Mech Tribe In Hearthstone Battlegrounds Season 9

hearthstone battlegrounds mech tribe

In this guide, we will cover all the Mech minions and how they go in the overall mech comp. We will go into detail for each minion and explain a bit about how they interact with other mechs, as well as how powerful they are in the current meta. There won’t be any specific builds as that is all explained in our full Hearthstone Battlegrounds strategy guide. In this format, go over all the mechs try to separate them from the final build, and explain them in terms of game progression.

Tavern Tier 1

Annoy-o-Tron

annoy-o-tron

Annoy-o-Tron isn’t really a must-pick at Tavern tier 1, but he does have Divine Shield and Taunt, which can be useful as the game develops. He is especially good if you have something like a Pointy Arrow to enhance his power and make use of his Divine Shield.

Lullabot

Picking up Lullabot in the early stages is kinda awkward. On the one hand, you think that it is good because it will gain stats over the next several turns, but losing that one spot for an actual minion is sometimes bad because you can’t really sell the attached Lullabot. Nevertheless, it is a fine play to attach it to a Divine Shield minion early on, but it’s not as strong as it seems.

Tavern Tier 2

Mechagnome Interpreter

Mechagnome Interpreter is pretty good once you get some magnetizations for your mechs. This is essentially only good if you’re really in the early game and the +2/+3 stats are cool, or if you’re in the later stages of the game and you’re generating magnetizations from Moonsteel Juggernaut and buying a lot of them with gold.

Frantic Alarm-O-Bot

This magnetization is essentially good for two things. One thing is if you’re in the early game and you have something like a Annoy-o-Tron, so you can give him additional stats. But the more prevalent use for this is on the Holo Rover, because Holo Rover gives you one magnetic mech each time he attacks. And when he gains Windfury, you will then be guaranteed at least two magnetic mechs each time you fight an opponent. His primary existence, if you will, is to be attached on the Holo Rover, and that gives by far the most value.

Ancestral Automaton

Ancestral Automation is in an awkward stage in the current meta, because the Prosthetic Hand is tier 4 and this minion really relies on having a reborn or having a lot of them on the field. He can be good if you manage to snatch Prosthetic Hand and Annoy-o-Module in the early stages of the game, but other than that he is not really very powerful in the current meta.

Tavern Tier 3

Arcanotron, Activated

Arcanotron, Activated is a pretty good tempo minion that works well if you’re going to play a bit of Tavern Spells. Spells are not really the main mech build, but keep in mind that the new minion, Marquee Tinker, is also for the spell build, and you still have Charging Czarina for that primary stat boost. So, all in all, you can get this for the mid-game tempo, but do keep in mind that the spell build is a bit niche, and doesn’t really scale that well in the late game.

Accord-o-Tron

accord o tron

Probably one of the most important Magnetization in the game. Picking up this minion at Tier 3 is almost never a mistake because it’s just good value. If you happen to get a few of these with stuff that generates Magnetization minions, you are on a good path to victory. The reason for this is that Mechs don’t really have that many resources as everything revolves around attaching stuff and full commitment to specific units. A few Accord-o-Trons can make your game x10 times smoother with the extra gold each turn.

Deflect-o-Bot

deflect-o-bot

Deflect-o-Bot has been known as the “main minion” that carries the game and for a good reason. The ability that grants him, Divine Shield, every time you summon a mech is extremely annoying to deal with, especially if the RNG is on Deflect-o-Bot’s side. He can sometimes gain 3, 4, or even 5 times Divine Shield in one if you have Deathrattles that summon Mechs (Reborns).

Annoy-o-Module

 

Annoy-o-Module is one of the key magnetizations because of its Divine Shield + Taunt property. Basically, you can place it on everything except Deflect-O-Bot, since you want to force aggro away from them in order for them to regain Divine Shields. The rest is pretty self-explanatory. One thing to note is that you can cast it on Foe Reaper 4000 (because he naturally doesn’t have Divine Shield and really needs it), and then find Tricky Trousers in order to remove the Taunt from it.

Tavern Tier 4

Prosthetic Hand

Prosthetic Hand

Prosthetic Hand – an undead mech (how is that even possible?) that will give Reborn to your minions. This is your main defensive minion as you want to have as many reborns as you can so that Deflect-o-bot can renew his Divine Shield once a reborn occurs. Try to have at least one Reborn minion without Taunt so that when your taunt minions die, the enemy can hit Deflect-o-bot and then the remaining minion with Reborn.

Marquee Ticker

As we already mentioned, this mech is primarily used for the Tavern spell mech build that goes well with Charging Czarina and Arcanotron, Activated, but getting him just for the spell generation isn’t really smart because the stats are really low at this stage of the game and the Tavern spells can be very useless. It’s just not that worth it (if you’re not going for the Spell build).

Grease Bot

Graase Bot

Grease Bot is…as the name suggests, a sluggish minion. Sure, he will give you some stat buffs but those are usually extremely slow compared to other things that you can get. You will still probably need Beatboxer in order to win, so don’t spend gold on refreshing and looking for Grease Bot – if you can, get him early on, if not that’s fine as well, keep playing. 

Clunker Junker

Clunker Junker is just awesome! There are 4 Magnetizations in total (Gold, Lullabot, Divine Shield, Reborn) and this guy will offer 3 of them to you. This means that you can, with 75% certainty, cast Divine Shield or Reborn on a minion that needs it. Furthermore, you can make a whole build focusing on Clunker Junker if Murlocs are in play and if you can get Brann Bronzebeard. 

Tavern Tier 5

Holo Rover

Holo Rover is one of the core mechs for the primary magnetic build because combining him with the already mentioned Frantic Alarm-o-Bot generates at least two magnetic mechs each turn. This is extremely powerful, and getting this minion in the mid-game is a good indicator to go for the mech build.

Moonsteel Juggernaut

Moonsteel Juggernaut is a new mech that is also pretty powerful and one of the core mechs. He essentially gives you 3/3 Magnetic Satellite and this effect improves the further Satellites that you will get. So the next turn you will get the satellite he has +3/+3 more than the last one combining this minion with Drakkari Enchanter is a good way to generate powerful magnetics that scale into the late-game.

Charging Czarina

charging czarina

This minion has a nice tempo, as well as some late-game stat gain. The logic is pretty straightforward: You will have a lot of Divine Shields, and casting a few Spells for the Attack gain is a very good mechanic. The best combo here is to also have Marquee Ticker and Arcanotron, Activated which will provide you the spells that will work with Charging Czarina.

Mechanized Gift-Horse

Mechanized Gift-Horse is pretty weird in the current meta because he doesn’t blend very well with the other mechs. You don’t really get any resources from it, and the extra summons don’t really provide you with that much value. He is very good with Deflect-o-Bots, but that’s pretty much it.

Tavern Tier 6

Dr. Boom’s Monster

Dr. Boom’s Monster is one of the core mechs as well as magnetic minions in the current meta. This is because you will be essentially playing with magnetics and it scales each time you magnetize this game. So, if you’re already generating a lot of magnetics, this will provide you with a lot of stats. Also, keep in mind that this works while it is magnetized. So, if you magnetize a mech and then cast a magnetization anywhere in the field, the mech that is magnetized with this minion will get +2/+2 again.

Mecha-Jaraxxus

Mecha-Jaraxxus is generally better for Demons because demons are in dire need of more keywords and the new magnetized mecha-demon that you get for Mecha-Jaraxxus has Divine Shield which doesn’t really benefit mechs but greatly benefits Demons. So all in all, it’s cool if you get Mecha-Jaraxxus playing as mechs but it’s not that big of a value in general.

Tavern Tier 7

The Boommobile

the boommobile

While you won’t see this mech in most games (only with Thorm, Stormlord), it’s worth mentioning him. As you can see, he is essentially the all-encompassing ultimate magnetization minion that grants a lot to its host. The obvious choice to cast it on is on Foe Reaper 4000. That said, he is pretty underwhelming for a Tier 7 minion, especially if you compare it to some other game-changing ones like Champion of Sargeras.

Photo Credits: Blizzard Entertainment


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