Hearthstone Recombobulator Probability Statistics

Hearthstone Recombobulator Probability Statistics by wabeka

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:

ManaAttackToughnessChargeTauntSpell
00.501.500.00%50.0%0.00%
11.311.592.94%8.82%0.00%
2*1.89*2.471.52%6.06%3.03%
32.493.233.28%11.48%3.28%
43.124.166.00%8.00%4.00%
54.294.656.25%12.50%2.08%
65.315.476.25%9.38%3.13%
7**6.566.310.00%0.00%6.25%
8***6.407.530.00%30.00%0.00%
96.69.310.00%10.00%10.00%

* – 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

Median

ManaAttackToughness
111
222
323
434
544.5
655
776.5
868
988

Variance

ManaAttackToughness
10.4150.701
21.0811.207
31.0541.413
41.4961.770
52.5512.399
62.2862.387
71.5961.296
81.8221.611
95.3787.344

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