The Fighter Deck is similar to the Wizard with a high-combat ratio, but the Fighter deck is a little more focused towards combat. And by “a little more”, we mean a lot more.
With the highest starting health, multiple weapons and the ability to dish out 15 combat on the first turn, the fighter is a force to be reckoned with. The Fighter’s abilities and starting deck necessitate an aggressive strategy, because with their high damage in the early game, comes an inability to keep up with other classes in the late game.
Unlike most class abilities, the Shoulder Bash starts strong and stays at about the same power level all game. While Pickpocket, Bless, Track, and Channel all do effectively more as the game goes on, 2 damage is always 2 damage, and increases in power only when it starts threatening your opponent’s health. Because of this, the Fighter uses their ability as necessary, either to clear an opponent’s champion, activate throwing axe, or when dealing 2 damage is better than adding something to their deck.
Don’t be afraid to use this in the mid game over buying something that isn’t worth much to your deck. As a Fighter, you can rely on your ability to consistently output combat more than other classes, and 2 damage adds up over the course of the game. This doesn’t mean you should neglect big purchases, but rather that a shoulder bash can be better than a fire gem.
8 damage is a lot, and is a big part of playing a Fighter. Again, unlike other class abilities the Fighter’s ability doesn’t grow as the game progresses. The doesn’t mean you should blow it at the beginning of the game, but rather save it for when you need it and don’t worry about getting more value. Wait to use it until you can either clear the opponent’s champions that you would not be able to stun, activate your throwing axe so you can draw a card with it, kill the opponent or even put a Wizard to 1 health so they cannot Channel. (Wizards hate this.)
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