Dire Maul Jaina Cycle Deck
Created by Thark
Updated Dec 6, 2023 for PvE
Overwhelm for fast clears. Used to get to orange level, no talents
Stats




Traits
Mini Stats
Guide
This is a quick cycle deck for Jaina that I used to get to orange level. It could probably go further as I got to orange with one shotting every attempt but haven't spent more time on it. No talents on any units.
It's a quick cycle deck focused on control and overwhelming the AI. Generally you'll be using the Quilboar and Dark Iron Miners to control the gold on the map, Gryphons and Vultures to control melee, and Jaina and the Bandits to control casters. The Sappers are the primary method to capture towers and deal boss damage. The deck really fails to take full advantage of Jaina so don't expect a spell heavy deck.
The bosses actually get easier as you go along with this deck.
For relics try and choose ones which summon additional units or reduce the cost of units. Stealth and Shields or taunts can also be beneficial.
On the first boss you're looking to survive the initial push then work towards the towers. Try to use the Quilboar and Miners to get both chests and control the gold mines. Sappers are the primary way to take a tower, try to screen them with either the Quilboar or Miners as a tank to turn the tower before they arrive or screen them behind a few other units. Take advantage of the frenzy, you don't need to kill the enemies as much as get them low enough to turn and go berserk. Bandits are great to place on the ogre mages and turn to your side. Once you have both towers just spam units from both sides to screen the sappers against the boss, try to avoid his whirlwind. In my runs this has actually been the hardest boss.
For the second boss the general strategy is to survive, play defense, and try and capture the meeting stone on the left. I've completely ignored the right side of the map. From there just send in the sappers and turn the boss right before they arrive. The right side never seems to generate much pressure (just send vultures when you see a melee unit coming). Use the Quilboar/Miners to control the gold. Bandits again are very key to deal with the ogre mages.
For the third boss I struggled to find a good strategy until settling on just overwhelming the boss. Use fliers to defend on the first push and then a Quilboar/Miner to distract the tower while your sappers take it. From here send everything either left or right to take the mini-bosses. Your units will struggle to do enough damage to boss by themselves but if you just focus on keeping pressure from each side on the mini bosses they will take care of things for you. Note that sappers don't damage the mini-bosses here so they are of limited use after taking the tower. Using this strategy has actually been quite easy and I haven't even had to bother with taking out the healing ogre. If you can defend the first push you've basically won. Just take the tower then spam units to each side.
I was surprised I was able to get as far as I did with this deck but I actually found it faster and easier than other decks and heros for the dungeon this week.
Advanced Build Stats
Build Rating
Lane Offense
Tower Offense
Lane Defense
Tower Defense
Sabotage
Weak Against
Strong Against
About This Build
This build, Dire Maul Jaina Cycle Deck, was created by Thark on Dec 5, 2023. The leader of the deck is Jaina Proudmoore as part of the Alliance family.
With 6 other minis, this puts the total build cost at 1.9, DPS at 58, and HP at 275. Be sure to support your favorite builds and creators by upvoting their builds, videos, and anything else they share that you find useful.Check out the profile page of Thark for more of their guides.
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