Whenever this minion takes damage, gain +3 Attack.
No Pain, No Gain.
How to get[edit | edit source]
Gurubashi Berserker x 2 are automatically included in all players' collections.
Strategy[edit | edit source]
This 2/7 minion for 5 mana has a very interesting ability. Since he gains +3 attack every time he takes damage he can become very powerful very quickly. Ideally use smaller source of damage to rapidly increase his Attack without weakening him too much.
Works very well in a warrior deck. If you can combo him with Inner Rage, Whirlwind, Rampage and Charge you get a 16/8 minion with charge. It is a six-card combo (you need The Coin, since the combination costs 11 mana) Mages can use Fireblast to repeatedly increase his power, while priests can focus on increasing his Health through abilities such as Divine Spirit in order to make him very resilient, leaving room for his Attack to reach astounding levels.
Since the Berserker's value lies in increasing its Attack, be aware that this will necessitate the minion becoming 'damaged', allowing for the use of abilities such as Execute. It is also initially vulnerable to Shadow Word: Pain. As a potentially high-power minion, be aware of any abilities your opponent may have to directly remove it from play or Silence it.
Note that healing the Berserker will not remove its Attack buff. Priests in particular can repeatedly heal a Berserker, maintaining its Health while allowing its Attack to steadily build.
Lore[edit | edit source]
- Established long before the Great Sundering, the Gurubashi Empire took its name from the strongest tribe of jungle trolls at the time. The jungle trolls ruled the southern jungles of ancient Kalimdor until the Burning Legion's first invasion, which wrought havoc and devastation throughout the continent and culminated in the Great Sundering.
Trivia[edit | edit source]
- This card's artwork depicts Korrak the Bloodrager, chieftan of the Winterax (as opposed to Gurubashi) tribe, and the fifth boss in the Amphitheater of Anguish.