Table of Contents
- What are Heroic Missions?
- Why do Heroic Missions?
- Marshal Redpaw Heroic Mission Guide
- Map Elements
- Enemy Minis
- Recommended Minis
- Deck Build
- How to Clear
What are Heroic Missions?
Heroic missions are missions unlocked upon obtaining 50 sigils. They need to be cleared once per faction, so aim to get at least one leader per faction as you progress through the game. The heroic missions are more difficult than their non-heroic counterparts, often employing a gimmick on the map or featuring an initial push that you need to defend.
Why do Heroic Missions?
Clearing a heroic mission rewards you with 3 tomes of experience for your troops as well as a sigil upon completing it once. You need to clear them 4 more times, each with different leaders from the remaining factions. Upon clearing them, you receive 300 coins for your efforts. It is quite rewarding and will be your main source of income in the end game.
Marshal Redpaw Heroic Mission Guide
- Gold Mines: 2
- Meeting Stones: 1
- Treasure Chests: 1
- Lanes: 2
- Enemy Towers: 1
- Ally Towers: 2
- Four Footmen and a Frostwolf Shaman spawn periodically on the map, 2 in each lane.
The Pyromancer is a top-tier ranged elemental damage dealer. Acquire the 'splash area increase' talent to decimate armies with her flames. Pair her with a capable tank to ensure her survival, such as Rend Blackhand or Drakkisath. Additionally, consider utilizing the Flame Elemental . While it excels in Drakkisath decks, it can be incorporated into any deck requiring elemental damage.
Splash area is doubled.
Deal triple damage on the first attack.
|Blaze of Glory
Damage and Burn nearby enemies on death.
Defias Bandits are amazing minis capable of generating value depending on the mini they're up against. They deploy stealthed, so the enemy doesn't even know they are coming. They stun upon hitting, and they are especially effective when used near a tower, allowing the tower to land hits while the enemy is stunned. They can also stun bosses, making them quite useful, especially if the boss has a lot of range.
Unlocking their poison talent increases their damage, further demoralizing enemy players who see their high-cost mini go down to a 1-cost mini. Additionally, they can be used to pick up chests and for cycling minis at a very low cost.
|Deadly Poison BEST
|Pick Lock BEST
Earn an extra +2 Gold when opening chests.
On death, Stun the target for 3 seconds.
"The S.A.F.E. Pilot serves as one of your starter minions, making it easier to upgrade to uncommon—requiring one less duplicate to purchase from the G.R.I.D. It stands as a top-tier unbound unit capable of easily decimating enemy backlines. Unlock its 'Stealth and Ambush' talent to amplify its damage output. This versatile unit can be used to one-shot gold chests, backdoor towers alongside the Quilboar , or deny enemy Kobolds from acquiring gold. It performs exceptionally well and can be effectively deployed in any deck.
|Gnomish Cloaking Device BEST
Deploy from the explosion with Stealth and Ambush.
|Comin’ In Hot!
Deploy twice as fast and Burn nearby enemies.
Polymorph the first blaster target.
The Quilboar is a top-tier unbound mini with numerous uses. It can collect faraway chests, distract bosses from your advancing army, deny gold from enemy Kobolds, and tank towers. Unlocking its 'Tunnel Vision' talent enables faster deployment, providing a significant advantage. Its versatility allows it to excel in any deck, contributing to its high-tier ranking.
Deal a small amount of damage to Melee attackers.
|Tunnel Vision BEST
Deploy much more quickly.
Inflict Poison on nearby enemies when emerging.
Flamewaker is a good frontline unit in Drakkisath decks because it takes advantage of the elemental damage boost. However, in other decks, it doesn't perform well, hence the tier rating.
Damaging enemies Dazes them.
Successive attacks increase flame wave distance. Resets on movement.
Fire Elemental performs well in Drakkisath decks, but considering Drakk isn't very popular, Fire Elemental gets little use. There aren't a lot of armored high-cost minis it can counter. There's the Earth Elemental , but it's a 3-cost, so bringing a 4-cost against it results in lost value. It could perform great against Footmen , a 5-cost mini, but those also aren't very popular.
|Immolation Aura BEST
Periodically Damage nearby enemies.
On death, summon a pool of lava, Damaging enemies within.
|Fan The Flames
Taking Elemental damage increases Damage dealt by 10%. Stacks to 30%.
Harpies are a 3-in-1 mini. They can be split up into two lanes for flexibility. They absolutely tear up their targets if they manage to reach them. If you see your opponent deploying their anti-air minis, it's time to deploy these ladies in another lane. They deal even more damage when you unlock their poison talent. They are a mainstay in all my decks and are especially great in Rend decks.
|Infectious Swipes BEST
Gain the Miner trait. Cost increased by 1.
Deal double damage on 1st attack.
The Gryphon Rider is one of the starting minis, bringing you one step closer to upgrading it to uncommon. Its 'Mighty Throw' talent is absolutely amazing, significantly extending its attack range. It's also a great cycling unit. Pair it with a sturdy frontline unit so it can endure longer and throw more hammers.
Periodically drop a potion, Leveling Up the first ally to touch it.
|Mighty Throw BEST
Gain +3 Range.
How to Clear
Your main goal here is to secure the enemy tower on the left to gain safe access to the gold chest. After securing it, try to occupy the meeting stone to gain safer access to the gold mines on the left. Four Footmen and a [mini]Frostwolf Shaman spawn periodically on the map and may overwhelm you if you don't establish a steady flow of gold, so beware. The best way to deal with them is through elemental damage from S.A.F.E. Pilot , Pyromancer , Flamewalker , and Fire Elemental . You also have to get rid of the Frostwolf Shaman at the back, so dropping a S.A.F.E. Pilot behind her is a great idea, as well as dropping a Quilboar to distract her. With no Frostwolf Shaman to target air units, you are safe to deploy Gryphon Riders and Harpies to shred the Footmen . When your army is near Mashal Redpaw, drop a pair of Defias Bandits to stun him, preventing him from smashing your army, or you can drop a quilboar behind him to redirect his attacks.
Here you have it, a Marshal Redpaw Heroic Mission Guide. Stay tuned to Dotgg.gg for more in-depth guides in the future!