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Heroes Ranking Curves Suggestions


Firestone
Hero Players Main Curve Alternative Curve
Top 10%
A. F. Kay A- 4.47 Jeef Curve X
Akazamzarak C 4.64 Basic Curve X
Al Akir C 4.52 Fast Basic Curve 3 on 3
Alexstrasza B 4.23 Fast Basic Curve X
Ambassador Faelin B - Fast Basic Curve X
Aranna B 4.44 Basic Curve X
Barov 4.39 X X
Bigglesworth C 4.71 Basic Curve X
Blackthorn C 4.96 Toki Curve X
Brann B 4.77 Basic Curve X
Brukan C 4.46 Fast Basic Curve 3 on 3
Cap'n Hoggarr C 4.20 X X
Cariel C 4.87 Basic Curve Toki Curve
Chenvaala B 3.78 Fast Basic Curve Slow Jeef Curve
Cookie B 4.31 3 on 3 Fast Basic Curve
Cthun D 4.42 X X
Curator C 4.40 Fast Basic Curve 3 on 3
Deathwing C 4.27 Fast Basic Curve X
Deryl C 4.70 Basic Curve X
Drek'Thar D 4.07 Basic Curve X
Edwin C 4.33 Basic Curve X
Elise B 4.52 Fast Basic Curve Toki Curve
Enhance-o Mechano C 4.58 Fast Basic Curve X
ETC A+ 4.62 Basic Curve X
Eudora C 4.67 Basic Curve Rafaam Curve
Finley B 4.38 X X
Flurgl B 4.78 Fast Basic Curve X
Galakrond A+ 4.45 Rafaam Curve X
Galewing B 4.47 3 on 3 Special Curve
Gallywix A+ 4.34 Basic Curve Slow Jeef Curve
George C 4.88 Basic Curve 3 on 3
Greybough C 4.63 Basic Curve 3 on 3
Guff D 4.73 Basic Yogg Curve X
Heistbaron Togwaggle B 4.19 3 on 3 Fast Basic Curve
Hooktusk B 4.49 Fast Basic Curve Slow Jeef Curve
Illidan C 4.51 Basic Curve X
Ini Stormcoil D 4.34 Basic Curve X
Inge, the Iron Hymn C 4.52 Fast Basic Curve X
Jailer C 4.70 Fast Basic Curve X
Jandice A- 4.51 Basic Curve Fast Basic Curve
Jaraxxus C 4.51 Basic Curve Toki Curve
Kaelthas C 4.66 Basic Curve 3 on 3
Kragg B 4.12 Fast Basic Curve X
Kurtrus B 4.28 Basic Curve X
Lady Vashj C 4.36 Toki Curve Fast Basic Curve
Lich Bazhial A- 3.86 Special Curve X
Lich King B 4.53 Fast Basic Curve 3 on 3
Maiev B 4.29 Rafaam Curve X
Malygos C 4.39 Fast Basic Curve Jeef Curve
Millhouse A- 4.50 Slow Jeef Curve X
Millificent D 4.81 Basic Curve X
Mukla C 4.15 Fast Basic Curve X
Murloc Holmes B 4.30 Fast Basic Curve 3 on 3
Mutanus C 4.49 Special Curve X
Nguyen A- 4.32 X X
Nozdormu B 4.54 Basic Curve X
Nzoth B 4.18 Fast Basic Curve 3 on 3
Omu A- 4.11 Special Curve X
Onyxia B 4.59 Basic Curve X
Ozumat C 4.57 Basic Curve 3 on 3
Patches C 4.50 Special Curve X
Patchwerk B 4.33 Fast Basic Curve 3 on 3
Professor Putricide B 4.89 3 on 3 X
Pyramad C 4.63 3 on 3 Fast Basic Curve
Queen Azshara B 4.37 Basic Curve X
Rafaam C 4.63 Rafaam Curve X
Ragnaros D 4.50 Basic Curve X
Rakanishu C 4.31 Fast Basic Curve Toki Curve
Rat King B 4.35 Aggro Yogg Curve Fast Basic Curve
Reno Jackson B 4.55 Fast Basic Curve 3 on 3
Rokara C 4.64 Basic Curve X
Saurfang C 4.60 Basic Curve X
Scabbs B 4.63 Aggro Yogg Curve Fast Basic Curve
Shudderwock B 4.10 Fast Basic Curve 3 on 3
Silas C 4.23 Fast Basic Curve X
Sindragosa C 4.76 Fast Basic Curve 3 on 3
Sire Denathrius B 4.44 X X
Sneed C 4.65 Fast Basic Curve X
Sylvanas Windrunner C 4.36 Fast Basic Curve X
Tamsin D 4.27 Basic Curve X
Tavish Stormpike D 4.57 Basic Curve X
Thorim, Stormlord C 4.29 Basic Curve X
Teron Gorefiend B 4.36 Fast Basic Curve 3 on 3
Tess B 4.66 Basic Curve X
Tickatus C 4.72 Fast Basic Curve 3 on 3
Toki B 4.19 3 on 3 Toki Curve
Vanndar C 4.52 Basic Curve X
Varden B 4.65 Basic Curve 3 on 3
Voone C 4.68 Basic Curve X
Voljin B 4.89 Fast Basic Curve X
Wagtoggle B 4.73 Fast Basic Curve 3 on 3
Xyrella B 4.08 Aggro Yogg Curve Fast Basic Curve
Yogg B 4.15 Fast Basic Curve Basic Yogg Curve
Ysera D 4.05 Fast Basic Curve X
Yshaarj B 4.43 Basic Yogg Curve Aggro Yogg Curve
Zephrys B 4.60 Basic Curve X
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Maintained by MinderRoots Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 Turn 7
Tier Notes
Curve 3 Gold 4 Gold 5 Gold 6 Gold 7 Gold 8 Gold 9 Gold
Level to 4, Roll, Stronger with a token start, turn 4 shop RNG weakness. No
A+ Basic Curve Buy 2, Roll 2
Buy heropower requirement.
Buy Level to 2 Sell, Buy 2 Buy 2 Buy, Level to 3
Same strengths and weaknesses as basic curve, but pushes to tier 4
A+ Fast Basic Curve Level to 4, Roll - immediately.

Buy, Sell, Uses tier 1 economy and strong pairs for a flexible start to the game
C Jeef Curve Level to 3 Buy 2, Roll -
Level to 4; with its variations.

Buy, Sell, Level


C Fast Jeef Curve Buy Buy, Roll Level to 3 Level to 4; Roll 2, Buy 2 - Pushes levels quickly.
to 2
Buy, Sell, Level
B Slow Jeef Curve Buy 2 Level to 4, Roll - Stays on tier 2 to solidify the board.
to 3
Sell, Level to 2,
D Warrior Curve Buy Buy, Roll Sell, Buy 2 Buy 2 Level to 4, Roll - A highly valueable line if tier 1 economy and forced triples are strong
Level to 3
Level to 2, A fallback option in case a triple hasn't shown up yet playing regular
F Extended Warrior Curve Buy Buy, Roll Sell, Buy 2 Buy 2 Buy 2, Roll Level to 4, Roll
Level to 3, Roll warrior curve.

Level to 3, Sell,
C Basic Yogg Curve Level to 2 HP, Buy HP, Sell, Buy 2 HP, Level to 4; - Uses a 2-cost heropower to get to tier 3 faster
HP
HP, Roll
Uses a 2-cost heropower to get good tier 1s on board before leveling
B Aggro Yogg Curve Buy, Sell, HP HP, Level to 2 HP, Roll, Buy Level to 3, HP Level to 4; HP - to 3 faster

Clean leveling using 1-cost heropower, or 2-cost heropower with


C Rafaam Curve Level to 3, HP Level to 4, HP - economy
Level to 2,
Buy Buy, HP Buy, Roll, HP
Buy, HP
D Slow Rafaam Curve Buy 2, HP Level to 3, Buy Level to 4 Rafaam curve, cut off on tier 2 to get stronger

Sacrifices early health to get very fast access to tier 3 minions, then
C 3 on 3 (Level on 8) Buy, Level to 4 Roll 3, Buy 2 pushes levels
Buy Level to 2 Sell, Level to 3 Buy 2 Buy 2, Roll
Level to 4, Roll 2,
B 3 on 3 (Level on 9) Roll 2, Buy 2 Sacrifices early health to get fill the board with tier 3 minions
Buy
Buy a A fallback option in case of a bad shop after 3 on 3; requires
D 4 on 4 Level to 2 Sell, Level to 3 Sell, Level to 4; Buy 2, Roll Buy 2, Roll 2 Buy 2, Roll 3
Token economy

C Toki Curve Buy Level to 2 Sell Buy 2 Level to 3, HP HP, Buy 2 Roll 2, Buy 2 Level to 4 A way to use 1 cost heropowers that don't provide tempo

Level to 3, Sell, Level to 4,


F Pocky Curve Buy Level to 2 Buy, HP, Roll Buy 2, HP - A very niche use for 1 cost heropowers
HP Roll, Buy
Sub-
Phase Phase
Turn Gold

EARLYGAME Turn 1 - Turn 5 3 Gold - 7 Gold

E
A
R Turn 6- Turn 8 8 Gold - 10 Gold
L
Y
MIDGAME
L
A
Turn 9 - Top 5 X Gold
T
E

LATEGAME Top 5

ENDGAME Top 2
Notes

The goal of the earlygame is to figure out which curve to play and start filling
the board. In order to reach the Midgame in a stable and good position Base
this off your hero, the minions in your shops, and to a lesser extent how other
players are curving out.

The early midgame is one big decision: get strong (often staying tier 3 on turn
6), or push to higher tiers faster. Depending on your earlygame curve leveling
may be easier or harder. Either way, the goal is to get direction; leveling faster
can get you to higher tier directional minions (though they may be less useful
if you lose a lot of health), leveling slower keeps you healthier.
Getting deeper into the midgame, you should either have a clearer direction
for your comp, or know that you won't get to a gamewinning comp. If you
have good direction, use the late midgame to fill your board with synergistic
pieces (rolling a lot more than early and early midgame). If the direction you
have likely isn't strong enough fast enough, the goal is playing to stay alive and
kill people; if you can't play to win the game, play to push people out of the
game instead, before better direction beats you.
The lategame can be looked at from two perspectives: If you have a potentially
gamewinning board, the goal is to prepare for the endgame, by finalizing
and/or scaling your comp and most importantly preparing for all opponents.
Scout the lobby, and figure out who will likely be the strongest opponents, and
how you can eventually beat them. Steer your board to match up better into
them, and buy good tech pieces if you find them (holding them in hand).
Alternatively, if you're going into the lategame with a weaker board and less
health, the goal shifts; it's a matter of survival, and getting as close to the
endgame as possible (even with no hope of winning it). Play to survive each
turn, and only worry about the further future if you get an easier fight
(another weaker person or a ghost).

Congratulations, you've made it into the endgame! The goal now is to counter
the last player left. If you were in an advantageous position in the midgame
and lategame, and played it well, the endgame should be the easiest part:
unleash your preparation on the opponent, and be ready to counter them.
There's much less of a focus on generally improving your comp, except in ways
that directly help you beat the last opponent. If you're going into the endgame
from a disadvantageous position, now is the time to ignore that, and play like
you can win: it's often hard, but by familiarizing yourself with endgame comps
you'll figure out their weaknesses, so try to exploit them with tech choices
wherever possible.
Anomalies

Secrets of Norgannon

Prudence of Amitus

Might of Khaz-goroth

Fortitude of Khaz-goroth

Money Match

Denathrius' Anima Reserves

Uncompensated Upset

Transient Treasures

Nguyen's Shifting Disks

Bring in the Buddies

Oops, All _______!

A Faire Reward

Finicky Hourglass

Packed Stands

Double Header

Echoes of Argus

False Idols

Grapnel of the Titans

The Golden Arena

Big League
Everything's on Fire!

Little League

Overseer's Orb

Perfected Alchemy

Wisdom of Ulduar

Blood of Sargeras

Miniron's Clockwork Stadium

Path of the Treasure Seeker

The Yogg-iseum

Blessed or Blighted?

Golganneth's Tempest
Notes
It's hard to compete with tier 7 minions; it's often better to lose a lot of health to spike tier 7s than it is to play slower
get blown out by tier 7 boards).
Don't spend your gold buying tier 1 and 2 minions; float 5+ gold earlygame whenever possible. Cash in buying tier 3
to get very strong very fast.
Use aura effects and temporary buffs to get additional value. The best strategies are those that punish high attack, low
(e.g. undead, shields, cleaves).
Use aura effects and temporary buffs to get additional value. For scaling lines, prioritize attack over health; you will
the anomaly.

Hero choice has a very large impact. Focus on leveling first, then accept whichever direction comes first.

No notes. Just get lucky.


Incremental buffs are cheaper, but scaling reliant on cycling is worse. The lack of economy makes comebacks very d
early tempo to keep up health is very useful.

No notes. Just get lucky.

No notes. Just get lucky.


The most extreme power outlier is Street Magician. Other very strong buddies to look for are Sire
D./Jailer/Alexstrasza/Zephrys/N'Zoth/Sylvanas

No notes. Just get lucky.


Stay on tier 1 to farm triples. Turn 8+ use prizes to get ice block and tier 6 minions, turn 12+ get infinite money and a
braggarts. Triple rewards will upgrade if you hold them.

Patient scout turn 1 is a strong power outlier. Focus on economy heroes to curve out better.

Having 7 minions each shop lets you force things much more than you normally can

Play Galakrond and Jandice


The best types for battlecries are: Dragons, Elementals, Murlocs, Pirates. The best types for deathrattles are: Murlocs
Beasts. Check the lobby's types before deciding direction.

Most pair/triples are bad; focus on leveling, and golden high tier minions that give good direction

No notes. Just get lucky.

Tons of minions are immediate positive economy. The best comps are murlocs, elementals, then banana slamma bea

Focus really hard on immediate strength: every loss is a lot of damage


Tempo. Tempo. Tempo. Get lucky matchups.

There's very few viable comps in little league; figure out which ones are available in the lobby, and soft-force toward

Elementals and Naga are best. No other notes, just get lucky.
The best heroes are those that spike high tier minions fast. The game will feel mostly normal, but expect people to ge
stronger than normal.

Any additional buffs on top of your first 15/15 minion give great fight advantage.

Every loss that isn't lethal damage can be completely ignored; level fast and highroll hard.

Hero select is everything: you want gold efficient heroes, and heroes that can "cheese" higher tier minions
Prioritize tempo over fast leveling; golden monkeys reliably give higher tier minions later. Roll 3 times turn 1, level
twice and get a golden monkey turn 3.

Your early minions will collect a lot of stats and become hard to sell; try to buy minions you're fine keeping longer

Reborn bassgill is OP, taunted leeroy counters people's free divine shield minion

Jeef curve is good, be ready to play *very* fast

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