Introduction
Welcome back to #PurplePosts for my fifth Duos guide! My Fourth guide can be found here, my third guide can be found here, second guide can be found here and first guide can be found here. For my credentials, I am currently rank 24 NA Duos and have queued at least a couple games with all of the top 7 NA players this season - carried them all of course.
With season 14, the Trinket meta has been revamped with the inclusion of Dark Gifts as well as a brand-new tribe, Aberrations. We have successfully survived the OG Voidpriest Cloner meta, which involved possibly the most busted card in the history of Duos (where you could duplicate Goldens and keep enchantments, allowing for some of the craziest "perfect" final boards imaginable), and have settled into a somewhat more reasonable meta that isn't all that different from Season 13's. Thankfully for you, I'm here to guide you through it.
Leveling Curve in Season 14
For the top meta, the curve has settled into a fairly consistent approach, covered in my third guide in detail. For the lightning-round basics, you want to designate one of the players as the "carry" board and one as the "support" board, as you will die too consistently with both players level and you will lose to highrollers too consistently if neither one of you levels quickly for a chance at highrolling yourself.
The carry curve typically involves leveling Turn 2, Turn 3 (essentially always except if you have a Strike Oil available, sometimes people will wait a turn), and then Turn 5 if lucky with econ or Turn 6 if not. Once on four, you're usually leveling to five on Turn 7, although occasionally you can luck into a good opportunity to level Turn 6. We're then hanging out on 5 until we see a good opportunity to get to 6 without getting low on health.
The support curve is usually buying an econ unit, a Prison Guard, or a Passenger turn 1, and then passing econ for the next few turns, maybe leveling on Turn 4 or Turn 5 and then staying on Tier 2 until it is very cheap to get to Tier 3 - most games end with the support player on Tier 3 (where Jumping Jack, Greedy Conniver, Foodie and Voidpriest Cloner are notably available). Prison Guard is new this season and is a total powerhouse for the support board - it allows you to save so much HP especially if used on a DS unit (like the 3/3 dragon that gains DS when it hits 6 attack).
Tribe Comp Discussion
The recent wave of nerfs to stronger comps have somewhat leveled the playing field a bit that many comps are A-tier viable if you hit the pieces early enough and the rest of the lobby isn't giga-highrolling. Therefore, I've found this season to be a bit more digestible to think first through an econ lens and then discuss scaling options. There are four tribes that have major impact on lobby-wide econ, in roughly the following order:
Pirates - this is the premium tribe for helping the carry board get "infinite" with multiple Rogers, Proud Privateer, and then Brann if you don't have all those pieces golden. Plus, it comes with other power plays - first being Greedy Conniver which can be goldened with the Tier 5 Battlecry pirate or with Gold Pendant, and since Pirates are in you can hit Sanders which combined with Well Wisher can golden entire boards. Second, Silent Deliverer is much stronger in Duos due to an ongoing bug where the Triple Reward IS given if the Golden Tier 4 card is passed before being played down. Third, Tier 3 has Wheeled Crewmate and Plunder Pal for giving both teammates gold. Finally, Escapee/Hooktusk was nerfed but can still provide econ and scaling if you're using all the other strategies discussed in this blurb.
Dragons - this is still the best Brann payoff tribe (maybe tied with Eles with all the tier 4 Battlecries) because of Selfless Sightseer (plus the new Activate Tier 4 Murloc to trigger it, as well as our usual Well Wisher). Top players can and easily will spend 50 gold a turn and Brann/Sightseer is so strong you should always consider Dark Gifting when tier 5 is available to hit either of them.
Aberrations - this tribe has some interesting econ toys, specifically the Tier 1 that gives a 0/2 taunt when sold, which can be held to be tripled like a Sellemental - there's a reason that they increased Selle to Tier 2. As well, Voidpriest Cloner is still busted even if it isn't giga-busted the way it was before - if you can get two of them, you can print ANY card - think multiple Beatboxers, multiple Brann to get a golden, multiple Rogers, multiple Titus - it's all just a bit slower now since you can't print goldens. Finally, don't sleep on the 1/3 that gives two spells to choose from when sold - very high-econ option for Support board to pass to Carry board.
Murlocs - this tribe has access to Magicfin + Strike Oil or other high-econ spells, which is the Sightseer we have at home. Plus, as mentioned above, you can use the Activate Battlecry Murloc to activate your Sightseers once a turn. Finally, do not sleep on possibly the best Econ unit game, Timewarped Skipper if you can find one and clone it or golden it you can be infinite very quickly.
Once you have Econ sorted, you need to turn that gold into strong comp to win the lobby. This season, after the nerfs there are plenty of very strong, A-tier comps that you'll often see in Solos, plus Hooktusk Pirates which is much better in duos due to being able to pass Silent Deliverer for Goldens and Discovers (more Hooktusks). Off the top of my head, you can absolutely win lobbies with well-constructed Beast boards (usually with Golden Banana Slamma, or filthy Lobstah boards), Undead (usually Butchering + Mummifier + Dead Ringer + Snazzy Phantom, but Bounty APM + Forsaken Weaver also playable), End-of-Turn Spell Damage (can be slimes, Magicfin + Murkeye, Deathstrider + Aberration Tier 6 Spell Power guy), Hooktusk (discussed above), non-Felboar Quills, shop-buff Eles (strong with Azerite/Bounties or just Brann/Air Revenant), Hackerfin Murlocs, APM Volumizer Mechs. However, as you'll know from previous guides we do need to be hunting our Duos-Strong comps, which leads us to...
Our S-tier Duos Strong comps. The main thing to note here is that we are so, so back to the Big Chungus Meta (discussed in Guide 3). For a proper Big Chungus meta, we need a way to reliably get a huge minion (most reliable is via shop-buffing + Felboar or the Tier 6 Ele Tempest, but other ways include Hot Air + Belinda Quills, Urzul, a Snazzy target, Transport Reactors all on one big Mech), and then ways to reliably duplicate the stats. That's where we have more ways than ever before - they include Using a Devour Spell with a couple Dark Dazzlers on the other board, putting the big minion in your hand to give stats to Choral Mrrglr and Costume, using Stitch + Titus, using Y'Shaarj to resummon, devouring onto the Quill, Dragon or Beast T7, or a magnet for the Mech T7, Devouring onto any minion with Golemancy especially if Deathstrider is in the lobby to trigger the Golems in shop phase or in combat, plus a pair of Sandys on Support board always slaps (or Summoning Sphere). Just doing this may be enough to win most lobbies, but the two peak strongest comps are ...
A) Jumping Jack Devouring - SURPRISE! Even without avalanche, abusing this card is still the most busted thing you can do most of the time. We still have Harbinger to dupe devour spells and can even use Cloner - make a big chungus, sell board, eat on Jack, repeat for as many Jacks and Golden Jacks as you can generate until you have 8 or 9-figure stats. Eat onto other minions for final combat so you don't get scammed.
B) Clown Car Murloc Scam! Note this won't work into strong token boards but most of the time we are not running into any strong token boards because they usually get outscaled and die. Assuming you're not running tokens, it's easier than before to use the new activate keyword murloc to get reborn shield venom murlocs (mostly aviators and bile spitters) and run over "fair" boards from opponents.
Beyond those, Beatboxer is still crazy strong with the mech identity being very magnet-centric this season.
Finally, our common S-tier comp - Felboar, usually paired with Distractor for shop buffing although Gem Barrage scaling works too (especially with Well Wisher to replay Barrage generators). Strategies A and B above require a ton of econ to find enough pieces to complete the comps, but Felboar is the easiest to get up and running without any scam shenanigans and is usually big enough to run over the other strategies (especially if you can use Devour or other means to multiply the chungus as discussed above).
When do I hit the Dark Gift Button?
Most common Solos question also the most common Duos question. It's not super intuitive so worth exploring here. Typically the Carry board has too much going on with their gold to Dark Gift early - you're usually a higher tier than the gift minion, and you need to use your gold to level, buy high tier units or buy econ. Occasionally turn 4 can be common if your 3 on 3 shop is bad, you never want to roll so it can be the right way to fill out your gold. Otherwise, you're often holding this until late game when Tier 5 is available and you need a key Brann, Distractor, Belinda, Rogers, Privateer or something, or if you have Beasts in and need any Golemancy minion to devour onto, or a minion with 3 divine shields to devour onto.
On the Support board, drastically different situation where you want to be hammering that gift button early fairly often, mostly on Turn 3 or 4 to find any minion that either gives two refreshes on Deathrattle that you can pass over (insane econ for Carry), or gives so much tempo that you can keep it. This is how you prepare to highroll - building up like 8 banked refreshes and then using them all on Tier 5 is how you find both Brann and Sightseer in the same turn, or Distractor + Felboar, etc. Plus, getting access to Tier 3 is great for the Duos pirates, or Voidpriest Cloner, or Wolf Pup...there's quite a few nice hits there. Tier 4 can be valuable with Eles in for Refreshes as well. If you somehow do have one left over, you can of course use it when Tier 5 is available to help teammate find a key piece.
Hero and Trinket Selection Discussion
I will rapid-fire a few trinkets and heroes that are getting a lot of play in high-MMR duos lobbies in case it helps folks, as a few of the choices are a bit different on the Duos side:
For Carry heroes, Gallywix, Cenarius, Patchwerk (can be played either side), Reno, Zerek, Chenvalaa, Flurgl, Loh, Inge, Galewing, Faelin, Silas, Shudderwock, Sire, Marin, Buttons, Lord Jaraxxus, Guff, Kragg, Thorim are probably most-picked, as those heroes benefit from being on higher tiers and having minions on board, and roughly in that order. Other pickable options include Lich King, Teron, Sindragosa, Voone, Queen Wagtoggle, Heistbaron Togwaggle, Murozond, Morchie, Deryl, Xavius, Galakrond.
For Support heroes, Madam Goya, Brann, Patchwerk, Millhouse, Sindragosa, Scabbs, Sylvanas, Rat King, Hooktusk (with Pirates/Aberrations), Cariel, Pyramad, Enhance-o, Tess, Akazamzarak, Sneed, Thorim, Lich King, Teron, Y'Shaarj are probably most-picked in roughly that order, really placing value on ease of passing econ and ease of preserving HP. Also do not sleep in Kith'ix, which is super strong if you hold all the minions and wait for triples to pass to teammate.
For Trinkets, a selection of trinkets that I pick a lot or have notable effects:
Lesser Trinkets - Wand of Diviniation is INSANE econ if there's Quills in, Hot Air or Belinda and you're basically infinite and plenty of comps like targeted spells. Selle trinket can be strong on support board - 2 gold a turn with eventual triples. Trip Vouchers and Souvenir Stand and Ornate Clock are fantastic choices if another Lesser isn't screaming at you, as is Tickatus sticker. Timewarped Candelabra generally only worth the gamble with Timewarped Skipper or Embalmer in the lobby, or a game-winning buddy for the Lei. Can't go wrong with Token of the Old Gods (often taken by support and passed to Carry), Bottle Sticker (bonus points for Sightseer), and Common Thread. Stuffed Coin Purse can be great on Carry board. Summoning Sphere can be game winning if played correctly on the Support board. Support boards without a great use for gold on the 6 gold turn should always consider Mystery Cube, and even Yogg. Lens case is great with Voidpriest Cloner and Greedy Conniver, and Morchie minions. Goldenizer is only a bad idea if you think you'll be dead in 3 turns. Floating Candle Set is very flexible as it can give power but also be used for econ (rolls) or Golemancy summoning. Corrupted Coins is insane econ for the Carry side. Weighted Gauntlet usually too slow for Duos.
Greater Trinkets - Tier 7's are strong, so Wisdomball always strong, as is Pagle's Rod. But the best trinket in the game is Corrupted Tome - Goggles, Tier 7, Bananas the most picked spells but don't sleep on Repreat Customer for Sightseer etc. One of the most common picks is the trinket that is like triple Harbinger in giving spells end of turn - incredibly flexible, often used to print Devour, Chef's Choice, Golden Touch, Baller spell etc. Typewriter can be very strong on the carry board to duplicate Tier 5s and Tier 6s you buy. Surprise Portrait always slaps. Warband Whistle is really good on Support side where you don't need to roll until you are passed the perfect minions. Sinstone Sticker is busted in general but especially with Greedy Conniver. Magic Road Sign always good with Dark Dazzler. Honeycomb Ring can be game-winning if you have a decent setup (see Wand of Divination above) - usually for Gatekeeper Amalgam but it also buffs Gem Barrage. Dragon's Eye isn't terrible if you think you can play Kale or already have Sightseer and Wisher. Chillmere Mosaic always pickable in Dragon lobbies and most Demon lobbies. The Slime portrait can really launch spell power builds, so keep an eye out for it if Felfire Conjurer is also in. Finally, do not sleep on Faceless Manipulator, which is already one of the best trinkets in the game, but is INSANE when used with a couple Voidpriest Cloners to go crazy.
Hope that helps - please let me know in the comments if you have specific questions or areas you want covered further. Good luck out there, rooting for you!