The One Turn Kill: How Much Damage is Possible?
It’s the late game, and you have a couple decent minions in play. You thought about throwing up a taunt creature, but decided you would play it “safe” and not overextend. Sure, your opponent has a lot of cards and ten mana to play with, but he has nothing on the board and you have a good amount of life left; he couldn’t possibly kill you on the next turn, right?
Well, that depends on which hero you’re facing. Listed below is the maximum amount of damage each class can deal in one turn, given no minions currently on the board for the player about to deal the damage:
Neutral
Using no class-specific cards, a player can deal 14 damage using a combination of Leeroy Jenkins (4 mana) and two Arcane Golem (3 mana each). In “arena” mode, where players aren’t limited to two of each card, one could conceivably play a weapon along with 8-9 Southsea Deckhand (1 mana each) for a maximum of 19 damage.
Likelihood of happening in an actual game: Leeroy Jenkins + Arcane Golem is reasonably likely in constructed, since it only involves three cards, and Leeroy Jenkins can be useful outside of this particular gimmick. I wouldn’t lose any sleep over the possibility of losing to 9 Southsea Deckhand though.
Paladin
With Arcane Golem (3 mana), two Blessing of Might (1 mana each), and Blessed Champion (5 mana), a Paladin can dish out 20 damage, even if you’ve cleared his board.
Likelihood of happening in an actual game: this combination takes “just” four cards to pull off, though the cards themselves aren’t particularly popular choices. Then again, it would come as a pretty big surprise to opponents who are used to feeling safe against a Paladin with an empty board. Wait, did I just break the meta-game?
Druid
With the Coin, a Druid can combine two Innervate (adds two mana each), two Force of Nature (6 mana each), and Savage Roar (3 mana) for 24 damage. Without the coin, two Innervate, a Force of Nature, and two Savage Roar can deal 20 damage.
Likelihood of happening in an actual game: the Force of Nature – Savage Roar combo was already a popular choice for newbies looking for a free win, so the logical step up to using Innervate for a bigger combo wouldn’t be too surprising. Still, hoping to draw the exact 5-6 cards for it seems like a dubious proposition.
Warlock
The Warlock can use Leeroy Jenkins (4 mana), this time with two Power Overwhelming (1 mana each), two Kobold Geomancer (2 mana each. Bloodmage Thalnos can be substituted for one Geomancer), and two Soulfire (0 mana each, but an extra card and a bit of luck is needed to not discard the second Soulfire when the first is played) for 26 damage. The “arena” version calls for Leeroy Jenkins and six Power Overwhelming for an even 30 damage.
Likelihood of happening in an actual game: the first combo calls for 8+ cards and some additional luck, while the second relies on drafting and drawing six of the same card, so don’t count on either.
Shaman
Leeroy Jenkins (4 mana) is once again the play, and the Shaman can buff him with two Rockbiter Weapon (1 mana each) and a Windfury (2 mana) before using two Lightning Bolt (1 mana, 1 overload) for a total of 30 damage. In arena play, Leeroy Jenkins could theoretically be buffed with four Rockbiter Weapon and Windfury for 36 damage.
Likelihood of happening in an actual game: both combinations require six cards; that said, getting four Rockbiters isn’t nearly as unlikely as some of the other “arena” combinations thus far.
Priest
While the other classes so far have relied on high-damage Charge cards, the Priest can make use of the Stormwind Knight (4 mana) and its 5 health, along with a Power Word: Shield (1 mana), two Divine Spirit (2 mana each), and Inner Fire (1 mana) to inflict 28 damage, to the face of course. Alternatively, if the opponent has a Gurubashi Berzerker, Oasis Snapjaw, Mogu’shan Warden, or Doomsayer in play, Shadow Madness can be used (4 mana) along with the aforementioned buffing cards to throw down 36 damage (take that, Shield Block). Finally, if you’re feeling particularly lucky, you can play Mindgames (4 mana) against a Warrior in search of Grommash Hellscream, then buff it in the same manner for a whopping 44 damage.
Likelihood of happening in an actual game: each of the combos takes 5 cards to pull off, though the cards used aren’t too uncommon in constructed decks, so be wary.
Rogue
The Rogue class was somehow more limited in this exercise by the card limit than by mana costs. In any case, Leeroy Jenkins (4 mana) played with two Cold Blood (1 mana each), 2 Shadowstep (0 mana each, but 2 mana to return Leeroy Jenkins to the field each time), 2 Preparation (0 mana), and 2 Eviscerate (0 mana after Preparation) yields 34 damage. In arena, the most miracle of Miracle Rogue decks could deal 91 damage (assuming the opponent lives that long) with Gadgetzan Auctioneer (4 mana), 2 Kobold Geomancer (2 mana each), a Bloodmage Thalnos (2 mana), and 13 pairs of Preparation and Eviscerate.
Likelihood of happening in an actual game: the second combination is obviously impossible, while the first seems unlikely given that it takes nine cards to pull off. Then again, never underestimate a Rogue.
Mage
The Mage is the only hero to not rely on Charge for her One Turn Kill. Two Sorcerer’s Apprentices (2 mana each), a Kobold Geomancer or Bloodmage Thalnos (2 mana), two Frostbolt (0 mana with two Sorcerer’s Apprentice), two Ice Lance (0 mana with SA), and two Fireball (2 mana each with 2 SAs) deals 32 damage using spells alone. With an “arena” deck, Sorcerer’s Apprentice allows for an endless number of possibilities. For example, a “Miracle Mage” deck with one Sorcerer’s Apprentice, one Gadgetzan Auctioneer (4 mana), two Kobold Geomancer, and 26 Ice Lances leads to a ridiculous 150 damage, all without using minions to attack.
Likelihood of happening in an actual game: the constructed combo takes nine cards, but none of the cards used are even Rare, let alone Epic or Legendary. Be afraid, newbies. Be very afraid.
Hunter
The Hunter class deploys perhaps the most well-known OTK combination. For maximum damage, play two Timber Wolf (1 mana each), two Dire Wolf Alpha (2 mana each), two Young Dragonhawk (1 mana each), and two Unleash the Hounds (1 mana each), placing the Alphas near the Dragonhawks for a terrifying 47 damage. In “arena mode,” seven Timber Wolfs and three Unleash the Hounds allows for 70 damage.
Likelihood of happening in an actual game: Hunter players love their OTKs, so the first combination is bound to happen at some point. Just don’t be too salty when it does.
Warrior
The Warrior class has possibly the most viable out-of-nowhere One Turn Kill in the game, due to the Warsong Commander, a 3-mana cost minion that gives other minions Charge. With 10 or less health, the Warrior only needs seven mana to deal 38 damage via the Warsong Commander, two Molten Giant (0 mana when your hero has 10 health or less), and two Youthful Brewmaster (2 mana each). A particularly cruel Warrior user, facing an opponent with three minions in play, could even fit two Sea Giant onto the field for an additional 3 mana, then buff them with two Inner Rage (0 mana) for a mind-blowing 58 damage. Even without special conditions, however, the Warrior has ways to kill you in one turn. Grommash Hellscream (8 mana), buffed with two Inner Rage and a Cruel Taskmaster (2 mana), will do 28 damage by his lonesome. And if you’re in Arena and managed to draw Hellscream with nine Inner Rage and a Commanding Shout (2 mana), you could deal 76 damage in one hit to your poor opponent.
Likelihood of happening in an actual game: the first combination doesn’t actually require every card to deal big damage; as long as Warsong Commander is available, it only takes two Molten Giant to deal 16 damage, or a Molten Giant and Youthful Brewmaster to deal 19. Additionally, the Youthful Brewmaster can be substituted with Ancient Brewmaster for just two more mana (but also more damage). The point is, I would think twice before putting a Warrior below 10 health (on that note, be careful putting out a high-attack unit when the Warrior’s health is in the teens, since he could easily sacrifice his life to pull off the Warsong Commander – Molten Giant combo).
Now that you’re aware of all that can happen in one turn…have fun!






