hi guys I'm gief current rank one on the na leaderboards and I'm here to share some of the tips and tricks I use to climb to the top of the leaderboards every single season we're going to start with some early game tips and move on to the end game tips this video will only cover the fundamentals so no trinket specific tips although I might do a trinket video soon this will probably be the most useful guide I'll ever do so be sure to stick till the end and also share it with your friends let's jump
straight into it starting off with our first early game tip do not roll if you don't have to I would say the first five turns if you're rolling more than once you're likely doing something wrong it's way too early to look for specific units in your shop and your main focus should be making your board as strong as possible the stronger your board is in the early game the easier it is to level in the mid game and start looking for a high Tavern tier Direction here's an example it's very common that you buy on
turn one level on turn two and then turn three rolls around if you have a mummy or cell mental in your shop you can just buy that unit sell off the token and buy another good unit without rolling leaving you with three fighting units on your board if instead of the token you have a two cost spell in your shop you can do something similar you can buy the two cost spell plus the best unit in your shop and if you have none of the above then of course it's not possible to play the turn
efficiently so you may you have to buy one unit buy the one cost spell in your shop and then roll one time in any case if you have a play that utilizes all your gold without rolling that's probably the best play tip number two is to not buy trash but specifically on turn four let me explain a unit is good if it has either potential or Tempo crackling cyclone and kabooma are generally good buys because they provide a lot of tempo having the potential to trade into two units each on the other hand a thorn
Captain pair might have decent potential because tripling into higher Tavern tier units is a great way to find direction you can also think of economy units such as shell collector or cemental as having good potential because they allow you to spend the gold on higher Tavern tiers examples of cards that are considered trash which have neither Tempo nor potential would be maybe sky with no bow cries party Elemental with no Elementals in the shop or Scarlet skull with no undeads on your board you get the deal if you have exactly one good unit in your
shop then you might have to buy the good unit plus one other trash card just to spend all of your gold efficiently however more importantly if you have all trash units in your turn four shop then you have to level and hope that the three drops you buy next turn will be much stronger than the trash that you see now moving on to the mid game my third tip is to pick a turn to stabilize 10% of the time you get the god opener in the early game like lava lier plus reiffer your board will
be so stable the entire mid game you can just level to Tavern 5 or even Tavern 6 for free 90% of games are not like this and you're going to need to stabilize so what exactly does this mean those one drops or two drops that you bought the first five turns you're going to need to replace those with better cards or at least buff your board so that your units can fight cards like misplaced T set or Defenders right are very very common stabilizing cards basically the goal of stabilizing is to try to not lose
the fight stay above damage cap so you can level to Tavern 5 safely and keep looking for Direction so now the question is which Tavern tier do you actually want to stabilize on well this one is a bit complicated to answer but I'll give the most most important factor when choosing which tier to stabilize ask yourself am I going to fall below 15 HP If I level if the answer is yes I will fall below 15 HP you might want to stay down stabilize and stay above 15 HP 15 HP is a really important break
point in Battleground because the damage cap system prevents you from taking more than 15 damage before it's top four you're going to want to do everything in your power to stay above the damage cap which means stabilizing whenever you're at risk of falling below it here's a snake eyes game where even though my board isn't quite stable I level to six anyways with the intent to buy stabilizing six drops and play from there however if I were Instead at 25 HP or so in the same spot I cannot afford to fall below damage cap and
I would likely stabilize on Tavern 5 instead stabilizing is one of the hardest parts of the game so there definitely isn't a correct answer of when to stabilize different types of players will have different preferences to be safe you can also choose to stabilize slightly earlier maybe to stay above 30 HP instead of 15 and that way you give yourself some leeway to lose a fight without going below damage cap in case your stabilization wasn't quite successful or maybe you don't find your direction quickly enough after leveling this might mean you stabilize on T 4
and then level twice in a row to get to Tavern 6 instead of the more standard level to five stabilize and then level to six however the core concept remains if you didn't H roll your early game one turn in the mid game must be spent buying Tempo units and spells if you wish to have a comfortable game my tip number four is to only commit to add direction if you've enabled it remember when I said you're going to pick a turn to stabilize well all are those cars that helped you stabilize enabled some sort
of direction if you bought Sly rptor to stabilize you have some reason to go beasts if you bought cadaver caretaker you have enabled Undead I guess what I'm saying here is you're not going out of your way to enable a specific Direction necessarily but you'll naturally have some directions enabled as a result of your stabilization turn and the moment you hit your commit point for any one of these comps that you've enabled congrat that's you found your direction what you desperately want to avoid is perhaps picking the Gold Room without the slly Raptor on your
board and saying that's your direction you need to have a reason to pick the golden if you're still having trouble with commit points I always update common enablers and commit points for every single comp of the game so if you want to study those my website will always be up to date with that information and it'll be linked in the description tip number five is to concentrate stats over spreading them out let's say you have an aysa setup so every time you play a spell you buff exactly four nagas you may be tempted to keep
as many nagas on your board as possible but every single Pro will try to keep exactly four nagas on their board maybe five think about your final board state which board is stronger four nagas which are each 150 150 and then two leroys or six nagas which are each 100 100s well the 150 150 nagas will easily value trade the 100 100 nagas while the Leroy still will trade one for one the point I'm trying to get across is that your final board will be stronger the more concentrated your stats are ideally you'll have like
two units that are 300 300 in stats and then like five scam units like Leroy and bramble but only certain comps can pull that off such as if you're playing quo buffing a cleave or if you're playing a demon comp buffing urles tip number six is to not think too long on decisions that don't really matter to climb eventually you're going to need to master high APM comps such as Elementals Pirates or murlocs historically these comps have been some of the strongest comps in the game and learning them will expand Your Arsenal a ton even
if you're not playing an APM comp this tip will come in handy if you play for example a rodeo performer and you're deciding between shiny ring and Lantern light sure shiny ring might give an extra plus one plus one in stats but doesn't really matter pick one and move on with your life you'll lose much more than one one perfecting every single Discovery and Stat Point even if you're not playing an APM comp don't overthink things too much my general rule of thumb is that if it's close go with your gut because not finishing your
turn is much more detrimental than getting the decision slightly wrong this also doesn't mean Rush every single decision if you have enough time feel free to think about it for as long as you can but try to anticipate how many decisions you'll need to make in the turn so you know how much time you have to think about every single Choice tip number seven is to go all in at the right times this is a hard one there are a couple of reasons why you might want to cut your NAA or brand scaling early and
replace them with strong ending units the most common reason is that you know that your opponent is pretty strong and you're on the verge of death selling the brand and slotting in Leroy Bramble or even toxic Tumbleweed spell can very well be the difference between living and dying and those two placements that you saved netted you 50 MMR however if you're not on the verge of death there are still plenty of cases where you should just go all in uh although these tips might be a bit more advanced to understand why you go all in
you first need to evaluate your chances of actually winning the lobby often times you've previously faced an insanely highroll board or you scouted someone has an insanely highroll comp and your setup just isn't good enough to compete you might still want to go all in every fight because the only thing that matters is preserving HP so you can wait for the High Roller to eliminate everyone besides you in the lobby although you probably won't win this lobby with this play style you pretty much guarantee yourself to be top four and secure the best possible placement
there are even cases where you might need to go all in despite playing for the win if you've scouted the entire Lobby and you find that your current opponent is the largest threat to deny your first place you might want to eliminate them as soon as possible moving on to a tip maybe a bit simpler my tip number eight is to prepare your final board early on yes brand is one of the best units in the game but also one of the worst ending units in the game so what does your final board actually look
like in a brand type setup if you're playing murlocs then your final board will probably have base skills and belgers and maybe even ending leroys in a demon setup you'll likely have two urles and a soul rinder on your final board but what's the rest of the board going to look like it may be cultist it may be Leroy ramble Whit M straight shot I mean it all depends on what the final matchup will be but if you want to eliminate all your chances of losing start holding these te cards well in advance in all
of my APM games who have infinite gold I know my final board will contain a golden Bramble witch golden base skill two belgers so I'll just hold all of these units until it's time to go all in when Matador was a card APM coms ended with as many golden matadors as possible because that just resulted in the highest cap board regardless of meta it's always a good idea to hold a card you know you're going to need later on tip number nine is an important one don't focus on what you can't control focus on what
you can control I'll start off by saying this tip is definitely easier said than done but I'll still give some advice to help your mental game what I've always done is thinking about my game plan during the fights scouting the lobby thinking about which cards you need to buy determining the next cut from your warband all of that can be done during the 30 seconds that the fight is going on and think about these types of things is much more important than focusing on the fight outcome which you inherently cannot control one thing others might
tell you is to turn off your deck tracker that shows you all the odds and stuff I'm not going to tell you to do that I personally think the game is much more fun with the tracker but if you ever lose a fight that you're 95% to win just try to remember the last time you won a fight where you 95% chance to lose it's super easy to latch onto moments where we just get scammed out of first place but forget about the times we scammed into first place moving forward focus on making objectively correct
decisions and the MMR will naturally come and this leads me to tip number 10 streams are going to be your best friend I love watching YouTube videos you probably love watching YouTube videos but the only skill set you develop exclusively watching highlights is how to Hy roll which is important but not as important as the other skill set which is how to preserve MMR how do you win from spots where you don't Hy roll or how do you preserve MMR when you aren't playing for first these are skills you don't gain from watching these YouTube
highlights that's why my best advice for improving is to watch whichever stream you like and then think about your own play see what the streamer does and ask why the streamer played differently from you through this process you'll eventually learn enough fundamentals to the point where you can start developing your own plays and determining what works for you and what doesn't and that's where you want to be thanks so much J Krick for peer reviewing this video and comment if you want to see trinket specific tips so you can dominate the current meta subscribe so
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