How to position minions in Hearthstone Battlegrounds
In Hearthstone Battlegrounds you don't play the fight: once combat starts, the game runs it for you. What you control is which minions are on your board and in what order they stand. Moving them is free. During the recruit phase you can drag minions around as often as you like.
The order matters more than it looks. On one six-minion board from our games, we simulated all 720 different orders against the board the opponent actually had. The best order won 68.9% of fights, the order the player chose won 52.2%, and the worst won 18.7%. Same minions, a 50-point swing.
How a Battlegrounds fight works
Every positioning rule follows from five rules of combat:
- The side with more minions attacks first. With equal numbers, the first attacker is picked at random (Hearthstone Wiki).
- Minions attack from left to right. The leftmost minion of the side that goes first attacks, then the other side's leftmost, then each side's next minion in turn. After the rightmost minion, the order starts again from the left (Blizzard).
- Targets are random, except Taunt. Each attack hits a random enemy minion. If the enemy has Taunt minions, they are attacked first.
- Summoned minions join in. Minions that appear during combat, for example from a Deathrattle, take part in the same left-to-right order.
- The loser takes damage. The winner deals their tavern tier plus the tiers of their surviving minions. If both sides run out of minions, the fight is a draw and nobody takes damage.
The further right, the later it attacks
Because the order runs from left to right, a minion on the right waits longest for its first attack, and every enemy attack before that is a chance for it to die without attacking at all.
That matters most for minions whose effect triggers when they attack, such as Rally. On one board from our games we placed a Rally minion, Bronze Timewalker, in different slots and simulated 10,000 fights for each order against the five boards seen earlier in that game:
| Slot of the Rally minion | Fights where Rally triggered |
|---|---|
| 1st from the left | 10,000 of 10,000 |
| 2nd | 2,813 of 10,000 |
| 5th | 102 of 10,000 |
The same goes for anything whose value is in attacking: a Windfury minion attacks twice, but only if it lives long enough to attack. Minions that need to attack go left.
Taunt decides who gets hit
A Taunt minion takes every enemy attack until it dies, and the minions behind it are hit only after all your Taunts are gone. Give Taunt to the minion that should absorb the fight, and keep your key minions without it.
- Cleave. A Cleave attack also damages the minions next to its target. The enemy has to attack your Taunt first, so its neighbors take Cleave damage too. On the edge of the board a Taunt has one neighbor instead of two. The edge it stands on also decides whether it attacks first or last.
- Divine Shield. A shield ignores the next damage, whatever its size and source (Hearthstone Wiki). Poison only destroys minions it damages, so a shield stops poison too. A Taunt with Divine Shield absorbs one whole attack for free.
Shields on the other side
When the opponent has Divine Shield minions, your first hit into each shield deals no damage. Many players put a cheap minion first to break a shield before their big attacker swings. It helps only when the shield is really there and your big attacker then hits that minion. Without an enemy Taunt, targets are random and it may hit something else, so this swap is worth checking rather than doing by habit.
Count your minions
The side with more minions attacks first, so one extra minion, even a weak one, can give you the first attack. Keep that in mind before you sell a minion at the end of a turn.
What a lost fight costs
The winner deals their tavern tier plus the tiers of their surviving minions. So even in a fight you lose, every enemy minion you take down lowers the damage you take.
Early in the game the damage is capped. While five or more heroes are alive, one fight costs at most:
| Tavern turns | Most damage from one fight |
|---|---|
| 1–3 | 5 |
| 4–7 | 10 |
| 8 and later | 15 |
With four or fewer heroes left, there is no cap. We counted this in 873 fights from our games: no loss went over the cap, and while five or more heroes were alive, 94 of 316 losses hit it exactly.
When you don't know your opponent
Early in the game you usually haven't fought your next opponent yet, so you don't know their board. In 82 of our games, on tavern turns 1–6 we had already seen the next opponent's board on 0–4% of turns, on turn 7 on 15%, and from turn 8 on 91–100%. Even then that board was 5–7 turns old.
Against unknown opponents, no order is best against everyone: what helps against one board hurts against another. When we simulated one of our boards against six different boards at once, the best and the worst order came out the same. So early on, cover the obvious cases above and spend the timer on buying, not on fine-tuning. Positioning pays most when you know who you will face.
Check the order before the fight
Tavern Seer shows your win chance against the boards other players fielded on this turn, right in the tavern. Move a minion and the number moves with it. If a swap doesn't change the number, it isn't worth your time. If it does, you see by how much before the fight starts.
Quick checklist
- More minions attack first: one extra minion can give you the first attack.
- Minions that must attack, with Rally or Windfury, go left.
- Taunt protects your key minions; against Cleave, put it on an edge.
- Against a shielded enemy, a cheap minion first can break the shield.
- Even in a loss, every enemy minion you kill lowers the damage you take.
- Against unknown opponents, don't overthink the order.