate its power on demand.
Reno Jackson is here and he wants to make you rich by giving you a Golden minion. Reno’s Hero Power can be used only once per game, so you need to carefully consider when is the best time to use it. When you use the Hero Power on a minion, that minion becomes a Golden version of itself. This only affects the minion on the board, you do not get the Discover effect that you usually get when playing a Golden minion from hand.
The main ways to use the Hero Power are to commit early to a powerful mid-game minion, such as Soul Juggler, or to wait until you get a powerful effect-based late-game minion, such as Brann Bronzebeard, Baron Rivendare, or Lightfang Enforcer. If you are able to discover such a minion from a triple early on, the power spike from making it Golden can carry you all the way to victory.
It can be hard to find a good target for Reno’s Hero Power. Sometimes you get a suitable effect-based minion early on and just roll on with it, but sometimes your minions are more stats-based and not particularly good targets for improvement.
George the Fallen
George the Fallen has a strong late-game Hero Power: it can grant minions Divine Shields at will, and Divine Shields applied in the Tavern are permanent and carry over to future turns. Improving the survivability of your key minions, such as Mama Bear, Razorgore, or Wrath Weaver, and getting to do that for multiple minions can result in some very strong boards.
The downside of George’s Hero Power is that it costs three gold. This makes it unusable for much of the game, and mostly a late-game asset. If you can make it to the late game, you have an edge, but you get no help on the way there.
Lich Baz’hial’s Hero Power gives you Coins in hand and allows you to store your gold for future use. Baz’hial’s Hero Power does not cost any gold itself but instead deals two points of damage to you upon use. You want to grab a Coin every turn in the early game and use them quickly to gain a tempo advantage.
Baz’hial is a high-risk, high-reward Hero. Just a few uses of the Hero Power drain a significant portion of your Health, so you need to find good minions quickly as you cannot afford to lose battles in the mid-game. On the other hand, a strong board that wins battles can put you far ahead of the opposition. Baz’hial’s synergy with Mal’ganis is hilarious because then you can simply make gold out of thin air as your Hero is immune to damage. Baz’hial also has great synergy with Floating Watcher, another Demon, that gets a buff each time you use your Hero Power. As a downside, Demons are a tribe that results in lots of self-damage, so it is easy to kill yourself with all the damage from both your minions and your Hero Power long before you see a glimpse of Mal’Ganis. Rushing up the Tavern Tiers to build a strong Beast or Dragon army can be a safer option.
Tier 4: Life Could Be Better
These Heroes have some glaring weaknesses or lack of power. Even they can win high-MMR games in the right circumstances, but you need to work hard for it, and sometimes simply ignore their Hero Power altogether.
Ysera’s Hero Power passively adds an additional Dragon minion from the tiers that are available to you to your Tavern at the start of your turn. Therefore, on a Tier one Tavern, your additional minion is always either a Dragonspawn Lieutenant or a Red Whelp, Tier two adds Glyph Guardian and Steward of Time as options, and so on. There is a rather funny meme strategy with Ysera, where you stay on Tier one and try to get as many Red Whelps as you can so that your board just shoots everything down right away. Fortunately, while it is probably impossible to finish last with that line of play, it does not guarantee a top-four finish either, so it is generally not worth it.
Ysera’s Hero Power is not particularly strong in the end. Because it does not guarantee high-tier Dragons, you are not necessarily rewarded for forcing the tribe, and if you do not play with Dragons, the Hero Power is not worth anything. Sometimes Ysera helps you to find triples of your Dragons, but the odds are not great.
Lord Jaraxxus’ Bloodfury is a powerful effect: you can buff your board by up to +7/+7 overall, and that is no joke. At two mana, it is possible to weave the Hero Power into your turns often in the mid-game. Its main limitation is that it only applies to Demons, and that is a major problem. In early patches, Demons used to be weak and Jaraxxus’ Hero Power was not enough to make them viable. Now that Demons are stronger, the problem is that they are contested by other players as well, so even though you can do well if you find Demons, in many games you just cannot find them in sufficient numbers.
Putricide can give a major Attack buff to a single minion each turn. The key to success with the Hero is cleave. If you can open up with a Rat Pack and add a Cave Hydra later, you have a chance to go far. Unfortunately for Putricide, it is difficult to find the specific minions he can succeed with.
Galakrond can get you to some big minions earlier than usual: level up a minion in the Tavern and freeze the board, and you can level it up again next turn. Furthermore, if you do not like a tier 6 minion that is offered to you, you can simply change it to a different one with the Hero Power. However, Galakrond only truly comes online fairly late in the game, because the minion pools on lower tiers are so big that it is difficult to find anything specific. For a meta where you need to be strong right from the start, Galakrond is a bit slow.
Flurgl has not had the strongest possible entry to the game: it is clearly the weakest of all Heroes. The key to success with Flurgl is, unsurprisingly, Murlocs. If you can find Murlocs, you can cycle through them to find triples, which in turn allows you to discover even more useful minions. Note that the Murloc that is added to the Tavern by the Hero Power is from the same Tavern Tier or lower than the Murloc you sell.
There is also another path to success with Flurgl. If you do not find Murlocs, forget that the Hero Power exists and do not trap yourself into a futile search. Go with the tribes you find and try to play a strong regular game.
March 22, 2020
- New Hero added to the Hero pool: Fungalmancer Flurgl
- Professor Putricide and Sir Finley Mrrgglton added back to the Hero pool with new Hero Powers. Putricide can now target his +10 attack buff, and Finley Discovers a Hero Power from one of the other Heroes in the Hero pool at the start of the game.
- The Lich King can now choose the target of his Hero Power.
- Ysera‘s Hero Power is now Passive: At the start of your turn, add a Dragon to Bob’s Tavern.
- Pyramad‘s Hero Power now adds +4 Health, up from +3 Health.
- Millhouse Manastorm now starts with 3 Gold, up from 2 Gold.
- The Rat King has been un-nerfed back to a +1/+2 bonus.
- Millificient Manastorm now gives Mechs in Bob’s Tavern +2 Attack, up from +1 Attack.
- Deathwing has been nerfed from +3 Attack to +2 Attack.
- Reno Jackson‘s Hero Power now costs 3 Gold, down from 4 Gold.
- Queen Wagtoggle has been seen again.
- Ragnaros, Sylvanas, and Patches were removed from the Hero pool.
February 29, 2020
- Major content patch!
- Several new Heroes were added to the Hero pool: Galakrond, Deathwing, Ysera, Nozdormu, Malygos, Alexstrasza, and Reno Jackson.
- George the Fallen‘s Hero power cost was reduced from 4 to 3.
- Professor Putricide was finally removed from the Hero pool. There have also been no signs of Trade Prince Gallywix and Queen Wagtoggle after the patch.
- Dragons were added as a new tribe and 18 new minions were added. Ten minions were removed. Mama Bear was buffed.
January 25, 2020
- Tirion Fordring and Millhouse Manastorm were added to the Hero pool.
- Sir Finley Mrrgglton was removed from the Hero pool.
- Professor Putricide and Trade Prince Gallywix were accidentally returned to the Hero pool. Blizzard has stated that they will take action in the matter soon.
- The repeated buffs to Demons have finally made them a desirable tribe, which affects multiple Heroes.
January 14, 2020
- Patches the Pirate (buffed from 3 damage to two random enemy minions to 4 damage to two random enemy minions) and Pyramad (buffed from +2 Health to a random friendly minion to +3 Health to a random friendly minion) returned to the Hero pool.
- Shudderwock – Hero Power cost reduced from 2 to 1.
- Queen Wagtoggle – Hero Power changed from +1 Health to a random friendly Mech, Demon, Murloc, or Beast to +2 Attack to a random friendly Mech, Demon, Murloc, or Beast. Queen Wagtoggle is finally out of the bottom tier.
- Infinite Toki – Hero Power cost reduced from 2 to 1. The higher tier minion now replaces one of the regular minions instead of being added on top. Toki is back in contention again after being at the bottom after the previous nerf.
- Overall, the balance patches seem to have the desired effect: there are fewer Heroes down in tier 4 than on any other tier, and more and more Heroes end up in the mediocre group in tier 3.
December 22, 2019
- Brann Bronzebeard was removed from the Hero pool.
- Bartendotron returned to the Hero pool.
- The removal of Nightmare Amalgam resulted in a meta shift: huge menagerie boards are much more difficult to build, so Heroes who can provide major buffs to their minions became better, as average minion size in the late game became smaller. Multiple Heroes changed tiers and Dancin’ Deryl finally reached T1.
December 6, 2019
- Edwin Vancleef, Sylvanas Windrunner, and Arch-Villain Rafaam were added to the Hero pool
- Patches the Pirate, Bartendotron, Pyramad, Professor Putricide, and Trade Prince Gallywix were removed from the Hero pool
- Millificent Manastorm (nerfed from +1/+1 to Mechs to +1 Attack to Mechs) and Lich Baz’hial (buffed from 3 damage for a Coin to 2 damage for a Coin) were returned to the Hero pool
- Patchwerk – Starts at 50 Health (was 60). Moved from T1 to T2.
- A. F. Kay – Discovers two tier 3 minions (was one tier 3 and one tier 4). Stays in T1.
- The Rat King – Hero power buffs a specific tribe that changes each turn by +1/+1 (was +1/+2). Moved from T1 to T2.
- The Great Akazamzarak – Harder to discover consecutive Ice Blocks, Hand of Salvation removed. Stays in T3.
November 20, 2019
- Millificent Manastorm, King Mukla, Lich Baz’hial, and Giantfin were removed from the Hero pool. They may return later, possibly with some changes.
- Brann Bronzebeard, Elise Starseeker, Sindragosa, and Sir Finley Mrrgglton were added to the Hero pool.
November 11, 2019
- Infinite Toki – Hero Power now costs 2 instead of 1, but summons an extra minion of higher tier instead of replacing the last one.
- King Mukla – Hero Power now gives a Banana when you buy a Beast, not when you sell one.
- Lord Jaraxxus – Hero Power now costs 2, down from 3.