Charlga controlled pushed with support
Created by maskedhorror
Updated Feb 12, 2024 for Any Mode
A flexible Charlga build that is designed to be a jack of all trades for PVE questing, PVP, dungeon runs or legendary attempts.
Stats
Traits
Mini Stats
Guide
I have had few attempt with making a deck with Charlga ... examples and credits to these authors and their builds for inspiration:
Example1: https://www.noff.gg/warcraft-rumble/build/4404/charlga-beasts
Was good and i really loved the incredible fire power the build was offering you, but the meatshield was a little inconsistent (i might comeback to this build later) HOWEVER, when the 6 and 5 gold cost comes in when on you are on the back foot, it was an auto-loss ... it worked VERY well in pvp if the initial push worked and some pve quests, but it was almost unusable in legendary and fairly inconsistent with pve quests or dungeons (cookie in particular knock the build out of the dungeon quite often with the second of third push). The problem it had was that once your initial combo with the mountaineer lost his bear, the entire combo would fall apart and a second hard push was near impossible to build back up due to the spiralling cost of minis.
Example2: https://www.noff.gg/warcraft-rumble/build/2777/charlgas-perfect-rotation
Great deck, works amazing, i have learned to love the ogre + grunt combo, deceptively hard to deal with especially once supported by the huntress, one of the better PVP Charlga builds out there , but it has the same problem of being inconsistent, mainly at dealing with strong backlines supported by lite meatshields (often enough a pyromancer + abomination or a tauren would rip apart the ogre and huntress escort and with Charlga inconsistent gold cost, would render the remaining units outside of support, spiriling into an unrecoverable loss).
HINT[ALL]: One thing not mentioned in the deck above, is that (at the time of writing this) Grunts[BOTH] get bloodlusted if in range of anything getting bloodlusted, this means that the ogre mage will almost always bloodlust both of them even if he targeted the huntress and not them, or both grunts will get bloodlusted if one of them gets targeted, as long as both are in proximity of the ogre.
Example3: https://www.noff.gg/warcraft-rumble/build/4557/full-gold-deadmines
This is the build that actually gave me the inspiration and you can see the similarities. The problem i had with this one was that the backline support was far to inconsistent and i would end up with a frail meatshield that had little to no long range support as the huntress was my only reliable range unit.
With the experiments from above, it was clear that the huntress was an auto-include in all Charlga decks along with the vultures. The huntress is fast and combos well with any unit, and having her at a discount is far to great of a bonus to shy away from. The vultures are mostly to work with Charlgas perk of cost, rather than an actual support unit. The Vulture does have moments when it shines in pvp, but it is mostly just to offset cost.
Enter, THIS build !!!
The goal of this build is to semi-swarm the enemy with units that can hold a line and back them up with range support. The gnoll kinda excels at this as he will walk shoulder to shoulder with the golem to the front line and tank damage. The 2, at 5 mana, can hold aline as they walk shoulder to shoulder. The heal will restore the Gnoll back up so make sure to send the Golem in FIRST , then followed by the Gnoll.
The Griffin and the huntress are your backline damage dealers. The huntress is know and loved and feared by all and needs no introduction, the griffin on the other hand ... while somewhat frail and not that much damage, really shines once 2 of them start to stack and they pour down the damage.
The dragons eggs provide an extra layer of fire power and are designed to nuke down enemy back lines with the exploding eggs.
Good combos:
Golem + Gnoll + Griffin --> this is a generic cheap push that can handle most things very cost effective and will force your opponent to come up with a complex answer. The griffin with long range will hammer away at any ground unit or air targets that will coming your way ... the extra range with a meatshield will clean up harpies, bats, vultures and because of the range , it will most like trade with a drake as it can get about 2 shots in before the drake even gets in range. The golem is mostly designed to be annoying and agro, as the gnoll hammers away any ground units.
The nice thing about this combo is that you will most like use about 6 gold for a very complex push lane and you will probably still drop a discounted huntress as a surprised support that will rush to your push and support it.
Golem + Huntress --> this is a more out there combo is generally good vs most combos and it will do considerable damage, simply because of the huntress, while the golem will be an annoying element that will heal the huntress back for any odd shot hitting her.
Eggs are your nuke to handle any pyromancer, troll or unsopported melee units. I personally also use them to distract towers so that the huntress can nuke it down. (the eggs will eat about 6 shots of the tower, keeping it busy for a very long time)
Slots: From top to bottom , left to right: Beast -> Beast -> Fast -> Cycle -> Elemental -> Tank
Slot Flexibility:
This is a surprisingly flexible build IF you keep your minions cost in the 1-2-3 gold range. As Charlga is very random in the mini cost, you wanna keep most of them on the cheap side so that you can cycle away from the 5 gold cost of the huntress.
the 2 starting beast slots: i personally like the gnol, but i know some live and die by the quilboar, as the perked gnol and quilboar are both 2 mana , feel free to have them swapped around. The quilboar can support pushes more dynamically on the size of the golem as your meat shields. You might even swap it with murlocs if you feel like your current meatshield is solid and need that little extra umpf to your damage.
Fast: sadly this slot for almost any charlga slot is taken by the huntress, she is just that good for charlga .. playing a huntress on discount and also being one of the few options to fill the quick slot, is a very hard call to pass on
Cycle: again , a very easy to swap slot, but you kinda need a range , so you can swap this one out with either morlocs , chain lightning , bat, etc ... i personally find the griffin as a universally good pick, if you keen in mind that this slot might sometimes will have to be deployed at 5 gold
Elemental: this slot is also flexible, you can even swap it over for say blizzard, fire elemetal, drake ... OR , one of the best, SAFE (i know some of you might just auto swap the drakes out for the SAFE) , but i personally like te eggs for their push power on towers and it also gives you some zoning potential
Tank: this one can also be swapped over for most cheap tanks, ghoul comes to mind , or even the prowler to match the speed of the huntress and give your units that extra damage with leader of the pack, if it comes to it
Again, as you can see it is a very flexible build, so be creative and have fun with it ... it is quite fast paced and can generally handle an
Advanced Build Stats
Build Rating
Lane Offense
Tower Offense
Lane Defense
Tower Defense
Sabotage
Weak Against
Strong Against
About This Build
This build, Charlga controlled pushed with support, was created by maskedhorror on Feb 10, 2024. The leader of the deck is Charlga Razorflank as part of the Beast family.
With 6 other minis, this puts the total build cost at 2.7, DPS at 74, and HP at 538. 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 maskedhorror for more of their guides.
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