I wanted to take a hard look at the actual numbers behind Recombobulator. More-so, I wanted to know the exact numbers of what I should expect to get when recombobulating a minion. These include:
- Odds of Getting a Taunt
- Odds of Getting a Charge
- Odds of Getting + Spell Damage
- Average Attack Power
- Average Toughness
These were the only items that I felt really affected, or could affect, the board immediately. There are a lot of minions out there with Battlecries that bring a lot to the table when played, but are absolute garbage as a stand-alone minion. Here are my findings:
* – I did not factor in Dire Wolf Alpha or Flametongue Totem’s increased Attack Abilities. Keep these in mind when potentially aiming at a 2-drop.
** – For the sake of his immediate ability, I made Hogger a 6/6 with taunt. I also did not factor in Stormwind Champion’s +1/+1 possible ability.
*** – For the sake of his immediate ability, I gave Ragnaros the ability of Charge. While he does not actually have charge, I felt it would be the best representation of his immediate impact on the board.
I found these findings relatively interesting. When you desperately need a taunt, it’s actually much better to aim at a 3 drop over a 4 drop, and when looking to squeak out a bit more damage on the board, it’s much better to attempt at getting a charge by recombobulating a 6 or 5 drop over a 7 drop.
Another item I noticed was that, for a situation where you may need a late game finisher, recombobulating a 5 drop for the charge is better in situations where you absolutely need 5 or 6 damage (Leeroy, Doomguard, and Stormwind Champion), where the 6 drop is more consistent (Argent Commander, Reckless Rocketeer).
Anyways, just thought I’d pass along this information. Use it as you will :).
EDIT: As requested, some information on the Variance and Medians of Attack/Toughness