The below classes are listed purely for reference, and have no effect on the boss' use of the cards during the battle.
The key mechanic in this fight is the Firesworn (Heroic). At the start of each turn, Garr will use , damaging all minions for 1 damage. Whenever a Firesworn dies, its Deathrattle will deal damage to you equal to the number of Firesworn which died that turn (3 times that figure on Heroic). This means it is important either to prevent the Firesworn Deathrattle from triggering, or at least cause them to trigger on separate turns. For example, 5 Firesworn each dying on individual turns will cause only 5 damage (Heroic mode: 15 damage), while 5 Firesworn dying simultaneously on the same turn will cause 25 damage (Heroic mode: 75 damage). Note that in the case of multiple Firesworn which are killed on the same turn but do not die simultaneously, each will take into account the deaths of all other Firesworns to have died that turn. This makes it unwise to dispose of too many Firesworn in one turn.
A simple deck to beat Garr is a priest deck focused on preventing damage from the Firesworn (Heroic). Key cards for this are and . Having at least one of these in your starting hand is a good start, especially Circle of Healing.
As well as preventing potentially fatal damage to the player, keeping all 7 Firesworn alive also prevents Garr from playing any more minions of his own. He appears to have no means or inclination to destroy his own minions, although , and can allow him to attack with the Firesworn. By healing the Firesworn the board is therefore kept full, preventing Garr from playing most of his cards, and if lucky this will even lead to him having a full hand, meaning all new cards will be burnt.
Cards which take advantage of the damage dealt are very effective for finishing the fight. and are two good examples. is also a good card to play here, but be wary that flooding the board with them will prevent you from playing other minions. Be aware though that Garr will use Rockbiter Weapon and/or if possible to remove such minions. can be very effective for massive early card draw in combination with Circle of Healing, as well as general synergy with friendly healing. Overdraw is usually not a concern, since if effective the priest will win the game long before fatigue sets in, so don't be worried about burning a few cards. That said, a Silence such as can be very useful for preventing the Cleric from causing dangerous overdraw.
The key tactic is to keep the Firesworn alive using Circle of Healing and/or other healing options. Since his hero power deals 1 damage per turn, the priest would need a Circle of Healing by turn 5, then another by turn 9. cannot by itself keep all the Firesworn alive, although in combination with it can be somewhat effective. Healing is the ideal approach since the full board also stymies Garr's play, however if it becomes impossible, Mass Dispel can be extremely effective in negating all Firesworn Deathrattle damage, and thus preventing the priest's immediate death. The downside of this is that Garr will then begin to flood the board with other minions, as well as using to summon more Firesworn. If possible, staggering the Firesworn deaths can also reduce damage if neither full survival nor silencing is possible.
If the priest can keep the Firesworn alive, while using heals to maintain a force of friendly minions, it is possible to chip away at Garr's Health - or quickly decimate it using enrages like Amani Berserker - and defeat him after only a few rounds.
- Guides and decklists
- Molten Core Heroic Boss Guides - Garr, Baron Geddon, Majordomo
- Hearthstonestrategy.org - How to defeat heroic Garr
- Garr is one of Ragnaros' lieutenants. You're close now!
- I will rock you.
- Rock beats everything.
- Firesworn! Let's roll.
- Let's rock.
Garr's Turn 2
- Mind those little rock things, won't you?
Garr's Turn 4
- See that you don't explode. You still have an elemental lord to banish.
Garr's Turn 6
- You know, I enjoy watching you work.
- You should take a piece of Garr with you and skip it across Ragnaros' lava pool. He'd like that.
One of Ragnaros’s lieutenants, Garr is a hulking elemental made of pure obsidian. With the help of his little Firesworn buddies, he can’t wait to rock your world.
World of Warcraft
- Garr is a conglomerate lava elemental boss found in Molten Core between Gehennas and , and guarding the Rune of Blaz. He is a melee boss with 8 guards.
- Garr is described as one of the lieutenants of Ragnaros who accompanied the Firelord into Azeroth during the War of the Three Hammers. He carried out the betrayal of Lord Thunderaan, the Prince of Air and otherwise referred to as the "Windseeker." During the Elemental Sundering, Ragnaros sought to consume Thunderaan, and did so by having his two lieutenants, Baron Geddon and Garr ambush him. Thunderaan, caught off guard, was utterly destroyed. Ragnaros almost completely consumed Thunderaan's essence, and stored the rest within a talisman of elemental binding. Ragnaros cleaved this talisman into two equal pieces, to which he assigned Baron Geddon and Garr.
- As one of the two chief lieutenants serving under Ragnaros, Garr plays a key role in the current success of the Firelord and his spreading influence. Garr, like Baron Geddon, holds half of Bindings of the Windseeker, which contains the remaining essence of Thunderaan, Prince of Air. Tales say that after centuries of partnership, Geddon became suspicious of Garr and felt the elemental sought both halves of the talisman. Thus, relations between the two powers are strained. Both Garr and Baron Geddon draw their considerable might from the blazing runes carved deep into the floor of Molten Core.
- Patch 184.108.40.20611 (2015-03-31): Added.
- Blackrock Mountain: Molten Core – Now Open!. (2015-04-09).