Template:King Krush strategy

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This card is useful near the end of a match as a fast burn to the opposing hero, allowing the hunter to quickly finish a weakened opponent. In this role it is comparable to  Pyroblast, but has the benefit of also leaving an 8/8 on the field. Because of this King Krush is also valid as a non-finishing play, in case the opponent is unable to remove it, or in order to trade with a large enemy minion.

Since King Krush has Charge and high Health, he will tend to go at least 2-for-1, being able to down a strong minion or inflict a lot of damage, whilst requiring a removal effect to get him off the field, with his massive damage output making him a soft taunt even when his Health is lowered.

In the role of finisher King Krush is usually outclassed by  Leeroy Jenkins, whose lower mana cost allows the hunter to also use  Steady Shot that turn, producing the same total damage for 2 mana less. Krush can still fill this role in a pinch, though, and is superior for non-finishing plays.

King Kruth's Beast tag allows him to be targeted by Beast synergy effects, particularly ones that can get around his high mana cost like  Kathrena Winterwisp,  Scarlet Webweaver, and  Beastmaster Leoroxx.


This template contains Strategy content for these cards.


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