Our Rumble Run Guide will walk you through the ins-and-outs of this new single-player mode that will be apart of the Rastakhan’s Rumble expansion! Once this new mode is released, we will have tips, tricks, and strategies on how-to best get through some of those tricky bosses.
Like with every new expansion, there comes some new and exciting single-player content. While Blizzard changed things up by throwing puzzles at us in The Boomsday Project, it appears that they are returning to the style of Kobolds and Catacombs and The Witchwood roguelike adventures for us in Rastakhan’s Rumble. The great benefit of this style of play is that each time you load it up your experience will vary based on the cards you receive or the bosses you end up facing. This gives a longer lifespan to this type of content, unlike the Puzzle Labs which were pretty much one and done.
Rumble Run Release Date
- Rumble Run was released on December 13th!
We have nine guides to help you throughout your Rumble Run. Each one features the cards you’ll be facing, and some tips and tricks on how-to defeat each of the mighty Troll champions!
- How-to Defeat Wardruid Loti Guide
- How-to Defeat Zul’jin Guide
- How-to Defeat Hex Lord Malacrass Guide
- How-to Defeat High Priest Thekal Guide
- How-to Defeat Princess Talanji Guide
- How-to Defeat Captain Hooktusk Guide
- How-to Defeat Zentimo Guide
- How-to Defeat High Priestess Jeklik Guide
- How-to Defeat War Master Voone Guide
Choosing Your Team
You start off as Rikkar, who is a young Troll champion, but he hasn’t pledged himself to a Loa/Team. You get to pick one of three randomly selected team options which will determine your class! These options are in the form of Shrines. Your starting Shrine will be on the board in the beginning of the game, and each class has three different Shrines!
Enter the arena as Rikkar, an up-and-coming troll contender wanting to prove his gladiatorial prowess against some of the greatest fighters in Azeroth. At the start of the Rumble Run, players will pledge their axe to a Loa—powerful animal gods worshipped by all trolls. This decision, which also determines a player’s class-based team, is made by choosing from a random group of three Shrines—homages by which Loa can be invoked in combat, providing powerful passive benefits. There are 27 Shrines in total—three for each Loa, each of which calls upon a different aspect of the animal god’s power.
Shrines are like Dungeon Run passives and are extremely powerful and live on the battlefield. As mentioned before, each class has three Shrines each, and these each have their own identity. This gives you the potential of 27 different options to play with and against!
As players fight their way through the Rumble Run, they’ll have to make tactical decisions to best their skilled opponents. If a Shrine is dealt enough damage, it will go dormant for three turns, during which its owner will lose the passive benefits. Taking down each opponent’s Shrine—while protecting your own—is an important key to victory, so choose your strategy carefully!
As mentioned above, your Shrine will start on the board each game. When a Shrine card is destroyed it goes dormant and stays on the board. It will resurrect after three turns.
Each class has three Shrines, here’s a full list for each class.
- Bonds of Balance: At the end of your turn, gain Attack equal to your hero’s Attack.
- Gonk's Armament: Whenever you gain Armor, refresh your Mana Crystals.
- Gonk's Mark: After you summon a minion, give it +1/+1.
- Halazzi's Guise: Whenever you summon a Beast, it gains Rush, Taunt, or Poisonous.
- Halazzi's Hunt: Your minions have “Overkill: Cards in your hand cost (1) less.”
- Halazzi's Trap: After you cast a spell, put a random Hunter Secret into the battlefield.
- Jan'alai's Flame: Your Hero Power costs (0). Whenever it kills a minion, refresh it.
- Jan'alai's Mantle: Has Spell Damage +1 for each spell in your hand.
- Jan'alai's Progeny: Whenever you Freeze a character, put a Frostfire into your hand.
- Shirvallah's Grace: After you cast a spell on a friendly minion, cast a copy of it on this one.
- Shirvallah's Protection: After a friendly minion survives damage, give it Divine Shield.
- Shirvallah's Vengeance: After your hero takes damage, deal 5 damage to the enemy hero.
- Bwonsamdi's Covenant: Healing enemies damages them instead.
- Bwonsamdi's Sanctum: Your Deathrattles trigger two additional times.
- Bwonsamdi's Tome: After you cast a spell, add a random Priest spell to your hand.
- Bottled Terror: Your other minions have Stealth. Deathrattle: Give your minions +2 Attack.
- Pirate's Mark: After you cast a spell, cast it again (on the same target).
- Treasure from Below: At the start of your turn, steal a card from your opponent’s deck. It costs (2) less.
- Krag'wa's Grace: Your spells cost (2) less.
- Krag'wa's Lure: After you Overload, give your minions that much Attack.
- Tribute from the Tides: Your Battlecries trigger two additional times.
- Blood Pact: Your spells cost Health instead of Mana.
- Dark Reliquary: Whenever you discard a card, summon a random Demon.
- Hir'eek's Hunger: Whenever your hero takes damage on your turn, the enemy hero takes it instead.
- Akali's Champion: This minion’s Attack is always equal to your Armor.
- Akali's War Drum: After you summon a Dragon, reduce the Costs of Dragons in your hand by (1).
- Akali's Horn: Your minions have “Overkill: This can attack again.”
Advancing in the Rumble
As you advance through the Rumble and take down opponents you will be able to add new spells and minions to your deck! Each class gets its own specific “Prize-Fighter” minions. You will have to beat eight of the Troll contenders, one from each team other than the one you are representing!
Throughout the Rumble Run, players will collect the spoils of victory, including minions, spells, and Teammates—insanely strong minions exclusive to Rumble Run. There are six unique Teammates for each of the nine class-based teams, for a total of 54. Players will need all the strength they can muster to defeat eight other champions to claim the title—as well as the Rumble Runner card back—for themselves.
Each class has six Teammates you’ll be able to choose from as you make your way through the bosses. We’ve got a full list of the teammate options below!
- Astral Raptor: Rush. Overkill: Summon another Astral Raptor.
- Direhorn Stomper: Rush. Overkill: summon a minion from your deck with the highest Attack.
- Succoring Skyscreamer: Whenever you gain Armor, draw a card. It costs (2) less.
- The Fan Favorite: Overkill: Give your hero +10 Attack this turn.
- Water Spirit: Start of Game: Draw this. Deathrattle: Gain 2 Mana Crystals.
- Zandalari Striker: After your hero attacks, give your minions +2 Attack.
- Battlestarved Lynx: Battlecry: Draw Beasts until your hand is full.
- Rabid Saurolisk: Poisonous. Deathrattle: Deal 1 damage to all enemies.
- Shadowmaw Panther: Your Beasts have Rush. Start of Game: Draw this.
- Slamma Jamma: Battlecry: Double the Attack of all your other minions.
- Streetsmuggler: After a friendly Secret is revealed, put a random Hunter Secret into the battlefield.
- Troll Harbinger: Taunt. After a minion dies, add a random Hunter spell to your hand.
- Fan of Flames: Start of Game: Draw this. Battlecry: Upgrade your Hero Power.
- Fireslinger: After you cast a spell, cast a Fireball at a random enemy.
- Frostweaver: Your Hero Power also Freezes the target. If the target is a Frozen minion, destroy it.
- Glyph Guardian: Whenever a character is Frozen, gain Spell Damage +1.
- Razzle Dazzler: Taunt. Battlecry: Fill your hand with Arcane Missiles.
- Showstopping Conjurer: Rush. Overkill: Draw a spell from your deck.
- Blessed One: Battlecry: Draw spells until your hand is full.
- Exactor of Justice: Divine Shield. Overkill: Gain Divine Shield.
- Gloryseeker: Whenever this minion takes damage, your hero takes it instead.
- Lightchucker: After a character is healed, destroy a random enemy minion.
- Parading Marshal: Start of Game: Draw this. Battlecry: Equip a Truesilver Champion.
- The Walking Fort: Taunt. This minion can only take 1 damage at a time.
- Bloodwash Medic: Rush. Overkill: Add 3 healing spells to your hand.
- Bwonsamdi's Keeper: Battlecry: Restore all minions to full Health.
- Conjuring Attendant: Your spells cost (2) less.
- Ghastcoiler: Deathrattle: Summon 2 random Deathrattle minions.
- Soulsapper: Deathrattle: Steal 2 spells from your opponent’s deck.
- Weaponized Zombie: Start of Game: Draw this. Deathrattle: Give a random friendly minion +1/+1.
- Lobstrok Tastetester: After you cast a spell, draw a spell from your deck. It costs (2) less.
- Parrot Mascot: Combo: Add a copy of each card you’ve played this turn to your hand.
- Pesky Rascal: Immune. Start of Game: Draw this.
- Raging Contender: Rush. Deathrattle: Fill your board with random Pirates.
- Salty Looter: Battlecry and Deathrattle: Steal a card from your opponent’s hand.
- Sharktoothed Harpooner: Battlecry: If you’re holding any cards that didn’t start in your deck, reduce their Cost by (4).
- Croak Jouster: Battlecry: Discover a spell. If you’re Overloaded, keep all 3.
- Deepsea Diver: Start of Game: Draw this. Battlecry: Unlock your Overloaded Mana Crystals.
- Leap Frog: Battlecry: Deal 3 damage to a random enemy minion. If it dies, repeat this.
- Overcharged Totem: After you Overload, deal 2 damage to all enemy minions.
- Naga Tonguelasher: Battlecry: Overload 3 of your opponent’s Mana Crystals.
- War Heralder: Rush. Overkill: Add 3 random Shaman spells to your hand.
- Blood Portal: Whenever your hero takes damage, add a random Warlock spell to your hand.
- Dark Diviner: Battlecry: Fill your hand with random spells.
- Leering Bat: Your hero is Immune on your turn. Start of Game: Draw this.
- Ravenous Familiar: Rush. Overkill: Discard your lowest Cost card and draw card.
- Vile Necrodoctor: Lifesteal. Battlecry: Deal 3 damage to all enemy minions.
- Warp Stalker: Stealth. You can use your Hero Power any number of times.
- Herald of Flame: Whenever you play a Dragon, give it Rush and draw a Dragon.
- Ironhorn Drummer: Your minions can’t be reduced below 1 Health on your turn.
- Rallying Quilboar: Adjacent minions have Taunt. Start of Game: Draw this.
- Redcrest Rocker: Rush. Overkill: Discover a Dragon. If you control a Dragon, keep all 3.
- Seasoned Pitbrawler: Whenever you gain Armor, gain twice as much.
- Unbound Punisher: Battlecry: Destroy all enemy minions. Gain 2 Armor for each minion destroyed.
Shrine Passives List
As you progress in the Rumble you will get a chance to pick from Passives that will buff your Shrines at the beginning of the game. Here’s a full list of the Passives you’ll be able to choose from!
- Boon Reaper: Your Shrines have “Deathrattle: Draw cards until your hand is full.”
- Everlasting Devotion: Start the game with a copy of your Shrine.
- Favor of the Gods: Minions adjacent to your Shrines have Taunt.
- Foritifed Spirit: At the start of each turn, restore your Shrines to full Health.
- Pact with the Loa: Your Shrines revive in 2 turns instead of 3.
- Roaring Edifice: Your Shrines have “Deathrattle: Card in your hand cost (2) less.”
- Sacred Ritual: Your Shrines have “Your spells cost (1) less.”
- Windfall Blessing: Your Shrines have “Deathrattle: Give minions in your deck +1/+1.”
- Wrath of the Loas: Your Shrines have “Deathrattle: Destroy all enemy Shrines.“
Rumble Run Tips & Tricks
We’ll be adding a bunch of tips to help you complete the Rumble run and earn that card back!
- Synergize with your Shrine! The Shrine is going to be your most powerful ally when you are taking on these Troll Champions. Try to pick buckets of cards that will work with your Shrine.
- Go to the face early in your run. The early fights will be against Trolls with low health, you will hopefully be able to just rush them down in most cases.
Finishing the Rumble
If you are able to complete a full run with any class in Rumble Run you will receive the following card back!