 So I'm going to pause it real quick. So this is Druid Lock games. And generally our strategy here is to run after the Druid, get fears on him, shatter him out of it with a sheep on the wallock, roughly around the same time to stop him fearing me or stopping me. And then I'll burn the Druid, try and force CS from the pet. So yes, either CS the burn or CS the shatter from the mage. And if these games go a bit too long, the Druid Lock ones, as they have a tendency to, I'll skip through them a little bit because obviously it's just us doing setups and you don't need to see that over and over. Here we force the Druid's trinket because the wallock's down the bottom, Druid's in a bad spot. And obviously he doesn't want us creating pressure on him. Now we're just chilling at the top, waiting for fear cooldown, maybe looking to sniper burn, gets resisted, now he bears. So if we force bear, we're still forcing some mana out of the Druid. Druid's positioning was poor here so he got casted on a lot and was so we're creating some pressure on him. So this actually makes him use quite a lot of mana. I get feared here, a trinket, unfortunately you get feared again. Maybe he wasn't a good trinket, now he innovates, but he just runs straight into me. So this is a lower team. This is one of our earlier games, as you can see. But the strategy remains the same. We're essentially trying to do the same thing over and over, here we get a fear on him. Majors usually trying to keep some sort of stacks on him, whether it be winter's chill or like a slow, obviously he can shift it, but if I get it, when, if he slowed at the same time as I fear him, then potentially the pet can remove some other random bullshit instead of the fear. Obviously if the pet removes the fear, then he can't dispel himself from She-Beaver. So right now there's no reason for me to drink with Majors ahead on mana. Druid is in a lot of trouble, has no inner vein, we're just chasing him down now. And when I have this much of a mana lead, I can just play really aggressively on him and it makes it really difficult for him to kind of get away and survive. Warlock actually gets a full fare on me here, so this is gonna save him for another go, most likely. But Druid is starting to get real low. And right now we just need to stop him drinking. That's the main goal. He's looking for it here, but I don't think he's gonna get anything rivers onto it. And I'd say he's gonna die on the next fear, most likely. I'm just gonna get a little safety drink in here, just in case while waiting for my fear cooldown. Might try and mount up at the top here. Probably the play here. Maybe he didn't need to go for that renew. Looking for some cheeky damage on him. Using Chastai is obviously to get onto the Druid as decent as well. Okay, I actually managed to force the Druid to drink it again on that one. And yeah, again, most likely he's gonna die on the next fear if we get a shout. Yeah, as you can see, this is a lower team. Warlock hasn't been mana draining at all. He's trying to just put out pressure with damage, but he's not getting that much off. There's a mana drain very late in the day for that. But yeah, mostly he's obviously been trying to create pressure, but obviously river's out playing him. We get the fear on the Druid here. I'm gonna pop PI and get a burn off on him. Just delaying it a little bit because I want river to get a shatter. Burn goes off, trinket the fear. Try and, oh, feel what the next actually, he lost it anyway, feel what doesn't get removed. And I just dropped Fiend on him here just to create a little bit of added damage pressure. And honestly, at this point, if it's not Blades, it's Druid is long dead. Only reason he's still going is because it's Blades, but I think he dies here. Probably looking to remove the blooms on three stacks rather than two. Getting a big gray healer on river just to be safe while he's in the fear. Boy uses bark skin, gets a burn to spell, and I think he just dies now. He should do. It's annoying, you can only go forward 30. It's okay, I've edited it a little bit. So we've got another Druid Warlock game. So the way I've set it up is I've got all the Druid Warlock stuff in the same segment so that we can kind of see the improvement or any mistakes from the games in a row and see how the teams kind of progress a little bit. So obviously the games that are more recent will be at the end of each segment, which is where obviously we're like fine tuning mistakes more so. Get a nice little Mindblast death on this guy here. And we're not on Blades at just time, so it's a lot easier to harass the Druid. And we're using the rank one Blizzard as well, sometimes if I need to get a fear. Right now I have the pet on me so I can't man up to fear, which is annoying, but at least it keeps it off river. So I'm just running at him. I should try and commit to a certain way more and then let river just Blizzard the other way. We'll have an easier time catching him because right now he's just running. See like this, this is what we want and I'll get the fear here. Get the PI on river and just drop my fiend on the Druid. And actually we're going for the pet here. This might be, no, I don't think it's gonna go down. As soon as it gets a heal from the Druid it's pretty much gonna survive. It's like he needs like one maybe two life blooms and we're not gonna kill it due to resists. Unlucky tornado there. Try to run through it and get it to bounce me to the Druid, but it doesn't always work out. And right now we're actually winning mana, but it's gonna come down a lot so if I can get the innovate off will be quite important. My strategy is to spell the fear. Trying to force the Druid round to the tornado. Unfortunately it despawned the exact same moment but we still get a fear due to the Blizzard. Dropping a burn, breaks the fear. Pet spell locks too late so we get that off and he bears so we force a good bit of mana out of the Druid here. He's cloning me. River has no dots so this is fine. Not too scared of this. Actually unlucky tornado despawned for the Druid there. And Druid is leaving it really late to innovate. If he innovated a little bit, it's like there was a few times where I'm in CC and I can't really remove it. But if he leaves it this late, then because of how high my mana is, the Warlock's putting out double dots, right? So it allows me to palm bounce all the time rather than just like solo dotting river and forcing me to use more mana to heal him. I can just palm bounce every time I go near him and it's gonna top us. Druid went for a little drink there. I don't think he got a tick. Gonna probably palm bounce here since we're in the open. He has a shield so it's not bouncing which is a bit annoying. You need to be careful of that. But when I palm bounce, I should palm first and then shield. This Warlock's draining more. I managed to get the triple fear even. Warlock trinkets into a sheep. So misplay from him there if you will. He could have trinketed the sheep and we managed to get the Druid in him. He can't innovate. Trying to get the Barkskin off is resisting every despawn. Finally get it off like three quarters all the way through the duration. Trying to get the fear off river there. And I'm not too worried here. The Warlock has no spell lock, no coil. So it's not the end of the world. If I take a little bit of damage, Druid invades way too late and we take him out. It'd be interesting to see what I'm amar. This one's at the Warlock healthstone for no reason. We won't get to see it. So this is a more recent game actually. This was the other day. This is a much better team. But we've also improved since then. Get a good shot on the pat actually. And I actually misplay here. This was a misplay trinketing this. I shouldn't have trinketed the bash. The Druid's like lagging all over the place, making it very risky to just go for a fear on him. And I think he devours the Fjord. No, I fjorded the river actually. So yeah, I get feared here instead of getting a burn on him. But the Druids used a lot of mana, which is nice. I got full darts, which have been powered up. So this is a bit risky for me. I've played that quite aggressively and the trinket was poor, which is why it got so scary. So I had to desperate prayer in the room. And I believe River locked the Druid on NS. Otherwise I would have received an NS wrath and we could have lost the game there. But this was a nice save. And Druid has used like a shit ton of mana now, which is in our favor. Now I'm just gonna run at him. The Warlock's used a lot on that last go. He's committed pretty hard for that. So we're okay to go offensive for a little bit now. If everyone is charged, gonna pom bounce. Warlock gets CS'd. And I'm looking to do a little bit of damage if he's in bear, if he's in cast and then I'll look to burn him as it's more efficient in the way of, you know, forcing the Druid to play more defensively due to low mana, putting a little bit of damage on the pet. I'm staying in the pillar here because Druid not crossing, River doesn't have CS yet. And we're generally trying to cross more with CS so that the Warlock can't fear me because if the Warlock fears me, then we can fall behind and it's really bad in this matchup. We need to maintain pressure on the Druid like all the time. I fucked up a pom as well a little bit earlier and lost River on it, a little bit of a panic pom. I could have waited with that. There was no reason to rush it. So Warlock somehow doesn't get that fear. Maybe I resisted that one. I'm not sure, it didn't land on anyone. River gets full fear and I'm stopping the Druid drinking. Gonna try and get this fear off. And I think I'm late here to fear. No, I actually get the fear. I thought I might be late, but managed to get it. My bangle just came back up. Druid actually got a really nice fear path for us and it allowed us to get a big shatter off. So he barks, managed to just bow the bark, just bow the fear, pop the fiend. And here actually we managed to rush him down before he zoomed due to that really nice shatter. I guess he got some crits on that one. So it was a solid executed go from us, but we were actually behind on mana. So had we not killed him there, we'd have been in a rough spot. Mainly due to the start from me, I think. So again, same team, same map. Little bit later. And I'm fully dispelling the Warlock at the start just to make sure he has a little bit less, you know, less mark of the while, less chance to resist major stuff. Dispelled the pet as well so that we can start on it. Forces the druid out. And instantly I'm trying to burn him, forced the bear form so he's using some mana on that. And I believe here I use a glow wall and he charges past me. So I need to be more careful with that here. I think I just positioned poorly. I overcommitted on my positioning. I didn't need to go down the stairs and I was a bit concerned that the stairs would lost my fear. So I didn't fear him. So we missed an opportunity there. Warlock is already draining. It's gone behind the hill so I can't get it, which is unfortunate. I know the druid wants to clone me here so I'm just being a bit careful. This team likes to do an all in with coil and a full line of dots. So being very careful of that. Snipe the fear on the druid here. Druid actually hasn't been dispelled yet. This is something I could maybe do better if I fully clean him at the start. And druid takes a fair bit of damage so he's got a lot to heal up now. And I pot fiend on him actually because of that. Let's see if it actually works out. The fiend is sitting on him pretty well getting hits off so it's not too bad. Druid risking going for a clone but he doesn't land it because River has CS. If River gets the CS, Son of Me is gonna be in a fair bit of trouble I'd say. And I'm just constantly staying near to the tomb. I don't wanna stray too far away from the tomb because then the Warlock can fear me for free. I wanna make it as hard as possible for the Warlock to fear me and we're actually really ahead on mana this time. And I really like the early fiend for me as well. I think fiending nice and early in this matchup to keep my mana top is definitely a decent play because it comes back up then and we get maybe an opportunity to kill him between the first two innervates. But if I do it late then I don't get the second fiend and I end up being really behind on mana and having to play it defensively. But here we're miles ahead. I actually pop an early bangle as well. This is the second bangle but yeah. And Druid is in a rough spot now because he's left it really late to innervate. He has no buffs and obviously it's ruined so it's a lot easier to actually get fears on him because he runs into that dead end you know. Try to get the boxing off to resist so far. Get it on the third. And he actually doesn't have mana to use his NS. I'm trying to dispel it. I should have probably just chastised him to be honest, I think it would have killed him. But I dispelled River on fear. It resisted and then he blocked and then I dispelled the NS and it resisted. So standard Druid gameplay there. I think that was the last Druid lock game. This was quite a high one.