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Stay Frosty!

Created by TaldawnSolstrider
Updated Apr 14, 2025 for Any Mode

2
5995 views

Keep your enemies colder than Icecrown with the Scourge Army!

44 gold
Arthas Menethil
Death Grip
Undead
44 gold
Necromancer
Necromancer
Jeweled Skulls
Alliance
11 gold
Defias Bandits
Defias Bandits
Pick Lock
Elemental
44 gold
Blizzard
Blizzard
Cold Snap
44 gold
Skeleton Party
Skeleton Party
5-Man
22 gold
Priestess
Priestess
Empowered Renew
55 gold
Huntress
Huntress
Elven Might

Stats

Gold
Avg. Gold3.4
Damage
Avg. Damage171
Health
Avg. Health412
Damage per Second
Avg. DPS74

Traits

Frost
Armored
Remorseless Winter
Army of the Dead
Elemental
Summoner
Stealth
Cheap Shot
Cycle
Unbound
Healer
Fast
Resistant

Mini Stats

Roles

Melee
Arthas MenethilDefias BanditsSkeleton Party
Ranged
NecromancerSkeleton PartyPriestessHuntress

Build Cycle

11 gold
Defias Bandits
22 gold
Priestess
44 gold
Arthas Menethil
44 gold
Necromancer
Shortest Cycle
1111 gold
44 gold
Blizzard
44 gold
Skeleton Party
55 gold
Huntress

Playable Anywhere

BlizzardSpellSkeleton PartyUnbound

Guide

All conscripted soldiers from the Alliance are expected to work overtime! Not even death will save you!

This build focuses on Arthas leading the Scourge (or soon to be Scourge) overwhelming his opponents with the shear mass of Undead.

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Tanks
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- Arthas - Your main tank for every push. His Death Grip pulls pesky Ranged attackers and stuns them. This is also super effective against Banshees. This talent is crucial because eliminating an enemies back row increases the chances of your pushes succeeding. As this deck shows back rows are essential and deadly.

- Skeleton Party - There are 2 ideas with the Skeleton Party:

1) The 5-man talent provides a second tank with the much needed taunt. After a few Alliance die you'll want to keep them around as Mages. Draw the enemies attention away with taunt. I have looked at the Earth Elemental with the Taunt on Deploy yet I find that it's DPS is worse than Skeleton Party and it's difficult for lane control because as it pulls enemies away your back row has to reset and get back into position slowing DPS. Plus! It just doesn't fit the theme!

2) The tank in this party does survive long enough for the Skeleton Party to take an entire tower if your enemy leaves it unattended. So drop them right in front of an unsuspecting tower during one of your pushes and watch the magic happen. Either way the enemy will drain all it's resources to counter one/both pushes or lose their towers. Obviously this is better used in PvE than PvP but it still seems to have it's uses in PvP

- Frost - You're biggest Tank for your pushes is going to be the Frost debuff. You have many sources to apply the debuff so all enemies are always affected. Reducing their DPS is a great way to save Hit Points! (That's why this deck is called Stay Frosty!)
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DPS - Physical (Anti Resist)
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- Arthas - Having him and two Undead footman makes his DPS higher than it seems

- Defias Bandits - Their stun decreases enemy DPS and adds precious time to wiping an enemy push

- Hunteress - Your AOE Anti Resist. If placed well you can position an Undead footman in front of her so she carries him. Making enemies target the Footman rather than the Hunteress. This takes practice and truly only works on straight paths, rarely has the Footman stayed on her nose after she turned.

- Skeleton Party - Negligible Melee DPS I can hardly ever count on the Tank and rogue to do DPS. They are only used to distract and provide extra Elemental damage through the Frost Mages.
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DPS - Elemental (Anti Armored)
------------------------------------------
- Arthas - Yes Arthas, He will resurrect all Alliance characters as Frost Skeleton Mages. Making the Defias Bandits, Hunteress, and Priestess deal Elemental damage after death while adding Frost to the enemies.

- Necromancer - Even though he only targets single units. His attacks are fast enough, especially with back up from the Frost mages that he summons, that they can deal with squishy squads easily. So I consider him a semi AOE Elemental caster. CRITICAL! He will also be your Anti Abomination and Anti Death Grip Arthas as his Frost Mages will be grapped first because they stand in front of all your back row support.

- Skeleton Party - The Two Mages and Priest do well as unbound DPS to help a Push if you see the push will make it if it just had a little bit more support.

- Priestess - Her damage is so low do not count on her to deal damage. Until she dies...
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Healing
------------------------------------------
- Priestess - She does an excellent job keeping Arthas in the game. The Undead footman die frequently but that's okay because she keeps Arthas in! And he spawns more Tanks! If you can get multiple Priestess in the same lane they will heal each other. This is important because the Priestess can survive one hit from most AOE attacks and hopefully you can eliminate the AOE attacker to buy her enough time for them to heal each other before the next AOE attack.

- Skeleton Party - The Priest provides minimal help to keep the group alive but it can help your units take one extra hit from low DPS minis. This really isn't worth it as a healer I mean maybe if the push is far from a Tower but I'd recommending cycling till you find a Priestess.
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Spells
------------------------------------------
- Blizzard - Used mainly to trap Melee units from reaching the back row if Arthas falls.
------------------------------------------
Possible Substitutes:
------------------------------------------
1) Deep Breath for Blizzard
2) Defias Bandit's Talent to Poison
3) Blizzard's Talent to Brittle Ice
------------------------------------------
- Deep Breath - If equipped with Attunement this will ensure Arthas takes half damage from all sources allowing you to build your back row easier and faster. This will also help protect against heavy Elemental decks like General Drakkisath.

- Poison - Poison highly increases the Defias Bandits DPS and will always be useful no matter the map. Where as Lockpicking is situational based on whether you can get to chests first and if the map has multiple chests to grab. But remember Defias Bandits aren't truly in here for their DPS they are in here for their stun capablities, cycling, and potential extra gold.

- Brittle Ice - I did consider Brittle Ice but my personal play style doesn't make it worth it as I play Blizzard defensively rather offensively. So I find the extra survivability from freezing them in placed is used more often to buy time for your next Arthas to step in and protect the back row minis more useful than the extra potential damage. 4 of the 6 Minis deal some type of Physical damage so others may find this to work better than I would.
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How a Push typically looks
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A Good Hand ----------------------
1) Arthas dropped on the very front edge of the Drop Zone
2) Priestess back edge of the Drop Zone create that distance to avoid nasty S.A.F.E. Pilots
3) Necro back edge of Drop Zone. For Anti flying, Resist, Death grip Arthas, and Abomination
4) Defias Bandits front edge of Drop Zone for stunning enemies and catching unbound units dropped in the back row.
5) Huntress Anywhere is fine she's fast enough to catch up

(The Huntress and Necro can be swapped depending upon what type of enemy you are facing but this is the general order I look to send my minis out)

A Bad Hand -----------------------
This means Arthas is no where to be seen so a push can't be built. I've found that Defias Bandits plus a Necromancer and with a Priestess supporting can usually survive long enough until Arthas appears in your hand and can walk to the front. If not, you can temporarily replace Arthas with the Skeleton Party if you aren't facing AOE damage dealers to lead the push. This is also why we have Blizzard with Cold Snap as it can buy you time to cycle and/or mine extra gold so you can get Arthas in front of the Tankless push.
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End Notes
------------------------------------------
This build has found lots of Success in PvE but currently remains untested in upper PvP. Currently remains undefeated, carrying me from Silver I to Gold III.

WARNING!
Spells are very effective against this Scourge deck. As they will most likely eliminate the entire back row and any resurrected Frost Mages leaving your push gimp from all the lost DPS. Spells like the Living Bomb It will shut down your entire push. Luckily Living Bomb high cost makes it rarely used.

Build Check

Advanced Build Stats

Build Rating

Lane Offense

Build attack power against leaders and troops.

Tower Offense

Build attack power against towers.

Lane Defense

Build defense against leaders and troops.

Tower Defense

Build defense of player towers.

Sabotage

Inhibits the opponent from executing his/her strategy.

Weak Against

Strong Against

About This Build

This build, Stay Frosty!, was created by TaldawnSolstrider on Apr 9, 2025. The leader of the deck is Arthas Menethil as part of the Alliance family.

With 6 other minis, this puts the total build cost at 3.4, DPS at 74, and HP at 412. 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 TaldawnSolstrider for more of their guides.

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