Knights of the Frozen Throne decks for each class from professional players. DC in Warspeare Online: a complete guide

Warrior on Pirates "Knights of the Frozen Throne". How has this resilient deck changed in the new expansion?

Pirate Warrior with Knights of the Frozen Throne cards

Code for importing a deck into Hearthstone:

You probably thought this was a joke. New expansion deck, but no new cards!

But it really is. In the current meta, there is only one Pirate Warrior deck with a positive win rate and it looks like that. And only so.

In fact, the new addition brought only two new cards that this archetype could consider:

  • [Forge of Souls]
  • [Phantom Corsair]

The first problem is the lack of an immediate effect on the game, in fact, you just skip a turn to get a weapon, and such a highly aggressive deck cannot afford it.

[Phantom Corsair] is rarely seen in a deck due to the fact that in most cases this card is a loss of tempo. [Dread Corsair] suffers from the same disease, but he was the one who could be forgiven for protecting more valuable creatures.

I may not know how to play a Warrior on Pirates (although I have not seen a single person who does not know how to play this archetype), but I see that now, in the new meta, playing with this deck is a coin toss simulator.

If a sane came in starting hand, you are on a horse. If not, start a new match, there is now a lot of healing, provocations and deck control in the meta, it is no longer so easy to crush an opponent, as a few days ago.

I don't really believe that this deck can now be used for Legend.

Game plan

It is as simple as five kopecks, but it is for this that the deck is loved.

Search your starting hand for:

  • [First Mate of N'Zoth]
  • [Fire Ax]

And already from these two cards build next game making the most of the pirates' synergy. Trade ONLY in the most extreme cases when it is beneficial to you. Your task is to inflict maximum damage in a minimum of time, it plays against you. With each new move you will render in an increasingly worse position.

Hello dear readers of the site

The Knights of the Frozen Throne add-on will appear in Hearthstone very soon, players will begin to open boosters, craft cards they love and, of course, conquer the ladder with them. In this article you will find from professional players and streamers which they have already come up with. Of course, an important detail should be noted: they came up with them, but they did not have time to try them out, since the add-on is not yet available in any region. That's why all decks of Knights of the Frozen Throne presented below can be defined by the word " theorycraftยป.

Don't forget that the meta does not stand still and changes every day. Already a few hours after the release of the expansion, the decks presented here will be improved, changed, or even not able to gain a foothold in the ladder at all. This is the case with all "theorycraft" decks before a new expansion, even if they are created by experienced deckbuilders, as in this case.

Therefore, consider this article and the Knights of the Frozen Throne decks not as a strictly defined path to follow, but as a collection of ideas (sometimes new and original, sometimes old) for your first builds in the add-on, for your expectations from the first day meta.

Remember that you are the creators of your own success. It is not necessary to exactly copy the decks below, instead you can simply use their basic idea, but rebuild the build to suit your collection, preferences and play style. Experiment, adapt to the meta, approach the process of creating decks outside the box, as a result of which, perhaps, you will find the very optimal build of the archetype that all players will use in the future and publish all sorts of meta reports.

The editors of the site tried to choose interesting and potentially strong assemblies for you from various professional players. Since so many will receive at least one Death Knight on the first day, below you will see many decks with death knights... And the article will present a lot decks with the Lich King.

In addition, the editors of the site apologize for the fact that the code is not attached to the presented decks, as is usually the case on the site. The technical issues with the Deck Builder and new cards will soon be fixed, and you will be able to import all submitted builds directly into Hearthstone.

Ice Throne Knights Tempo Warrior Deck by Raven


Many players anticipate the power of this archetype in the future meta, it will be based, as expected, on the effects of the vortex and synergy with it, of which the Warrior received an incredible amount (including the Death Knight Garrosh). This assembly slightly weighted by the Hand of the Dead, which will help her to better prove herself in slow confrontations. Fortunately, the amount of additional equipment should allow you to quickly find all the necessary resources.

Ice Throne Knights Warrior Combo Deck by boarcontrol


This Warrior archetype also relies heavily on whirlwind effects, but its main idea is tempo combos with Furious Pyromancer and Magic Giants. The archetype is not new, but now it has become much stronger than before, so it has a chance to shine in the future meta. Attention, Combo Warrior is very difficult to play, be prepared for it.

Ice Throne Knights Tempo Warrior Deck by Mitsushide


And one more Tempo Warrior, but much more aggressive than the first one. It is noteworthy that in this version there is no Death Knight Warrior and the Lich King, but there is another king who came from the depths of Un'Goro.

Deck Midrange Paladin on the Murloc Knights of the Frozen Throne from SkyWalker


Midrange Paladin on murlocs and before the Knights of the Frozen Throne was a good archetype, and with new cards it certainly won't get any weaker. In this version, in addition to the classic deck tools, there is also a synergy with divine shields: how good it is is a big question. If you don't like this idea, you can always replace Bolvar the Scorched, Righteous Protector and other cards, and instead take, for example, even Uther of the Ebon Blade.

Ice Throne Knights Agro Paladin Deck by SkyWalker


Agro Paladin or Shock Paladin is an old archetype, but not very successful in Last year... Maybe now, with new divine shields and other cards, he will succeed. You can create a similar build of Agro Paladin, but with only one second drop: Prince Keleseth.

Deck Control Hunter Knights of the Frozen Throne from Trump


The creator of this assembly himself argued that, most likely, such a deck in the Knights of the Frozen Throne will not be the strongest even among its class, but it would be very interesting to play it: a completely new approach to the class, a completely different style of play. It is worth noting that Trump himself took only 23 cards into the deck, the rest were added by the author of the article.

Ice Throne Knights Druid Rump Deck by SkyWalker


The Druid received many powerful and interesting cards that open up new horizons for the class. Such a deck has not yet received the exact name, conditionally, due to the large amount of overclocking, it can be called Rump Druid, although of course there is no huge set of heavy cards here. How would you name this deck?

Ice Throne Knights Jade Druid Deck by Srdjan


And this deck, on the contrary, is very easy to name: good old Jade Druid, equipped with new cards of the Knights of the Frozen Throne. If you are not afraid of the Crouching Ghoul - forward to the Legend!

Knights of the Ice Throne Agro Druid Deck by SkyWalker


And you've probably already seen this deck: Agro Druid with almost no new expansion cards. Why not? Pirate Warrior also hasn't changed for a very long time, and is he weak because of this? Here, however, there are still a couple of new cards, but whether they are better than the classical tools of the archetype is an open question.

Ice Throne Knights Evolution Shaman Deck by boarcontrol


A kind of weighted variation of the Shaman's Token with the class Death Knight. In this assembly, however, there is no Bloodlust, since Deathseer Thrall does not interact very well with it (there will no longer be basic totems). The inclusion of Bone Mare in the build is very interesting: perhaps this card will help the Shaman on Evolution.

Rogue Knights of the Frozen Throne Deck N'Zoth by eggplant


N'Zoth the Rogue has never been powerful, but with the Knights of the Frozen Throne it should be a little easier for him thanks to Valeera the Withered and other new cards. In addition to the deathrattle mechanics, this assembly also contains the synergy of Jade Golems.

Ice Throne Knights Rogue Miracle Deck by eggplant


Miracle the Rogue, on the other hand, is strong and without any innovations, but maybe with them the archetype will find a new style of play, new technical replacements, and so on. The presented assembly is curious, first of all, by Umerang and the Shadow Blade, maybe the Rogue will be able to control the table without such serious sacrifices to his health and this will help him a lot?

Another one interesting map for Miracle the Rogue, who did not make it into this build, but has quite a place in existence - Prince Valanar. Only Sherazin will have to be abandoned.

Deck OTC Kazakus Priest of the Knights of the Frozen Throne by Trump


Do you like crazy combinations and Priest? This deck is for you. With its help, you can carry out an OTK combination in several ways, for both you will need Raza the Captive and the Dark Reaper Anduin, and then there are the differences: you can use two Shining Elementals to "loop" Dark Visions and inflict any amount of damage, or you can simply inflict a lot explosive damage by the power of the hero with the help of other cheap spells and creatures that just happened to be in this assembly.

Elem Mage Deck Knights of the Frozen Throne by Trump

Everyone who has received the Ice Lich Jaina must try Elem Mage in ladder, but building a good deck can be difficult. Trump's choice of secrets is controversial enough that you can definitely take something else here.

Handlock Deck of the Knights of the Frozen Throne by boarcontrol


A very curious assembly of the Warlock with the Corpse Thief and a lot of cards synergizing with her, but they are all good. The combination of Desecration + Unholy Fanatic looks especially powerful, which will bring a lot of trouble to the opponent. The warlock still suffers from a lack of healing, maybe the abduction of life and the provocateurs will help him cope with this scourge?

Demon Warlock Knights of the Frozen Throne by boarcontrol


A very similar build, but with one important difference: the Bloodsucker Gul'dan is here, and this is very important! Maybe the synergy of demons is not needed by Handlock and previous version better, but how can anyone resist the temptation to play Death Knights?

Conclusion

Thanks for reading, good luck with the Knights of the Frozen Throne!

prepared redsnapper and Godfather, edited Euphoria

The death knight in the frost branch (DD) is a damage dealer who has the main branch of talents in the ice swing, and the character himself is armed with two slow one-handed weapons. With the right build and rotation, frost DK is able to outperform many of its competitors in terms of DPS.

1. Characteristics

  1. Accuracy - like for many damage dealers, the cap of accuracy is very important for the frost of DC and is 8%, but we take 3% from talents, so only 5% will remain to gain, which will be easy thanks to the gear
  2. Mastery - ideally aim for 26% so that the boss does not dodge your attacks
  3. Armor Penetration or ARP - Aim to get 90%
  4. Critical hit - 40% is quite enough for frost dk, we can easily collect it from gear, so you shouldn't put stones on crit
  5. Strength - the more the better, but it is advisable to try to exceed 2k

Then we press through Destruction -> Bloody strike -> Pestilence, several times Ice strike. At this moment, all your CD is updated and we begin to drive the rotation in a circle.

Also, the rotation of Frost DK in PvE can be slightly simplified. At the same time, its effectiveness is not lost at all. As soon as the rotation is refreshed after the application of "Blight", we immediately squeeze Ice Strike -> Destruction -> Blight. As soon as the debuffs are refreshed at the enemy, we apply the Bloody blow. CD can be updated periodically using our Enhance Rune Weapon. As a result, this makes it possible to add two hits of "Annihilation" to the rotation.

Important!

  1. Once you learn to rotate a continuous spell loop, you will get the most out of your abilities and build.
  2. The rotation can fail for only one reason - it is a bad ping, since often the disease is updated exactly in a second at the moment of its fall from the enemy

Build 2:

There is no rotation for this build, rather there is a priority of strikes. Always press the indestructible armor with the Blood Tap (the sequence of pressing is determined by the presence or absence of death runes). To surrender the enhancement of the rune weapon, if there is a scorpion, under the proc of a scorpion, after the renewal of diseases (the first rune of death), a bloody blow (the second rune of death) of two Destruction. Thus, you will immediately give five Destruction in a row, even with a short duration of diseases, and you will be able not to lose them.

The priorities are as follows:

  1. Maintenance of disease. Apply Icy Touch, then a plague strike, renew diseases with pestilence (This order is due to the talent Tundra Stalker, which increases all damage by 15% on targets infected with Chills).
  2. If RP (Rune Power) you have 130 or close to this mark, then Ice Strike. In other cases, destruction.
  3. Destruction / Ice Strike, respectively.
  4. Howling wind. Use for AOE, but only when simultaneously procs with Killing Machine. Then its priority # 1. Without the proc of a killing machine and solo target, he stands in 4th place.
  5. If you have two items from the T9 set or four items from the T10 set, then you can use Blood Strike to maintain buffs. Otherwise, it will be burned last.
  6. Death and decay. Use at least 4 targets if they stand in a puddle for at least 8 seconds. In other cases, a spell that is too expensive in terms of resources. Remember that all of your abilities deal more damage against Chill-infested enemies.
  7. Boiling blood. The ability is not very useful, but if we do not need bloody runes to update the disease, then if there are diseases sprayed in AoE and 4 targets around, we can replace the bloody blow with them.
  8. The face of death . Perhaps there are theoretical situations where this spell is useful, but you will save a lot of energy simply by removing it from the panel.

4. Talents

Build 1:

The first thing to note here is that the Death Knight build will be completely tailored to the armor penetration rating. The boss will not be saved by any armor, since there will actually be no armor for you and you will be thrashing into living meat. It is interesting that the mechanics of frost DC are slightly different from other classes, since all talents are sharpened precisely to reduce all kinds of mods on the target. The rotation described above is tailored just for this build.

Build 2:

For a lightly dressed character who does not have 4 pieces of T10, it is best to take a build of 15/56/0, since destruction without a lot of ARPs will not overtake the ice strike in percentage (but will still do more damage without the Killing Machine proc !), and with a low crit, the Killing Machine and Grim Determination will be able to compensate for this a little. Plus, this build is much easier to rotate. Rather, as such, there is not even a rotation in it.

All dps talents are taken in ice, excluding Mortal Cold, because one talent to give for one crit every two minutes is too expensive. In the blood, the Butcher is taken for a small additional generation of runes and the Blight for crit Destruction. In the second tier, since we are using a one-handed weapon, we take Blade armor. Well, in the third tier, we pump Grim Determination as compensation for a small amount of crit from equipment.

5. Symbols

Large:

  • Glyph of Annihilation - Increases the damage done by Obliterate by 25%.
  • Glyph of Froststrike - Froststrike cost 8 reduced. the power of the runes.
  • Glyph of Disease - When using the Pestilence ability, the duration of diseases and their secondary effects on the target is refreshed.

Small:

  • Glyph of Winter Horn - Increases the duration of the Winter Horn effect by 1 minute. "
  • Glyph of Pestilence - Increases the radius of the Pestilence ability by 5 yards.

Choose the third character to your liking

6. Enchantment

  • Head - Magical Sign of Suffering
  • Shoulders - Greater Inscription of the Ax
  • Chest - Enchant Chestpiece - All Stats VII
  • Cloak - Enchant Cloak - Agility
  • Bracers - Enchant Bracer - Assault
  • Gloves - Crusher or Lack of Accuracy
  • Legs - Icy Scale Leggings
  • Boots - Ice Walker or Assault II
  • Weapon 1 - Rune of Icy Heat
  • Weapon 2 - Rune of the Fallen Knight

7. Stones

  • Meta - Cruel Earthsiege Diamond +21 Agility + 3% Crits
  • Red - Bold Crimson Ruby +20 Strength, Cracked Crimson Ruby +20 ARP
  • Yellow - Soft Royal Amber +20 Haste
  • Blue - Guardian Dreadstone +10 Mastery Rating and +15 Stamina, Volatile Dreadstone +10 Agility and +15 Stamina, Tear of Nightmares +10 to all stats

Death Knight (DK) is a black knight of the Legion, whose heavy tread plunges his opponents into panic confusion. He is perfectly trained to take the lives of his enemies. The key to his success is the dark blessing of Garaan himself - the formidable deity of the tribe of the Damned!

  • Specializations: defense, melee, mixed damage, initiate attack.
  • Weapon: one-handed axes / swords / maces, spears, two-handed swords / axes / maces, shields.
  • Armor: heavy / light.
  • Fractional bonus: +3 units to energy regeneration.

Basic Skills

Death Spike

A blow that inflicts increased physical damage to enemy characters.

  • Type of: active.
  • the effect: .
  • Range of application: close combat.
  • Recharge time: 7 sec.
  • Fixed skill damage: 10 units.
  • : +2 units.
  • : 15/30/45/60/75 units
  • Physical damage increase: 102%/104%/106%/108%/110%.
  • Mana cost: 11/12/13/14/15 units

Dark shield

Allows the character with a certain chance to ignore some of the damage inflicted, depending on the level of his defense. With the level of the skill, the chance of triggering the Dark Shield increases.

  • Type of: active.
  • the effect: on .
  • Recharge time: 30 sec.
  • Manna consumption: /////

Breathing out the darkness

The death knight enchants his weapon so that the next attack deals increased magic power damage and stuns the target for a while.

  • Type of: active.
  • the effect: on +.
  • Range of application: close combat.
  • Recharge time: 10 sec.
  • Fixed skill damage: 10 units
  • Increased damage from character level: +2 units.
  • Increase in damage from skill level: 10/20/30/40/50.
  • : 102/104/106/108/110.
  • Mana cost: 13/14/15/16/17.
  • Duration of action (sec.): 4/4/4/4/4.
  • Stun duration(sec.): 1.5 / 1.5 / 1.5 / 1.5 / 1.5.

Provocation

Draws the attention of the target, forcing a hostile monster to attack the character. The enemy hero only loses the target.

  • Type of: active.
  • the effect: .
  • Range of application: 5 yards.
  • Recharge time: 8 sec.
  • Action time (sec.): 6/7/8/9/10.
  • Mana cost: 7/8/9/10/11.

Threads of darkness

Moves the enemy towards the character instantly. The target will receive increased damage for a while and be under the suppression effect.

  • Type of: active.
  • the effect: silence + debuff on.
  • Range of application: 5 yards.
  • Recharge time: 30 sec.
  • Action time (sec.): 2/3/4/5/6.
  • Damage increase (%): 4/6/8/10/12.
  • Mana cost: 16/17/18/19/20.

Expert skills

The call of death

Forces all monsters near the character to attack him. Enemies within the range of the skill will receive periodic magic damage.

  • Type of: active.
  • the effect: mass +.
  • Range of application: close combat.
  • Recharge time: 14 sec.
  • Fixed skill damage: 10 units (per tick).
  • Fixed duration: 6 seconds (4 ticks).
  • Increased damage from character level: 1 unit (for 2 LvL).
  • Increase damage from skill level: 5/10/15/20 (per tick).
  • Increase in damage from magic power (%): 25/26/27/28.
  • Mana cost: 14/16/18/20.

Saturation

All attacks of the hero receive the "Health Steal" bonus for a certain period of time. For the use of the skill, the character loses part of his health.

  • Type of: active.
  • the effect: on vampirism.
  • Recharge time: 30 sec.
  • Increase in lifespan from skill level (%): 4/7/10/14.
  • Action time (sec.): 13/17/21/25.
  • Mana cost: 5 units.
  • Health costs: 3% at each development level.

Hurricane of steel

A blow that deals instant increased damage to all enemies within a 1-yard radius. The skill cannot be parried. You also can't dodge it.

  • Type of: active.
  • the effect: .
  • Range of application: 1 yard
  • Recharge time: 14 sec.
  • Fixed skill damage: 10 units.
  • Increased damage from character level: 2 units
  • Increase damage from skill level: 10/30/40/50 units
  • Increase in damage from physical strength (%): 60/75/90/109.
  • Mana cost: 18/20/22/24 units

Sharp shadow

The knight enchants his weapon and deals increased magic damage to the target within 3 yards of him. There is a small chance to stun the enemy, which depends on the skill level. If the death knight has the effect of the "Saturation" skill, then a successfully applied "Sharp Shadow" skill will restore part of the character's health in a certain percentage of the damage dealt.

  • Type of: active.
  • the effect: + .
  • Range of application: 3 yards.
  • Recharge time: 14 sec.
  • Increase in damage from skill level (without mag.dd): 104/145/182/202.
  • Increase in damage from magic power (%): 140/155/170/190.
  • The increase in health from the effect of Saturation (%): 20/30/40/50.
  • Mana cost: 18/20/22/24.
  • Stun time: 4 sec.

Silence strike

The skill enchants the weapon so that the next attack deals increased magic damage and immobilizes the target.

In this setup, the damage from dk and var is large, but there will be difficulties, for example, against, rlsh.

If you fall for the setup (lock, elements, priest) it will be difficult. But if you play according to the shaman and do not give the cast to the lock, then the win is almost guaranteed, but the win will be 100% when there is a normal paladin, that is, he will do everything right and on time. Because when the priest approaches the paladin, he will give 100% fire, but for the LSP team it is worse because they waste their time. When a priest comes up to heal someone, the paladin needs to give a stun to the priest. When the priest removes the stun with a trinket, then the dc must suffocate, and when the strangulation passes, the var should go to the priest and give him fir, just if right away If you use all CDs for control, you will have a chance to win, which is exactly what you need. Then you are guaranteed a win.

There will be more difficulties with the rlsh team (horn, lock, sham). The difficulty is that when the battle begins, the horns can easily fall off and then there is a chance of loss, in this case, you need to use the "Lighting" spell and hit one of the opponents, at the beginning of the battle, so that the horns could not drop it. Or so that the dk would pull the enemy to itself and fell sick, then the fell would enter the battle and the horns would not be able to fall. In this case, the win is guaranteed to you if you continue to do everything right, but you get a lot of sham, because the shaman dispels all the buffs, and if the shaman crashes with Heaven Shock, then the sham can dispel him, so you need to get rid of the sham well. I didn't manage to dispel everything from you. In this setup, it is very easy to kick the shoulders. In this case, you can buy normal guns for 2.2k team rating and personal rating in a 3x3 team.

It will be even more difficult against retropals, dk and rsham, because dk will slow down and attract to itself. So the shaman will be able to dispel everything from you and your partners. The difficulty of winning them is that you do not have a dispel, and when the shaman gives a ger and summons a gargoyle your partners need to quickly kill her, because she also gives out good damage, but it's easier to give her a fir.

In principle, it is not very difficult to play tcg, but it will be very difficult to get rid of the holik. For example, against setups where there is a dlock and sham (spruce), it will be very, very difficult for a holik to groom his partners. Firstly, there is a dispeller, disperses your shields. The absorbing shield plays a very large role in your setap (tcg), but against the sham it is useless. The sham will simply dispel him and under the hero in a matter of seconds with a lock they can kill a var. Even though the var will have a lot of raw materials to power it, you will not be able to (if you play as a holik). Likewise against rmp. There are two characters who can disperse, but they will not have as much damage as Loka and Elem, so you need to constantly look after the magician so that you do not give a sheep and you cannot control someone from your team, and look after the priest so that did not burn your mana, because he can burn all your mana in less than a minute.