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Zoo Warlock deck list guide - Boomsday - Hearthstone (August 2018)

Our guide to playing a new kind of Zoo in the Boomsday meta.

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About John Bedford

John is Metabomb's Editor in Chief, and is responsible for all of the Hearthstone news, features and guides content on the site.

Our Zoo Warlock deck list guide features the best deck list for Season 53 of Boomsday (August 2018). Our Zoo Warlock guide also contains Mulligan advice, card combos and strategy tips.

Zoo Warlock is one of the oldest decks in Hearthstone, and has been helping new players learn the ins and outs of the game since the very earliest beta phases. It's a deck that's focused on maintaining gentle early-game control, before snowballing into the kind of broad threat that the opponent will often struggle to overcome.

Although Zoolock struggled to catch up with the pack at the start of 2017, it grew in strength considerably throughout the second half of the year. An injection of healing flavour during The Witchwood meta saw it rise back to its historical peak, and it looks like nothing's going to stand in its way during the Boomsday era.

In our guide to playing the Boomsday version of Zoolock, we've highlighted a deck list that's about as good as it gets right now, and should prove a pretty effective way of climbing the ladder when the expansion lands. We've also got some strategy advice about how the deck functions, a bit of advice on the Mulligan process and we've also updated our combo tips to suit the latest version of the deck.

UPDATE - AUGUST 2018 #4

Now that things have settled down a bit we've been able to perform a comprehensive overhaul of our Zoo Warlock guide. We've got the latest deck list highlighted here, even more strategy advice before, and some tips on how to complete the Mulligan in the new meta. We've also got a look at the key cards and some possible substitutions.

This article contains additional content created by James Pickard.

Zoo Warlock deck list and strategy

This is the most competitive version of Zoo Warlock that's being played at this stage of the Boomsday meta. We'll keep updating it over time so you always have the best version of the deck to play with.

WarlockNeutral
2 x Flame Imp2 x Lightwarden
2 x Kobold Librarian2 x Voodoo Doctor
2 x Soul Infusion1 x Prince Keleseth
2 x Soulfire2 x Fungal Enchanter
1 x The Soularium2 x Happy Ghoul
2 x Voidwalker1 x Lifedrinker
2 x Doubling Imp2 x Saronite Chain Gang
2 x Doomguard1 x Spellbreaker
2 x Fungalmancer

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAf0GBPIFnOIC7/ECj4IDDTCEAfcEzgfCCPcMm8sCn84C8tAC0eECh+gC9PcC0/gCAA==

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General strategy

Zoo Warlock is a minion heavy deck that aims to take control of the board in the early game by efficiently trading with your opponent’s creatures and using the Life-Tap hero power to keep your hand full of resources. With a lot of powerful early game drops you can storm out into a lead early and either overwhelm your opponent before they have a chance to respond, or close out the game with some final burst damage in the late game.

Zoo Warlock always seems to do well during the first few days of a new expansion launch and things are no different with The Boomday Project. A couple of notable additions have given the deck an extra boost, including a cheap buff from Soul Infusion and the new late game draw engine The Soularium. With the latter, Zoo Warlock’s cards are so cheap that you should able to play everything you draw before they are discarded at the end of the turn.

Early game: Contest the board with your powerful early drops and make sensible trades where possible. Remember, Zoo Warlock is a board control deck and not one for rushing face damage. If you have Prince Keleseth, you’ll obviously want to play that immediately on Turn 2, or coin it out if you’re going second. Meanwhile, Fungal Enchanter and Voodoo Doctor can help set up decent tempo plays when combined with Happy Ghoul to press your early advantage further.

Mid game: Continue applying pressure through the likes of Saronite Chain Gang and buffing the minions you have on the board already with Fungalmancer. At this stage you should consider weaving in a Life-Tap every turn where possible to ensure you don’t run out of resources. Soul Infusion also works as good way to spend leftover mana while buffing minions in your hand.

Late game: If you’ve stormed out into a lead then the game may already be over at this point, or you’ll be looking for that last extra chunk of damage. Doomguard is perfect for that job, though it can be used for trading if you’re in dire need of it. Sometimes it may be better to ignore your opponent’s minions or nullify them with Spellbreaker and just push for damage if you think you can close out the game in time.

Now is also the time to start looking at casting The Soularium to give yourself an injection of new options. You might happen upon the buff or direct damage with Soulfire that you need to wrap up the match.

Aggro opponents

We’ve put together a few tips to deal with other aggro decks you may face on ladder:

  • 1. It’s even more important to trade cleverly against aggro decks as Zoo Warlock has very few comeback mechanics if you fall behind on the board.
  • 2. Look to get ahead by out-tempoing your opponent with heal minions and a Happy Ghoul on the same turn.
  • 3. Saronite Chain Gain can be excellent at slowing down aggressive decks while keeping your early game minions safe.
  • 4. Soulfire can be used to kill a minion in a pinch but it’s usually best saved for burn damage versus aggro.
  • 5. Still Life-Tap when you can, but be careful of doing so too aggressively and putting yourself on a dangerously low amount of Health that a fast aggro deck can reduce to nothing out of nowhere.

Control opponents

Keep these tips in mind when you come up against control decks:

  • 1. Definitely think about playing more aggressively against control, as you may be able to finish them off before they get a chance to stabalise.
  • 2. At the same time be cautious of over-extending into board clear if you know one could be coming next turn. Make sure you have some resources saved in reserve, just in case.
  • 3. Many control decks will try to block your damage with Taunt minions, but Spellbreaker can negate their effect. Consider saving it, though, for your final burst of damage.
  • 4. It’s also less of a problem in these matchups if you need to use Soulfire to clear a minion.
  • 5. If you do need some more late game reach, then some variations of Zoo Warlock like to run Bloodreaver Gul’dan to refill the board and offer an upgraded Hero Power.

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Zoo Warlock Mulligan guide

Prince Keleseth and your most impactful one drops are the cards you’ll want to be searching for in the Mulligan phase.

  • 1. Prince Keleseth: Can give you a huge advantage right from the off by buffing all the remaining minions in your deck.
  • 2. Flame Imp: Quite simply a very powerful early game minion.
  • 3. Kobold Librarian: Can trade up into some two drop minions and draws a new card into your hand.
  • 4. Voidwalker: The least important minion to get in your opening hand but can offer some early pressure and security nevertheless.

Zoo Warlock tips, combos and synergies

Zoo may be one of the oldest archetypes in the game but the new expansion has shaken the formula up a little. Make sure you're up to speed with all of the following combos before taking this deck to the ladder.

- Don't even begin to worry about the negative Battlecry effects of Kobold Librarian. You're a Warlock after all, and so you should be well used to sacrificing a little bit of Health for an advantage elsewhere!

- Lightwarden gains two Attack every time a minion or hero is healed. Cards like Voodoo Doctor and Fungal Enchanter and Lifedrinker have core synergy in this regard.

- New card Soul Infusion causes the left-most minion in your hand to gain an extra +2 +2 stats when played.

- It makes sense to play The Soularium as late in the game as you can, as it means you'll likely have enough Mana left over to play the minions you draw into, prevent them from being discarded at the end of your turn.

- Once Prince Keleseth has been fielded, all of the minions remaining in your deck pile gain +1 / +1 of stats. This is a huge tempo advantage, and so you should aim to get this character out in play as early as possible in every match.

- Happy Ghoul won't cost a single point of Mana to play if your hero was healed on the turn in question. See the healing synergies outlined elsewhere in this section for options here.

- If you can find a way of landing the bonus effect of Soul Infusion on Doubling Imp it'll be a very strong play. Even better if Prince Keleseth has boosted those creatures even further.

- Slap Fungalmancer between two other friendly minions and they'll both gain an extra two points of Attack and Health.

Card choices and subsitutions

These are some of the key cards in the current version of Zoo Warlock, plus a few ideas for substitutes if you need them.

  • Flame Imp: Strong stats for a one drop that you’ll happily take three damage for in order to assert yourself on the board early.
  • Lightwarden: Current Zoo Warlock runs a number of minor healing effects which can pump this minion up considerably if your opponent has no answer for it.
  • Soul Infusion: Getting a +2/+2 buff on any of your cheap minions is pretty huge – and the spell costs very little itself too!
  • The Soularium: Another new addition with The Boomsday Project. It fits perfectly in Zoo Warlock as a late game draw engine and the discard downside shouldn’t be too much of an issue considering the majority of cards in the deck are so cheap.
  • Prince Keleseth: Can offer a huge advantage if you cast it as early as possible by buffing all the remaining minions in your deck.
  • Happy Ghoul: Another card that synergises well with the healing options in the deck. This can set up some big tempo plays and help establish an even stronger board.
  • Lifedrinker: More healing synergy, though not a vital inclusion in the list. If you find yourself running into a lot of aggro you might consider a Tar Creeper in its place.
  • Saronite Chain Gang: A good anti-aggro card that also drops two bodies onto the board. Follow it up with a Fungalmancer next turn and you’ll be in for a great time.
  • Spellbreaker: Useful for getting through any annoying Taunt minions that could be in your way and preventing that final chunk of damage.
  • Doomguard: A strong finisher that can also trade with your opponent’s minions very effectively if necessary.

Comment on this article

  • Bedders #1 16 days ago
    Hello!

    Here's the pre-expansion deck list which was updated on the 1st August. Use this in the days we have left before Boomdsay lands. Thanks for your patience as we get the site updated!

    Warlock

    2 x Flame Imp
    2 x Kobold Librarian
    2 x Soulfire
    2 x Voidwalker
    2 x Despicable Dreadlord

    Neutral

    2 x Lightwarden
    2 x Voodoo Doctor
    1 x Prince Keleseth
    2 x Fungal Enchanter
    2 x Happy Ghoul
    2 x Tar Creeper
    1 x Void Ripper
    2 x Lifedrinker
    2 x Saronite Chain Gang
    1 x Spellbreaker
    2 x Fungalmancer
    1 x Leeroy Jenkins

    AAECAf0GBK8E8gWc4gL96gINMIQBzgfCCPcMysMCm8sC980Cn84C8tAC0eECh+gC7/ECAA==
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  • Bedders #2 A year ago
    @arjensmit75 Sorry I missed this - it had gone off the front page! (Do an@Bedders if you ever want to grab me personally).

    It's a bit of a shame that Zoo isn't really delivering right now. I'd hoped for a bit of a comeback in Un'Goro but it's probably not to be.
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  • arjensmit75 #3 A year ago
    Entirely useless to try and play this and hope for a win.
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  • nicn #4 A year ago
    -1 abusive / +1 forb.ritual seems kinda better for councilman
    (i d personally go for 2 rituals/no abusive since early minions in this smorc meta have less than 3health)
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  • Bedders #5 A year ago
    @kirksteele90 Yeah it's an old favourite of ours. Shame it's not quite as competitive as it once was, as it's such a nice way of people to learn the ins and outs of the game.
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  • kirksteele90 #6 A year ago
    Thanks, built this deck with a few minor changes for cards i didn't have and won 2 games in a row already. Very easy to pick up and learn and as someone that hated warlock to begin with, this was a fund deck to play.
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  • saschascheer22 #7 A year ago
    rdu says not to always keep peddler, especially against other aggro. just think of it as a 3 drop.and the only 3 drop u might want is gang-boss
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  • roberthaynes80 #8 A year ago
    @Klck I think you misunderstand how Leeroy is used in Zoo. You look at it as he's not an equal board presence to Doomguard, and that's true, but that's now why he's being selected. You can hoard Power Overwhelming and cast them on Leeroy for a huge end-game burst. You can't do that with Doomguard because they get discarded. Also, most of the 'locks I've seen on the ladder this past season have been running the discard version of zoo, with the imp and Silverware Golem. They DO run Doomguard because the imps return the lost cards.
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  • Klck #9 A year ago
    @koolcat1101 You r wrong mate, i was also. There are no downsides playing doomguard as you play it as last card in hand. Also leeeeeeeeroy hits once then hes dead, while doomguard hits and need to be answered or he hits again.

    Leeroy is good replacement while you have no doomguards.
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  • koolcat1101 #10 A year ago
    I prefer the version with leeroy Jenkins.
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  • Klck #11 A year ago
    IS BRANN OUT SMOKING CIGG? Seriously, - knife juggler, + Brann
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  • josb983 #12 A year ago
    Is Moroes a good replacement for imp gang boss?
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  • joãosilva24 #13 A year ago
    @Dimitriy I dont have it soo I normally replace it with imp master
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  • Klck #14 A year ago
    @Dimitriy at last but not least, 2/3 dude which spawn 1\1 boar is valid, harvest golem even better i guess.
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  • Dimitriy #15 A year ago
    Who can i replace with imp gang boss?
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  • Klck #16 A year ago
    @harrisongrafanakis70 didnt notice no imps here, i would play 10 of them if able. No offence but If t5 giant is slow then we must be playing other games.
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  • @Klck i agree with what ur saying but keep argent squire and flame imp kara kazam isnt needed sea giant is a bit slow leeroy is a valid replacement for doomguard
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  • Bedders #18 A year ago
    @Klck Definitely valid. I think we're going to see a lot of changes in the first full month of Karazhan, now that every card has been released. It's quite hard to definitively call these deck lists right now.

    I'd encourage everyone to experiment with every variation right now, and if you find one that works in your corner of the ladder, stick with it! We'll have a better sense of what works within the broader metagame for the next update I think.
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  • Klck #19 A year ago
    -1 argent squire
    - 1 flame juggler
    - 2 doomguard (there is no reason to play him, its zoo, not discardlock)

    + 1 kara kazham (great synergies with knife juggler, councilman and sea giants)
    + leeeeeeeeroy (cant even compare doomguard to him, its hard to power overwhelm doomguard, isnt it?)
    + 2 sea giant
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  • Klck #20 A year ago
    Almost everyone playing zoo is using Kara kazham! over forbiden ritual or as addition beacuse of popularity of warrior decks.
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  • joshzullo92 #21 A year ago
    This is not tier 1 anymore. Too much removal, and yes, I will always draw it against this deck.
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  • joshzullo92 #22 A year ago
    This is not tier 1 anymore. Too much removal, and yes, I will always draw it against this deck.
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  • Klck #23 2 years ago
    I main zoo atm. My version is a bit faster than Yours and a bit slower than Trumps one.

    Changes according to Yours list:

    - Brann Bronzebeard (hes 50% times great especially when followed up by defender of argus, and 50% just fine. Since i cut dark iron dwarf its not 50% anymore.)

    - Dark iron dwarf (just worst guy in party.)

    + 2x mortal coil (so many aggro in meta nowadays, and its simle 2 for 1.

    Also tested Moroes. Too slow, maybe he finds home in some token themed deck.
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  • Bedders #24 2 years ago
    @Klck Oh, missed that sorry and thanks for the spot!
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  • Klck #25 2 years ago
    Just wondering why your list contains 29 cards.
    @Sonic1337 You can always consider 2nd Dark Iron Dwarf in a place of Sea Giant. Leeroy is hard to be replaced beacuse its a finnisher. You should look arround for something that cost 5-6 and make immediate effect on board. No idea if You can actualy find something.
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  • Bedders #26 2 years ago
    @Sonic1337 It depends very much on what you have in your collection. Leeroy gives you burst/surprise finish so I guess you want anything that charges. Reckless Rocketeer as a budget possibility?

    Do you have Gormok the Impaler? That used to be a common component of Zoo (in recent months at least), and gives you the same sort of minion-fuelled bonus effect of Se Giant albeit without the meaty stats on the board.
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  • Sonic1337 #27 2 years ago
    replacements for Leeroy and Sea Giant ?
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  • Nasharan #28 2 years ago
    I replaced the two legendaries with Mortal Coil and one Dire Wolf Wlpha + the Sea Giant with two Raid Leaders. It's working well and the deck's total cost is at about 1200 dust.
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  • berylliumgold17 #29 2 years ago
    In particular - Mortal Coil seems too important to replace it with something else.
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  • berylliumgold17 #30 2 years ago
    why does trump have a video featuring different cards than the list of cards for the zoo deck?
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  • vaidab #31 2 years ago
    I have a few positioning questions:


    Why did he put that many minions, wasn't he in risk of a Brawl? This deck is usually running 1 brawl though at 9:18 he says these decks aren't usually running one :/
    I would have played Tap + Defender here.
    Also, shouldn't have he put the Darkshire Councilman between the Knife Juggler and Imp Gang Boss as he doesn't usually need a wolf as an activator.

    At 8:36 he explains that Argent Squires and Possessed Villages go on the edges, with priority to the right edge.
    Considering Forbidden Ritual (which puts the 1/1s to the right), shouldn't the left edge have priority so that these 2 minions don't stop the wolf+sliding combo?
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  • brianthompson15 #32 2 years ago
    Suitable replacement for gormok?
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  • aggroman123 #33 2 years ago
    tbh this deck is awesome im running it without dark peddler as i dont have league of explorers in their places i put two of the murlocs with charge and so far im 7-0
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  • vaidab #34 2 years ago
    I'm running a deck similar to this one and I have a few questions on mulliganing.
    My modifications:
    -2 mortal coils
    -1 argent squire
    +1 bilefin tidehunter
    +1 flame juggler
    +1 dark iron dwarf

    My
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  • Bedders #35 2 years ago
    @inposition

    RE: Giants - Yep, totally viable. My preference is to have two of them though to play into the "many minions" flavour of the particular deck list. It's a fair swap if you want/need a fast finisher.

    RE: Dark Peddler - Oversight on my part, apologies! I've added the card to the Mulligan guide.
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  • inposition #36 2 years ago
    You don't keep dark peddler in the mulligan? Why not?
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  • inposition #37 2 years ago
    I've seen some folks putting in a Leeroy for one of the Giants. What are your thoughts on this choice?
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  • Gr81derer #38 2 years ago
    Video Tutorial here:
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  • Bedders #39 2 years ago
    @traianniţu01 Ah, my mistake. There was one mention of Voidcaller left in here from when this was more Demon-orientated. I've tidied it up now - thanks for spotting!
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  • Bedders #40 2 years ago
    @traianniţu01 Ah, my mistake. There was one mention of Voidcaller left in here from when this was more Demon-orientated. I've tidied it up now - thanks for spotting!
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  • traianniţu01 #41 2 years ago
    I am sorry, you keep mentioning Voidcaller in the guide, but the card is not present in the actual deck you present. Please explain.
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  • Bedders #42 2 years ago
    @jasonsnodgrass44 Sooner or later, I always come crawling back to Zoo!
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  • jasonsnodgrass44 #43 2 years ago
    I absolutely love this deck, its fluid it can be aggressive it can defensive. I switched out an imp-losion for a Shadowflame just to clear the board when I need to.
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  • NinjaFred #44 2 years ago
    is dark peddler an ok replacement for imp gang boss?
    and if i don't have mal'ganis yet is there another replacement demon until i get him?
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  • thomasnash95 #45 2 years ago
    Going face on Nerubian Egg + Power Overwhelming in round 4 then playing Void Terror to buff it to at least 7/9 then having the 4/4 Nerubian has made my last 3 opponents forfeit.
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  • warnerve #46 3 years ago
    Trump thinks he is some kind of card genius when it comes to throwing decks together. Hearthstone is such a noob game to begin with and has so few cards it's pretty easy to toss variants of themed decks around its not funny. This deck is nothing more than an Afro lock with a few gvg catds tossed in and a win condition. Hearthstone is in a state of static play until the new adventure is released and then it will cycle again. Making counter decks to the current flavor of the week and being lucky on draws will net you a 55% win rate and a 250-300 game legend climb for your card back. Blizzard has successfully done what they always do best.......designing a game that puts luck and a time sink together to make you so pissed off you spend money to bypass the time aspect to only find that the luck you need puts you back to time sink mode. Congrats to trump and all the others who claim glory on having more time to waste on a game than other people. Trump couldn't save his ass in a game of Texas hold'em because he wouldn't know how to counter a full house with his ace high hahahaha......
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  • Bedders #47 3 years ago
    Nice run! Reading through your comment, you might actually like to have a play around with the Demon Control Warlock that's doing the rounds at the moment. That's got a lot of the cards you want to play with, but you'll need Sylvanas, Dr. Boom, Ragnaros and Lord Jaraxxus to get the most out of it.

    Links aren't working at the moment (tech are on it), but if you look under the Deck Guide section of the site, you should find our guide a few rows down.
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  • morley83 #48 3 years ago
    Well, I played this deck without a loss from 18-14 , so it seems pretty strong! (I haven't played much this or last season, hence the low start). In the end I ran afoul of a hunter that busrt me down. Imp-losion is dangerous there! Pre-GvG i took a zoo-lock to rank 4, and I miss the power overwhelming/nerubian egg/void terror combo from that. I might look to modify this deck a little, drop one or both imposions for void terrors and get a darkbomb in there somewhere, see how that fares.
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  • VotesForCows #49 3 years ago
    @Bedders Below 10 is great! I've only ever got to 14.
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  • Bedders #50 3 years ago
    Let me know how you get on. I've been Arena-ing and getting the site ready for most of this month. I've played a little of this deck for the guide, and I think I'll give it a whirl for my last-minute sprint to, er, sub-Rank 10 glory. Hopefully anyway...
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  • morley83 #51 3 years ago
    Good stuff, haven't developed my decks much since GVG launched, I might take this for a spin and see how it fares
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PUBG

Discover the very best information about PUBG:

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PUBG: War Mode - Dodgebomb guide

Everything you need to know about this new limited time mode.

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PUBG: The best Sniper Rifle guide (PC, Xbox One)

Our essential guide to the best Sniper rifles in PUBG.

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PUBG: Sanhok Forty-Fivers LTM guide

Everything you need to know about this limited-time Event Mode.

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