League of Explorers: Heroic Hall of Explorers Guide

Hi! I’m Asmodeus, multiple times Legend and infinite arena player. I’m also the author of The Complete Guide for Hearthstone Player. Welcome to the last part of heroic League of Explorers guide. Below you will find videos, decklists and guidelines which will help you in the heroic mode of last LoE wing – Hall of Explorers. The […]

Introduction

Hi! I’m Asmodeus, multiple times Legend and infinite arena player. I’m also the author of The Complete Guide for Hearthstone Player. Welcome to the last part of heroic League of Explorers guide. Below you will find videos, decklists and guidelines which will help you in the heroic mode of last LoE wing – Hall of Explorers.

The videos show how each boss can be defeated using provided decklists but you will learn the general strategy behind it so that you can either follow my steps or make your own version of a deck to beat that encounter. The same strategy can be also applied for the normal mode of each fight.

In the last wing there are four fights this time. We will face off against the vicious Skelesaurus Hex, the durable Steel Sentinel and two incarnations of Rafaam: Arch-Thief and his Unleashed form.

If you want to quickly find a solution for another wing of the adventure, the links below will lead you to the other parts of heroic LoE guide:

Part 1: Heroic Temple of Orsis

Part 2: Heroic Uldaman

Part 3: Heroic Ruined City

Skelesaurus Hex

Skelesaurus Hex can be a very difficult boss, depending on how threatening minions he’s able to play in the first few turns. That’s why cheap removal that can efficiently deal with late game threats played in the early game is essential. You could deal with it by using a freeze mage, but you’ll still take a lot of damage in the early game, so an even better choice is mill rogue.

The deck I’ve used is close to a standard mill rogue with some additional ways to deal with those early threats pit-snake, annoy-o-tron and the doomsayer will all help you survive early game and proceed to what would be a regular mill rogue game.

The most important card you need to draw is the coldlight-oracle. It will enable you to cycle through your deck, get your removal in time and keep replaying the coldlight-oracle as many times as you need. Try to always return it to your hand by the end of your turn so that you don’t lose it to enemy minions or removal unless you’ve already used gang-up and have better chances of drawing it again.

Tips for this boss:

  • Use early game removal (such as pit-snake, sap) to deal with turn 1-3 threats
  • Protect your coldlight-oracle
  • Use brann-bronzebeard in combination with coldlight-oracle when you want to finish the enemy off
  • Keep track of the number of cards in your hand to not overdraw too much
  • If you sap or vanish enemy minions while his hand is full, the creatures will be destroyed
  • Remember that your enemy will take damage from fatigue at the start of his turn once you mill his deck and there are no cards left in it

Steel Sentinel

The Steel Sentinel can be a very tedious fight and will take some time even if you’re winning it decisively. Most people solved it by using some form of repeated summoning of 1/1 creatures such as dreadsteed, violet-teacher and all kinds of token summoning mechanics. Most of them are vulnerable to board wipes and don’t play too well into things like armorsmith hiding behind a Taunt minion, which can happen in this fight more than once. That’s why I’ve decided to go with the Destroy mechanic. A class which has the access to the most cards with keyword Destroy is rogue.

In this fight you just want to take it slow and not overextend against his board clear. Try to keep one minion with poison on your side of the board to deal with anything the Sentinel plays. By using the combo on sabotage you can destroy a minion and a weapon at the same time, which is very handy considering how many weapons the boss is going to equip, so don’t be shy with your acidic-swamp-oozes.

Use gang up on something like the emperor-cobra and you will pretty much guarantee an easy victory.

Tips for this boss:

  • don’t play too many minions because you’ll lose them to mass removal, just 2-3 minions on the board is enough
  • destroy enemy weapons as soon as you can
  • kill armorsmith before other minions when you can to stop Sentinel from gaining additional armor
  • use doomsayer when you’re waiting for your other cards with Destroy mechanic even if the board is empty
  • pick the third artifact from arch-thief-rafaam for a 10 damage finisher

Arch-Thief Rafaam

This encounter is similar to the fight from normal mode. Similarly Rafaam will steal your deck but the difference is that you will get a much worse set of cards to play with this time. There are many ways to construct a deck for Rafaam that will give you some sort of advantage but most of them are fairly dangerous. Putting things like arcane-golem to give yourself mana or dancing-swords to get more card draw can be very dangerous and will most likely result in you getting rushed down.

I picked druid for the versatility of druid cards and hero power. Druid also has some of the worst cards in the game if you don’t build a deck around them.

Early game is the toughest part here. Try to get the Rare Spear early, as it will be a big part of your damage if you manage to beat Rafaam and playing it earlier means that you will get more stacks of upgrade on it. Try to find either Silence or a way to give Taunt to your eerie-statue as this will make the encounter much easier, otherwise you will have a big pile of stats that can’t be used in any way.

Tips for this encounter:

  • draw/discover before doing anything else, to see more options before deciding what to do on that turn
  • try to find and play Rare Spear as early as you can
  • avoid putting good aggro cards in your/Rafaam’s deck because your early game is very weak and you’re susceptible to being rushed down
  • find a way to activate (Taunt or Silence) your eerie-statue

Rafaam Unleashed

The final boss fight was surprisingly the easiest by far from this wing for me. Since your hero ability in this encounter gives you additional cards I wanted to make a deck that can utilize twilight-drake and mountain-giant so right away I grabbed my version of a Handlock deck, which I was using to control the priest population on ladder, and it worked like a charm.

Having big threats like the Giants and a way to deal with enemy board in a form of double shadowflame suits the conditions of this fight very well. We have a very small window to deal damage to Rafaam and what better way to do it than slap him with some 8/8 minions.

Using hero power a lot in this encounter will give you many useful cards, so make sure to take advantage of them. However the offer is limited and after a while you will start getting only boom-bots.

Tips for this fight:

  • keep track of the number of cards in your hand to not overdraw
  • don’t use the card which replaces your hand with unstable portals, your hand should be always better than random cards
  • take advantage of your hero power as much as you can
  • try to use sylvanas-windrunner to steal one of his 10/10 minions

Final words

Congratulations if you followed this guide and defeated the heroic mode! Now you can show off your awesome card back on ladder (I’ve heard it’s great for opening packs!).

If you want to quickly find a solution for another wing of the adventure, the links below will lead you to the other parts of heroic LoE guide:

Part 1: Heroic Temple of Orsis

Part 2: Heroic Uldaman

Part 3: Heroic Ruined City


Let me know what you think. Share your opinions and post your questions in the comments, I’m always happy to answer them.

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I’m available for Hearthstone coaching – you’ll find all the info you need here: Coaching with Asmodeus