In this guide, we will cover all the Mech minions and how they fit into 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.
This Hearthstone Battlegrounds Mech Tribe overview is up-to-date with the latest Season 10 patch
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
Cord Puller
Cord Puller is overall a very good tier 1 minion because you essentially have 3 hits, 1 with Divine Shield, 1 without Divine Shield, and 1 with the Microbot. Moreover, in the later stages of the game you have a minion that has a Divine Shield, so if you buff him up it will be very good for tempo. 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.
Metallic Hunter
Metallic Hunter is one of the newest additions to Hearthstone Battlegrounds Season 10, and he is a pretty good early pickup because with a lot of pointy arrows you can cast it on Divine Shield minions like Cord Puller and Deflect-o-bot. Overall, in the later stages of the game, it’s not that useful, but it will give you a good tempo if you get it early on.
Technical Element
Technical Element is generally considered not an ideal pickup for the early to mid game, he is mostly used as a late game pickup for elements when you buff the tower up or if you happen to get him from random magnetization generation.
Tavern Tier 3
Springy Spriggan
Springy Spriggan is quite similar to Technical Element because you don’t really pick this up in the early stages of the game, since you don’t get that much tempo, and it’s basically a resource hog at this stage. Nevertheless, he is useful in the later stages once you ramp up your magnetizations and get a Drakkari up. The attack damage can be useful at that point, but if you are considering him in the early to mid game, you should probably skip it.
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.
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
Rickety Repairbot
Rickety Repairbot is one of the newest mechs and a core mech in Hearthstone Battlegrounds Season 10 because he is one of the engines that generate magnetizations, in this case onto itself, and also works perfectly with Drakkari and synergizes well with other mechs. Keep in mind that Drakkari is essential for mechs in this meta because a lot of other mechs like Marquee Ticker or Electron, Powered Up now rely on him.
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
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.
Auto Assembler
This is just another magnetization that you will get by generation and not by buying it outright from the tavern. Nevertheless, the Ancestral Automaton is a somewhat decent if you happen to have a trinket to support it and want to salvage your mid-game. But it’s not generally considered something that you need to focus on, and if you see this one in the tavern, you should skip it if you don’t have extreme focus on an Ancestral Automaton build.
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.
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.
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. More on this below.
Electron, Powered Up
This is one of the newest and a core mech in Season 10 because of the way it synergizes with Dr. Boom. Basically, if you have a Drakkari, for example, and this guy, you will play 2 satellites on all of your mechs on the board and have 14 magnetizations. Dr. Boom’s Monster remembers this fact, and he gains plus 2, plus 2 for each satellite that you cast at the end of the game. This mechanic is core to how mechs can get those late-game stats in Season 10, and it’s practically the main build.
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
While you won’t see this mech in most games (only with Thorm, Stormlord), it’s worth mentioning him (note: he did receive a buff from 12/12 to 20/20 in Season 10). As you can see, he is essentially the all-encompassing ultimate magnetization minion that grants a lot to its host. That said, he is pretty underwhelming for a Tier 7 minion, especially if you compare him to some other game-changing ones like Champion of Sargeras.
Photo Credits: Blizzard Entertainment