The subject of this article is part of the Rastakhan's Rumble Rumble Run.
The Rumble Run is a free single-player game mode added with Rastakhan's Rumble expansion. The mode became available on December 13, 2018, nine days after the release of the expansion. Completing a run awards a card back.
Rules[]
- The player starts as the young troll Rikkar. The objective of the Rumble Run is to defeat the other faction champions.
- Like the Dungeon Run and Monster Hunt, the full gauntlet is 8 rounds long, but here the pool of bosses is simply the other 8 classes.
- Each class has three available Shrines, with specific tiers: low, med, high. Bosses 1 & 2 will use their class's low tier Shrine; bosses 3, 4, & 5 will use their class's med tier Shrine; and bosses 6, 7, & 8 will use their class's high tier Shrine.
- The player choose one of the Shrines that will be Rikkar's Rumble faction for the Rumble Run.
- The player starts with 20 Health, and gains an additional 5 Health per defeated boss up to 55 Health for the eighth and final boss.
- The player always goes first. The enemy also does not get The Coin. On the penultimate round, the boss starts with 1 mana crystal; on the final round, the boss starts with 2 mana crystals.
- After each round, the player is offered three bundles of three cards each. (listed below) The player can only select one of these three bundles. This allows the player to increase their deck size in tandem with the boss' decks increasing in size.
- Before round 1, the player receives a Shrine, selected from one of three passive buffs from the pool of Shrines. (listed below)
- If the player won the last round, the available shrines will be picked randomly. If the player lost, they will always be able to pick the shrine they played with last round and the shrine they lost to last round.
- Should a game end in a tie, the player will be given the chance to try the round again instead of restarting their run.
- After rounds 2 and 4, the player receives a Companion, selected from one of three random cards from the pool of Companions cards. (listed below) These are very powerful cards, and often have low mana costs.
- After round 6, the player receives a Neutral Passive (listed below)
Bosses[]
Bosses have their individual pages:
- Wardruid Loti
- Zul'jin
- Hex Lord Malacrass
- High Priest Thekal
- Princess Talanji
- Captain Hooktusk
- Zentimo
- High Priestess Jeklik
- War Master Voone
Rules concerning bosses:
- Which shrine a boss is using depends solely at which stage they're met. E.g., as 6th, 7th or 8th boss, Zentimo will always have the shrine Tribute from the Tides. The brackets for these shrines are: 1st & 2nd boss, 3rd to 5th boss, 6th to 8th boss.
- The first boss always has 10 Health. Additional bosses gain 10 Health per defeated boss up to 80 Health for the eighth and final boss..
- The deck for the 6th, 7th and 8th boss is always the same, but the 7th boss starts with one extra mana crystal and the 8th boss with two.
- The decks of the first 3 bosses are constructed semi-randomly, explained as follows. Depending on the shrine a specific card pool is available. From that pool of cards 10/13/17 cards are picked randomly (1st/2nd/3rd boss), though adhering to standard deck-building rules, i.e., maximum one legendary and maximum two of any other card. Special rules apply to Malacrass and Voone as a 3rd opponent: they use Highlander decks and, while no Highlander card (Kazakus, Reno Jackson) might be chosen from their pool, no card in their semi-random decks will appear more than once. (note: the actual randomness is not guaranteed nor verified by blizzard, but extensive play-testing deems this extremely likely).
- 4th bosses will always have 28 or 29 cards in their starting decks.
- 5th-8th bosses will always have 30 cards in their starting decks.
Initial Shrines and decks[]
Druid[]
Hunter[]
Mage[]
Paladin[]
Priest[]
Rogue[]
Shaman[]
Warlock[]
Warrior[]
Teammates[]
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
Card Bundles[]
Druid[]
Hunter[]
Mage[]
Paladin[]
Priest[]
Rogue[]
Shaman[]
Warlock[]
Warrior[]
Neutral Passives[]
Setting[]
Storyline[]
This section uses content from Wowpedia.
- Rumble Run is based on the Gurubashi Arena.
- Once per generation event in which the troll tribes of Azeroth make a pilgrimage to the Arena at King Rastakhan's behest to participate in gladiatorial combat under the watch of the loa.
Rikkar, a Troll gladiator of Darkspear tribe prepares to fight against the other powerful Trolls. King Rastakhan will be helping and encouraging him.
Dialogue[]
- Selecting adventure
- Come! Gather de tribes! Sound de drums! It is time... TO RUMBLE!
- Entering Rumble Run
- So YOU want to compete? De winner take all. De loser? Finished.
- Selecting a shrine
- Choose a shrine, de source of your power. It begins de game in play.
- First boss revealed
- Eight other trolls stand between you... and glory!
- Turn 1 on a first boss
- De shrine to your Loa gives you great power. Protect it!
- Shrine of player
- Destroyed
- When your shrine is broken, its power no longer protects you!
- You can smash dem, stomp dem - no matter. De shrines will always come back.
- Begins to restore - Your shrine will come back... in time. If you survive dat long!
- Trying to transform - You cannot transform a shrine! De Loa know all your tricks.
- Trying to return to hand - Don't be bouncin' dem shrines around. Dey will never go away.
- Enemy shrine
- Destroyed - Yes, yes! Defeat an enemy shrine to disable their power. Now - finish dis!
- Begins to restore - After some time, de enemy's shrine returns. Plan ahead, or fall behind.
- Selecting a card bundle
- With every victory in de arena, more join your cause. Choose your rewards!
- Second boss revealed
- As you grow in strength, so do your enemies. Put on a good show, hmm?
- Turn 1 on a second boss
- Remember: De power is in de shrines! Protect yours, destroy your foe's!
- Selecting a Teammate
- In de arena, no one fights alone. Choose an ally for your side.
- Selecting a Passive
- Your shrine grows in power! You gonna need it...
- Final boss
- De winner of dis next match wins it all! Hold nothing back!
- Dis is de big finale! De final rumble! Only one will be de champion!
- It comes to dis: One final match. One final champion!
- Only two trolls remain! Who will be de big winner!?
- The arena is on its feet! It is de final rumble!
- Victory
- Victory is yours! Your Loa triumphant, your name a legend for all time! (completing a first run)
- You have mastered de arena - all de trolls, all de Loa, all de glory is yours, forever! (completing with all classes)
- Defeat
- Dere is no getting up from dat one. But! You can always try again.
Tips[]
- For all loading screen tips for Rumble Run, see Tips#Rumble Run.
General[]
- Basing your deck completely around your shrine is generally not a good idea unless it is powerful to hold its own without the additional effect.
- Card draw is rare in the run so play your cards carefully.
- Kill the opponent's shrine as fast as possible since they seem to have a predetermined hand for some opponents and their shrine snowball fast.
- Cards that add themselves to your starting hand do so after the mulligan so mulligan them since you get them anyways.
- Unlike other runs only the first boss can be reliably beat through careless aggro so keep your guard up.
- Generally the A.I puts the shrine at a very high priority and can occasionally miss lethal due to this.
- Try to time killing the enemy's shrine so they will miss the important mana milestone. For example: Jan'alai's Progeny with Frost Nova at 3 mana and Blizzard at 6 mana, Tribute from the Tides with Prince Keleseth at 2 mana and Mistcaller at 6 mana, Akali's Champion with Unbound Punisher at 8 mana. It forces the AI to either use those important cards inefficiently or wait 1-2 turns to use them.
- Bosses will occasionally wait for their shrines to come back up to use certain cards. Be careful.
- Each shrine appears to have a higher probability towards drafting certain card bundles that matches the theme of the shrine. Plan around this. For example: Bonds of Balance with Feral (armor/hero attack); Akali's Horn with Berserker & Rush; Akali's War Drum with Dragon Heart.
- In general, challenges 6 and 8 (and 5 with some bosses) would be the most difficult, with bosses having significant card values and synergies. Challenge 6 is harder than challenge 7 because you don’t have your Passive ability yet, which has a huge impact on the last 2 fights.
Enemy tips[]
- If you get Jeklik on the first fight with the Blood Pact she almost always makes herself go down to around 2 HP.
- Jeklik is generally terrible at managing her health when she has Blood Pact.
- Dark Reliquary can summon Unlicensed Apothecary. Jeklik will slowly be drained off HP upon activating the shrine.
- Voone often top-decks a Unbound Punisher; plan around it.
- Voone’s Unbound Punisher alone can change the game. Be extremely careful on your board.
- Loti will often kill low-health shrines on turn one or two due to Pounce and Savage Striker.
Shrines[]
- Bonds of Balance: very strong shrine, tends to draft Feral (armor/hero attack). Strongly recommend aggro build. Can snowball out of control if you have Succoring Skyscreamer and/or 1/2 Water Spirit. Drafting 2 Water Spirit will make the run much easier to finish. Use your hero attack to kill enemy minions (the armor will compensate), while the shrine will snowball.
- Gonk's Armament: strong shrine, generally more powerful in late game while weaker early game. Recommend drafting 1 Succoring Skyscreamer and 1 Water Spirit (2 works as well).
- Gonk's Mark: very strong shrine, strongly recommend aggro build due to +1/+1 buff. Drafting 2 Water Spirit will make the run much easier to finish. Recommend token build.
- Krag'wa's Grace: paired with Mana Addict and Unstable Evolution you can OTK your opponent quite easily. Drafting Croak Jouster or War Heralder as teammates and picking up the passive which fills your hand on your shrine's death along with Reincarnate is also recommended.
Gallery[]
Videos[]
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Standard | |
Wild |