Draft : Chase and kill

This deck revolves around a solid group of 4 units that does well against clumped enemies, and a spirit wolf that can take down isolated enemies easily.

#### Simple summary

The most important unit of this draft is Spirit Wolf. It's an excellent damage dealer that excel in 1 versus 1 scenario. The grenadier is in 9/10 games a debuffer and a decoy, something for your opponents to chase and waste movement trying to play around its bounces, but can really become a powerhouse if the enemy clump his units too much. Rock Golem, Kiros and Devourer will face the enemy directly and form a mighty group of tank that can deal with nearly anything.

##### Main pairings

* Spirit Wolf will be equipped with a fast maxed out Adapt.
* Rock Golem will carry a fast upgraded Vortex for some nice early damages.
* Kiros may take a Wild Axe to make the enemies he face miss 20% of their attack. With his high health pool, he may later become a great Burst of Life Carrier (or a Poison Arrows carrier to use his wild axe to spread that poison).
* Devourer will adapt depending on the situation, he may carry a Burst of life if he's close to his mates *(haha nice term Eonie, i guess my Englishness is rubbing off on you -teekay15),* a Negate if he faces powerful or recurrent casters such as a Mana Hound, a Pilfer to make use of his surprisingly high .85 atk spd and cripple an enemy dps such as a Shadowstalker, or simply a Vortex if its being ignored to give it a threat profile (no one wants to be a victim of the harden top level super secret strat).
* Grenadier will first carry a Poison arrow if the enemy run any healing, or a Deadly Ooze. If level 3, we want him to carry both.
* In any situation were a unit get surrounded, or if you surround a fast attack speed unit like a berserker yourself, the Pilfer become a really good option on any units, mainly Grenadier as the damages increase will also increase his split shot damages.

##### Strategy

1. Focus on buying each of your five units as soon as possible. The Devourer and Kiros are your main tanks, with the Rock Golem a little behind to allow his Vortex to do damages without him being taken down too fast. The Grenadier should be behind, and the Spirit Wolf in any position where he can deal damages without being focused by more than 1 unit.
2. You want to upgrade all your units to level 2, but Lone wolf is the most important one. You need a fast upgraded Vortex on Rock golem, and a maxed out Adapt on your Rock golem level 2. Other powers can be left to level 1 and be upgraded later.
3. Max out the Kiros in priority, then the Spirit Wolf. The Grenadier should only be upgraded in a game where the enemy is heavily clumped and don't move much.
4. Don't let your Lone wolf be surrounded if possible. You want him free so he can quickly reach any unit that dare isolate itself. Your Kiros will run the frontlane, with a good positioning he can punish hard clump of enemies. Your Grenadier is not that important in most game, but it's better to have him at melee than to let him to target a single isolated unit. Devourer is at his best when he's surrounded by as many enemies as possible, and Rock Golem is a good unit to move around depending on the situation.

In the example below, the Grenadier is surrounded but steal a lot of damages and will touch everyone with his poison arrow. The enemy carry is surrounded, and our wolf, slightly apart, will not be focused and survive until the end of the round, dealing plenty of damages. The Rock Golem take full advantage of his position at the border of the fight to heal two of his mates with his burst of life, and Kiros can hit multiple enemies with his wild axe, reducing their damages.

#### How to...

##### Play against this deck

You want to focus down the wolf most of the time, and be sure to deal enough damages that he can't heal himself. Remember that the wolf is weak to pierce if that can help. The deck is effectively 3 tanks and two reasonable but not incredible damage threats, the wolf is the biggest threat because as a round gets longer and longer and units are removed from the field the amount of damage output possible decreases and eventually a threshold is reached where the wolf is healing so much relative the amount of damage put out that you cannot really win the round against it (even if you win you deal barely any health damage to your opponent and give your opponent the tactical advantage of going second so no thats not a win).

Rock Golem is the weakest tank but can deal a bunch of damages with his vortex and even with his stonelings if left unchecked, so if you have to focus a tank, it's probably this one. Be careful to not let your carry be surrounded by the tanks, and never underestimate the lone wolf. If you leave it alone, he will probably take out at least one unit by itself.

##### Deal with bunker-strat

Leave Lone Wolf level 2, focus on upgrading Kiros and Grenadier, then Devourer. Pin down the enemy if you can, so they can't get out of their box. As soon as Grenadier reach level 3 with a Deadly ooze and a Poison arrow, clump of enemy should be really easy to deal with.

##### Deal with enemy chasing your carry

It's ok to let your Grenadier be surrounded. A pilfer on him can even punish the enemy hard for surrounding him. But you have to protect your wolf. If your wolf get surrounded, you'll then have to rely on the Grenadier to punish the enemy. Your Grenadier is great for both situations, and if you're tanks are well placed, you can almost always reverse the situation.

##### Deal with early aggressive strategy

Even at level 1, your wolf is great against low-level unit. As aggressive and low cost compositions mainly rely on melee units, Pilfer and some well placed tanks can do well against them. Your Grenadier should be left level 1 to focus on other things, and just carry a poison arrow for maximum cost-efficiency.

*- deck suggestion by teekay15*