Our Kobolds and Catacombs Dungeon Run guide covers the ins-and-outs of this new Hearthstone single-player roguelike mode! We’ll explain how best to navigate through the dungeon with every class, as well as feature a Dungeon Run Bosses List, Treasures List, and tips & tricks on how to win and get the exclusive card back!
Dungeon Run is a brand new single-player game mode to be released with the Kobolds and Catacombs Hearthstone expansion! Described as a Hearthstone roguelike with ever-increasing difficulty and perma-death, Dungeon Runs aim to be the most challenging and repayable PvE mode to date.
Dungeon Runs are completely free and provide players with all the tools and cards to enjoy the content.
What is a Roguelike?
For those unfamiliar, a roguelike is a type of role-playing game (RPG) characterized by a dungeon crawl through dynamic levels that are different in each encounter. Typically, roguelikes contain a fantasy-themed narrative, influenced heavily by table-top RPG predecessors such as Dungeons & Dragons. In roguelikes, players control a character, accumulate loot, and risk permanent death along their journey.
By dropping players into a Dungeon Run, Hearthstone hopes to replicate some of the common features of the popular roguelike genre, while maintaining many of the core Hearthstone mechanics we’ve come to expect.
Battle in the Catacombs
At the start of a Dungeon Run, players will choose a class and be given a basic set of 10 cards. Along their journey, players will fight their way through 8 bosses randomly selected from a pool of 48 in total. Each of the available bosses has a unique hero power and an assortment of distinct cards and mechanics. This variance in the possible encounters poses a unique challenge for players in each attempt.
Increasing Difficulty
Players will take on each boss, one at a time. As the player progresses, the bosses they face will become more and more challenging. Early on, bosses may be easily dominated, but the later stages require both powerful cards and cunning strategies! The final boss of the Dungeon Run poses an especially potent challenge for brave players that are able to make it deep into their Dungeon Run.
Permanent Death
Like any proper dungeon encounter, a failed run will result in permanent death! In Hearthstone’s Dungeon Run game mode, this means the player’s deck and progress will be immediately wiped and he or she will have to start over with a new Dungeon Run.
Dungeon Run Tips
If you’re struggling to complete your runs through the Dungeon these tips might help you! This section is currently being built, stay tuned!
- In the first few encounters you should be aggressive. You don’t have a lot of cards and the bosses don’t have much health. Most decks should be able to just run over the first few bosses.
- Always be looking at the composition of your deck when considering what to add to it. You might be offered Murlocs with Paladin which make a good meta deck, but if you aren’t offered them again then you will have no synergy! Dragon’s on the other hand are usually pretty good on their own.
Dungeon Run Bosses List
Full details about all possible bosses are not yet available, but the names, hero powers, and flavor of those we know are provided below.
It appears that some bosses can have different hero powers based on either the class you are playing or the difficulty level at which you face them.
A.F. Kay
- Hero Power: Idle (2 Mana) – Do nothing.
- Flavor: Waylay this adventurer while she isn’t paying attention!
It appears that she is literally AFK, so defeat her quickly and take a free win! It apparently isn’t a free win, and it seems that she will come back to the game to drop a ton of 8/8 Giants on the table so be careful!
Blacksteed
- Hero Power: 0 Mana – Transform a minion into a random one that costs 1 more.
Battlecrier Jin’zo
- Hero Power: Battle Totem (Passive) – Your Battlecries trigger twice.
- Flavor: When he calls in the troops, they listen. Twice.
Bink the Burglar
- Hero Power: (0 Mana) – Gain 1 Mana Crystal this turn only.
- Flavor: This low-down thief preys on starting adventurers.
Blackseed
- Hero Power: Evolvomancy (0 Mana) – Transform a minion into a random one that costs (1) more.
- Hero Power: (1 Mana) – Transform a minion into a random one that costs (3) more.
- Flavor: This furbolg’s dark magic twists the other dungeonfolk.
Brimstone Warden
- Hero Power: (5 Mana) – Silence your minions.
- Flavor: At all costs, stop him from waking the ancient guardians…
Bristlesnarl
- Hero Power: Hunter’s Call (3 Mana) – Reduce the Cost of cards in your hand by (1).
- Flavor: This legendary furbolg hunter can quickly call on big friends.
Candlebeard
- Hero Power: Charge! (1 Mana) – Give a minion Charge.
- Hero Power: Charrrrrge! (Passive) – After you play a minion, give it Charge.
- Flavor: This kobold pirate’s favorite move it chaaaarrrge!
Chronomancer Inara
- Hero Power: (10 Mana) – Destroy 3 of your Mana Crystals. Take an extra turn.
- Flavor: Once she powers up, beware of her mastery of time!
Elder Brandlemar
- Hero Power: Dampen Magic (2 Mana) – Put a ‘Counterspell‘ Secret into the battlefield.
- Flavor: The bane of magic users, this furbolg can counter any spell.
Elder Jari
- Hero Power: Mystic Barrier (1 Mana) – Gain 3 Armor.
- Flavor: This furbolg elder calls arcane energies to her defense.
Frostfur
- Hero Power: Freeze (2 Mana) – Freeze a minion.
- Flavor: These furbolg warrens feel unnaturally cold…
Fungalmancer Flurgl
- Hero Power: (2 Mana) – Give your minions +1/+1.
- Flavor: The fungalmancer empowers his friends. With fungus.
George and Karl
- Hero Power: (2 Mana) – Give all your minions Divine Shield.
- Flavor: These tag-team paladins went missing in Un’goro.
Giant Rat
- Hero Power: Rat Race (2 Mana) – Summon two 1/1 Rats.
- Flavor: The bane of every young adventurer.
Giant Rat is one of the early bosses you’ll face when you are just starting out on your run.
Gnosh the Greatworm
- Hero Power: Swallow Whole (2 Mana) – Destroy the minion with the highest Attack.
- Flavor: Always looking to devour the largest, tastiest minions.
Graves the Cleric
- Hero Power: Light’s Will (0 Mana) – Restore 2 Health to all minions.
- Flavor: The healing adventurer was separated from his old party.
Gutmook
- Hero Power: Metabolized Magic (Passive) – Whenever your opponent casts a spell, draw a card. It costs (1).
- Hero Power: Digest Magic (Passive) – Whenever your opponent casts a spell, summon a Tunnel Trogg.
- Flavor: This trogg elder and his minions flock toward sources of magic.
Ixlid
- Hero Power: (2 Mana) – Summon an extremely Deadly Spore.
- Flavor: Its deadly spores can kill an adventurer instantly!
Jeeru
- Hero Power: (1 Mana) – Each player draws 3 cards.
- Flavor: Don’t run the lamp! You rubbed the lamp, didn’t you?
Kraxx
- Hero Power: Giant Stomp (2 Mana) – Deal 1 damage to all enemy minions.
- Flavor: This ancient stone guardian prefers the loot to stay here.
Lava-Filled Chamber
- Hero Power: The Floor is Lava (Passive) – After a minion is played, deal 2 damage to it.
- Flavor: The kobolds attempted to board up this lava-filled chamber!
Lyris the Wild Mage
- Hero Power: Arcane Infusion (1 Mana) – Add ‘Arcane Missiles’ to your hand.
- Flavor: She loves fire. Her minions love that she loves fire.
Mushhuckster Max
- Hero Power: Mushroom, Mushroom (2 Mana) – Craft a custom Mushroom Potion.
- Flavor: You probably don’t want the potions he’s hocking.
The custom Mushroom Potions are Kazakus potions!
Overseer Mogark
- Hero Power: (1 Mana) – Deal 1 damage to a friendly minion and give it +2 Attack.
- Hero Power: (1 Mana) – Deal 1 damage to a friendly minion and give it +5 Attack.
- Flavor: This trogg commander is extra “motivational” to underlings.
Pathmaker Hamm
- Hero Power: Unstable Explosion (1 Mana) – Deal 1 damage to two random enemies.
- Hero Power: (2 Mana) – Deal 2 damage to three random enemies.
- Flavor: There’s more than one way for a kobold to dig a tunnel.
Russel the Bard
- Hero Power: (2 Mana) – Gain control of an enemy minion with 2 or less Attack.
- Flavor: His tunes are catchy. Just ask your minions.
Seriona
- Hero Power: Fading Light (2 Mana) – Give a minion -1 Attack.
- Flavor: A twilight dragon bent on draining your minions.
Spiritspeaker Azun
- Hero Power: (Passive) – Your Deathrattles trigger twice.
- Flavor: This troll priest speaks with the dead… twice.
Tad
- Hero Power: Catch and Release (0 Mana) – Summon a random minion from your deck.
- Flavor: Look, this murloc just wants to fish, okay?
Tad is a rare boss encounter that never has any cards in his hands and every turn his hero power summons a minion out of his deck. The key with Tad is that you actually don’t want to kill him, you want to remove everyone of the minions he drops and do not attack him. If you can do this he will eventually run out of cards and once that happens he will spawn a Sunken Chest on the board. Kill the 0/1 chest and you will get Tad’s Pole for your Dungeon deck which is a 1-Mana 0/1 Weapon that reads: “At the end of your turn, summon a minion from your opponent’s deck.”!
Tad Gameplay
Thaddock the Thief
- Hero Power: Tactical Retreat (1 Mana) – Return a friendly minion to your hand.
- Flavor: One moment her minions are there… the next… gone!
Thaddock is literally a Quest Rogue (The Caverns Below), so make sure to kill any minion she is trying to put on the board multiple times if you get a chance!
The Mothergloop
- Hero Power: Gloop (2 Mana) – Give minions in your hand +1/+1.
- Flavor: Don’t let its growing, gooey friends get out of hand.
Trapped Room
- Hero Power: (Passive) – Whenever you reveal a Secret, summon a 3/3 Sawblade.
- Flavor: Tread carefully. Don’t… touch… anything!
What we know so far about the Trapped Room is that it is one of the most difficult encounters in the Dungeon Run. It’s so difficult, in fact, that it was intentionally designed to show up less often!
Treasure Vault
- Hero Power: (5 Mana) – End the game.
- Flavor: Grab all you can, as fast as you can!
Voodoomaster Vex
- Hero Power: (Passive) – All Battlecries and Deathrattles trigger twice.
- Flavor: He wants to be a troll. He cries for battle and rattles for death.
Waxmancer Sturmi
- Hero Power: Sculpt Wax (1 Mana) – Summon a 1/1 copy of a minion.
- Hero Power: Harden Sculpture (3 Mana) – Summon a copy of a minion.
- Flavor: This kobold can candle-craft minions at will.
Wee Whelp
- Hero Power: Baby Breath (2 Mana) – Deal 2 damage.
- Flavor: It’s just a baby dragon. But it’s still a dragon.
Wee Whelp is potentially one of the bosses you’ll face at the beginning of your run.
Whompwhisker
- Hero Power: Join the Fray (2 Mana) – Both players Recruit a minion.
- Flavor: A kobold berserker who never fights alone.
The art is the same as the collectible card Kobold Barbarian.
Final Bosses List
If you manage to make it to the bottom of the dungeon you will encounter one of five total final bosses! This will be updated once we learn all of the names and encounters.
Azari, the Devourer
- Hero Power: Devour (0 Mana) – Remove the top 2 cards of your opponent’s deck.
- Flavor: The most terrible of demons is loose! And VERY hungry.
Azari runs a Wild Demon Warlock deck that looks to delay you while he removes cards from your deck every turn!
Read our full guide on How-to Defeat Azari, the Devourer!
Azari, the Devourer Gameplay Video
King Togwaggle
- Hero Power: Magic Candle (3 Mana) – Find a Treasure!
- Flavor: Look out! He’s loaded with loot from failed adventurers.
King Togwaggle is one of the final bosses you will face if you make it to the end of the Dungeon Run. He starts with 2-Mana so when it goes into his turn (giving him 3-mana) he will immediately be able to use his Hero Power. His Hero Power generates one of the active Treasure cards you get to choose from throughout your run. At some point during the start of one of his turns he will cast a card called Rakanishu (who is apparently the candle/flame on top of his head!). The card deals 4 damage to a random enemy.
King Togwaggle’s deck seems to be mostly Rogue cards as well as a fair amount of Kobolds.
Read our full guide on How-to Defeat King Togwaggle!
King Togwaggle Gameplay Video
The Darkness
- Hero Power: Encroaching Darkness (0 Mana) – Summon a 5/5 Darkspawn.
- Flavor: There’s a reason to always keep a light on down here.
The Darkness has a very powerful hero power that is going to add a 5/5 to the board every turn. However, you will start with three 0-Mana cost Luminous Candle spells that will destroy all Darkspawns. Obviously you are going to need to be pretty careful with how you use these. The Darkness’ deck is mostly Priest cards, but there appears to also be some Rogue secrets as well.
Read our full guide on How-to Defeat The Darkness!
The Darkness Gameplay Video
Vustrasz the Ancient
- Hero Power: Vindictive Breath (0 Mana) – Deal 1 damage to all enemies for each missing Master Chest.
- Flavor: His vast treasure stores are for the taking… if you dare!
Vustrasz is a Dragon, and we all know Dragon’s love their treasure! He starts with five Master Chest‘s on the board, you might recognize these from your good pal Marin the Fox. You are going to want to avoid killing these as much as possible, the problem is that Vustrasz is going to actively be trying to buff the chests to beat you up with. He runs stuff like Velen's Chosen and Cobalt Scalebane plus other Dragon and Priest cards.
Read our full guide on How-to Defeat Vustrasz the Ancient!
Vustrasz the Ancient Gameplay Video
Xol the Unscathed
- Hero Power: Beam Me Up (Passive) – At the end of your turn, add a Beam to your hand.
- Flavor: She’s got her eye’s on you. ALL of her eyes.
Xol has access to quite a few beams, she will emote when she users her hero power and draws a specific beam. Here’s the list:
- “Flummox” – Beam of Confusion: Take control of a random enemy minion.
- “Fatality” – Beam of Death: Destroy all damaged enemy minions.
- “Fatigue” – Beam of Decay: Destroy 1 of your opponent’s Mana Crystal.
- “Fear” – Beam of Fear: Shuffle a random enemy minion into your opponent’s deck.
- “Flame” – Beam of Fire: Deal 2 damage to all enemy minions.
- “Frost” – Beam of Frost: Freeze a random enemy minion and the minions next to it.
As you’ll see in the encounter video below, Xol runs a Discard Warlock deck and with the help of the beams could be quite difficult to deal with if you are a more minion based deck. The Freeze/Spell Mage the player uses in the video looks to be one of the better decks to use against this final boss.
Read our full guide on How-to Defeat Xol the Unscathed!
Xol the Unscathed Gameplay Video
Choose Your Loot
As players defeat bosses, they’ll be given the opportunity to choose new cards to bolster their deck. The cards are offered as three triplets with different themes meant to synergize with the player’s class. Each class has a variety of buckets these themes can pull from that range from Spell specializations to minion tribes and synergistic mechanics.
Selecting a theme makes it more likely that the theme will be offered again making it possible to build a cohesive deck to take on the more difficult bosses that players will face deep into their dungeon run.
Like the bosses, the loot offered will be different in each run, providing players with a unique experience each time they embark on a Dungeon Run.
Dungeon Run Treasures List
Occasionally, players will uncover powerful Treasure cards that are exclusive to the Dungeon Run game mode. These Treasures are blatantly overpowered and noncollectable. However, they may provide players with enough potency to tackle the Final Boss.
Passive Treasures
Passive treasures give players a permanent advantage from the start of each encounter. These passive Treasures range from upgrading (similar to Justicar Trueheart) and reducing hero powers to giving all minions +1/+1 (much like Prince Keleseth).
- Battle Totem – Passive. Your Battlecries trigger twice.
- Captured Flag – Passive. Your minions have +1 / +1.
- Cloak of Invisibility – Passive. Your minions have permanent Stealth.
- Crystal Gem – Passive. Start with an extra Mana Crystal.
- Justicar's Ring – Passive. Your Hero Power is upgraded and costs (1).
- Khadgar's Scrying Orb – Passive. Your spells cost (1) less.
- Glyph of Warding – Passive. Enemy minions cost (1) Mana more.
- Grommash's Armguards – Passive. Your weapons cost (1).
- Mysterious Tome – Passive. At the start of the game, play 3 random Secrets.
- Potion of Vitality – Passive. Double your starting Health.
- Robe of the Magi – Passive. Spell Damage +3.
- Scepter of Summoning – Passive. Your minions that cost (5) or more cost (5).
- Small Backpacks – Passive. At the start of the game, draw 2 cards.
- Totem of the Dead – Passive. Your Deathrattles trigger twice.
Active Treasures
The remaining Treasure cards are added to the player’s deck like any other Hearthstone card. However, for their mana cost, these cards have an absurd power level. When played, these Treasure cards can quickly swing the encounter back in the player’s favor. These Treasures include brand new mechanics, such as stealing cards directly from the opponents hand and Recruiting minions.
- Aleatoric Cube – (2 Mana) Shuffle both decks together and give half to each player. Your cards cost (2) less.
- Amulet of Domination – (2 Mana) Take control of an enemy minion. Add it to your Dungeon Deck.
- Archmage Staff – (0 Mana) At the start of your turn, add a random Mage spell to your hand.
- Bag of Coins – (0 Mana) Fill your hand with Coins.
- Bag of Stuffing – (1 Mana) Draw cards until your hand is full.
- Blade of Quel'Delar – (1 Mana – 3 Attack – 3 Durability) Weapon.
- Boots of Haste – (1 Mana) Your minions cost (0) this turn.
- Dr. Boom's Boombox – (4 Mana) Summon 7 ‘Boom Bots’.
- Embers of Ragnaros – (3 Mana) Shoot three fireballs at random enemies that deal 8 damage each.
- Gloves of Mugging – (1 Mana) Steal 3 cards from your opponent’s hand.
- Golden Kobold – (3 Mana – 6 Attack – 6 Health) Taunt. Battlecry: Replace your hand with Legendary minions.
- Greedy Pickaxe – (2 Mana – 3 Attack – 2 Durability) After your hero attacks, gain an empty Mana Crystal.
- Hilt of Quel'Delar – (1 Mana) Give a minion +3/+3.
- Horn of Cenarius – (2 Mana) Recruit 3 minions.
- Loyal Sidekick – (1 Mana – 1 Attack – 1 Health) Taunt Has +1/+1 for each Boss you’ve defeated this run.
- Magic Mirror – (1 Mana) Choose a minion and summon a copy of it. Add it to your Dungeon Deck Permanently.
- Mask of Mimicry – (1 Mana) Choose a minion. Minions in your hand becomes copies of it.
- Orb of Destruction – (3 Mana) Destroy 2 of your opponent’s Mana Crystals and they discard 2 cards.
- Party Portal – (1 Mana – 0 Attack – 10 Health) Whenever you cast a spell, summon a random minion of the same Cost.
- Portable Forge – (1 Mana) Discover a Legendary weapon and equip it.
- Portable Ice Wall – (1 Mana – 3 Attack – 15 Health) Taunt. Can’t Attack. Freeze any character damaged by this minion.
- Primordial Wand – (4 Mana) Adapt a friendly minion. Repeat for each boss you’ve defeated this run.
- Rod of Roasting – (10 Mana) Cast Pyroblast randomly until a hero dies.
- Scroll of Confusion – (0 Mana) Each minion randomly chooses a side of the battlefield.
- Shifting Hourglass – (7 Mana) Take an extra turn. Costs (1) less for each Boss you’ve defeated this run.
- THE CANDLE – (1 Mana) Deal 4 damage to all enemy minions. Shuffle this into your deck.
- Vorpal Dagger – (2 Mana – 1 Attack – 4 Durability) Poisonous. Mega-Windfury (Can attack four times a turn.)
- Wand of Disentegration – Silence and destroy all enemy minions.
- Wax Rager – Deathrattle: Resummon this minion.
- Wish – (10 mana) Fill your board with Legendary minions. Fully heal your hero.
- Wondrous Wand – (3 Mana) Draw 3 cards. Reduce their Costs to (0).
Quel’delar Parts
It appears you can put together the two pieces of Quel'Delar and make a full sword that looks like this (Credit to the Redditor who put it together!):
There are two pieces of the sword that you can get in your Active Treasure choices: Hilt of Quel'Delar and the Blade of Quel'Delar!
Kobolds and Catacombs Dungeon Run Rewards
If a player is able to complete a Dungeon Run with all nine classes–which is no easy feat–they’ll be rewarded with the exclusive Candle King card back!
Blizzard has also added three sequential one-time Dungeon Run quests that reward one Kobolds and Catacombs pack each. In addition to the free random Legendary Weapon and three packs for logging in this will give you an additional three packs!
Unique Quest List
Here are the three unique quests you will get. Once you complete the first one, it should move on to the second one, and then finally the third one.
- Kobolds & Catacombs – Begin a Dungeon Run. Reward: 1 Kobolds Card Pack
- Kobolds & Catacombs – Defeat 5 Dungeon Run Bosses. Reward: 1 Kobolds Card Pack
- Kobolds & Catacombs – Defeat 10 Dungeon Run Bosses. Reward: 1 Kobolds Card Pack
Daily Quest
We’re also getting a new Daily Quest that you can get as part of your random daily quests.
- Spelunker – Defeat 5 Dungeon Run Bosses. Reward: 1 Classic Card Pack
Dungeon Run Gameplay & Information Videos
You can watch some Dungeon Run gameplay and informational videos below!
We really love your web site, it has nice content, Thank you!
I feel like every time I play mage I get the tunnel trogg guy who summons minions when I play a spell. So useless
FYI
*George and Karl
*Hero Power: (2 Mana) – Give all your minions Divine Shield.
*Flavor: These tag-team paladins went missing in Un’goro.
You fight George first and his hero power is the divine shield but as soon as you beat him the shield flips over and you have to fight Karl whose hero power is (2Mana) summon two silver hand recruits.
The board doesn’t change. you both keep all minions.
TRAPPED ROOM:
If you don’t know the tactic, it’s impossible to beat. If you do, it’s the easiest:
Do nothing. Absolutely nothing. Just end your turn. The trapped room will do the same every turn because it can’t play any more secrets and can’t trigger it’s hero power.
You have more cards, therefore you win in fatigue.
— credit goes to Ch4ce
what if the room summons minions, it has those right
Ok so I found a really op strategy. You need to get the portable forge, the totem of death, and a lot of doppelgangers and other minions of that sort. Try your best to get portable forge in your starting hand every round. And pick the weapon that when it dies it gives a random minion in your hand +4+2. And the rest is pretty self explanatory. I got 40 30s through this strategy. Keep in mind it works the best as a rouge because you can get doppelgangers.
Didnt see anyone else say it, but Kraxx has a second hero power where he has to use it, it’s 1 mana, and deals 3 damage to all enemy minions.
Just beat Azari, the Devourer with Pally.
Treasures (in order of what I picked):
Scepter of Summoning – Cards that cost 5 or more cost 5
THE CANDLE – Deal 4 Damage to all enemy minions and reshuffle into your deck.
Robe of the Magi – +3 Spell Damage
Primordial Wand – Adapt a minion for each boss you have defeated.
Getting the sceptre first meant that I pretty much picked all of the giant minions and legendaries throughout the run, had 5 Lich Kings and a couple of Tirions hahaha…
Spell Damage meant that I had 1 cost 7 damage CANDLE and 5 damage consecration for board control.
Definitely the big minions that beat Azari though. Despite the burn I still got a couple of Lich kings and a Tirion on the board.
Note: Army of the Dead is amazing in this matchup as it bypasses Azari’s hero power and Pally doesn’t have heaps of spells to begin with.
*Minions that cost five or more, sorry
Against Waxmaster Sturmi, if you drop the Loyal Sidekick, every time she tries to copy a minion she’ll try to copy the Sidekick and the Sidekick copy instantly suicides. It’s really easy to beat her that way since she never learns and keeps wasting mana by copying your Sidekick every turn, so you don’t have to worry about her copying a minion that might actually be a problem.
The more I play this the more frustrated I get. I have completed Shaman and Paladin and got close on Rogue a few times.
I’m not getting any of these combinations you guys are and usually I can’t get my treasures to line up with the card selections they give me. If I happen to pick a synergistic deck, they give me a boss designed to counter it. Feels like they don’t want us to be able to do this.
Yeah same here… I just had a really good run with a Priest that had 2 Djinnis and ran a ton of spells… then ran into Gutmook as hardcounter… not a slight chance to win that matchup -_- the run before I was killed by the stupid quest rogue deck because she kept freezing my board over and over till she got the Quest done.
I have fatigued gutmook with a spell based defensive mage deck
Okay the rng draws on this is total bullshit. I had 160 health against fucking candle beard and drew absolute shit.
Hearthstone isnt about health, it’s about board control. maybe this is a lesson for you. 160 health doesnt mean anything if your cards dont do anything!
My strategy was picking the crazy cube loot card. I wasn’t expecting to win, but it helped me complete druid, rogue and preist.
Also, permanent stealth helped me complete with rogue, mage and preist pretty sure, especially the first 7 dungeons.
Both of these loots will help dismantle whatever synergy the dungeon boss has and renders at least half of their control cards powerless.
Preist against The devourer was very lucky. The cube that mixed our decks helped delay my fatigue, took away Ansari’s board clear,and somehow allowed me to put down the demon legendary that made my hero immune and my demons +2/+2… It was glorious. Immune DMG did nothing, and my legendary couldn’t be targeted.
Finally beaten it with every class – Priest took me more attempts than all the others combined! I was beginning to wonder if Priest got The Darkness for the final boss every time 😐 Beat it when I got Vustrasz instead.
I’ve made researches on most bosses decks already, published decklists here http://www.hearthpwn.com/decks?filter-author=tarabuka&filter-author-previous=tarabuka&filter-author-symbol=100043048&filter-build=40&filter-deck-type-val=8&filter-deck-type-op=3&sort=name
Got almost all decks, but some of them still lack few cards, so i hadnt listed them yet.
Feel free to use for yourself or in guides.
Thanks!!!
I’d have more fun with this gamemode if it let me actually build a synergistic deck.
Nothing but armor build warrior choices, and then throws Brimstone Warden at me.
Try to play silver hand paladin build like before, get stuck with 18 healing choices and 2 murloc deck options.
I hate the RNG in this more than opening packs, which sucks because this mode CAN be so fun and good when you actually are allowed t build fun shit.
Literally I beat it second try with warrior I used charge and enrage it worked so well. I got a few good treasure like start with an extra mana crystal and thuour minions have +1+1
Finally completed it with Warrior – after I don’t know how many attempts, maybe 15…
Mainly focused on Recruit and Taunt cards. 3x Geosculptor Yip with Justicar’s Ring so I was able to gain 4 armour per turn for 1 mana and Glyph of Warding; made it much easier to get through the first 7 bosses.
However it was the Fire Plume’s Heart quest which actually won the game for me vs Azari the Devourer in the end… far enough into fatigue that I’d have died next turn. The other 2 treasures I had, Embers of Ragnaros and Horn of Cenarius both got chucked out by Azari’s Hero power – probably for the best with Horn of Cenarius.
I think you mean Rogue-Lite. Very nice guide however, ty.
No, the term is “Rogue-like”.
“Rogue-Like” has been given a definition by the ‘International Roguelike Development Conference’ back in 2008, and this does not meet that definition, so calling it a “Rogue-Lite” is more accurate. This mode of Hearthstone takes some features of Rogue and uses them, like permadeath and the idea of each run being different, but this game mode is not “like” Rogue, it just borrows some ideas from it.
It borrows aspects and is therefore rogue-like.
who cares…. lol
One thing I’ve done in the new style was get the staff of summoners, and about 15 mountain/molten giants. The staff makes the giants free almost immediately, beat vustraz by playing 7 giants and the shifting hourglass.
I have beaten it with seven classes, am stuck on priest, and haven’t attempted warlock.
Mage: control, invisibility cloak doomsayers, beat Togwaggle
Hunter: heavy deathrattle synergy, captured flag, beat Xol
Paladin: divine shield. captured flag, beat Xol
Shaman: battlecry/elementals, battlecry totem, beat Azari (only win yet vs trap room)
Rogue: tempo deathrattle, invisibilty cloak, beat the Dragon
Druid: beast synergy, glyph of warding, beat the Dragon
Warrior: recruit based with 5 Geomancer Yips, staff of summoning, beat Azari
Priest: ?
Side note: a great strategy is to use amulet of domination on a Ixlid spore, as it is poisonous to all dungeon bosses. I had this in my rogue deck, and beat Chronomancer Inari with it.
Dragon Priest and a super powerful active treasure like the one that skips your opponent’s turn did it for me!
this is odd I didn’t get my card back but I killed all boss’s with all class’s what gives
Just restart the client and it should appear
Took me so many attempts to get decent Dragon Synergy cards, not the best treasures though +6 Spell Damage and 3x Holy Nova (8 damage to all enemies) and a metric tonne of Dragons… and the Darkness still stomped me into the floor… but then I’ve not yet managed to beat the Darkness with any class – I’ve beaten all the other bosses but, man, the Darkness is just unfair.
I’m finding Priest to be an absolute nightmare, at least as bad as warrior, I think I’ve failed 12 times now… and it’s the last one I need to complete. Rogue was an absolute breeze by comparison (4 attempts) and Hunter, Mage, Warlock and Paladin I completed first time.
The wand of disintegration and all minions have stealth helped me defeat the Darkness with other classes. For Priest, I just give up if I don’t get +1/+1 on my minions as a first pick, but I am still struggling with Priest also.
I got so lucky against the Darkness first time I fought it; 200 hp Adapt quest Paladin with Quel’delar made mincemeat out of him; hardest opponent of that run was actually George and Karl, who got me down to 50 some health from,180 due to stupid divine shield
Course that’s after failing at least 5 runs with Paladin, only heros I won under 3 attempts with were Priest(Toggwaggle’s AI shit itself, refused to do anything against my 6 Lightbomb 3 Ragnaros deck, only thing I had going for me), Rogue(1st try, don’t remember what the fuck I had), and Hunter(Psuedo Mage deck with Justicar Ring, Archmage Staff and Robe, spammed hero power and Explosive Traps)
For me the only unfair boss I’ve fought is Vustraz; he ALWAYS crashes his chests into my minions after bumping em to high hell, and Cobalt always buffs a chest, which he immediately smacks my minions with: one fight his AI refused to attack my hero with the chests, dragging the fight out as he murdered me with his Hero power
For warlock I had the most luck with the banner and extra mana, then focused for the cards on the zoo cards. and tried to play zoolock, with the +1/+1 buff most bosses were easy, there are a few bad match ups, but in general it was fairly easy
Just won my first priest attempt with double deathrattle totem and wax rager. Essentially literally unbeatable unless you never draw the wax rager. Once you’ve played it, within a few turns your entire board will be full of 5 attack invincible cards.
I tried that, Azari burned my wax rager.
The Darkness would probably Entomb it 😐
… actually, the game where I had the Wax Rager and double-deathrattle with Priest I didn’t even get to the boss. I got the buffed Blackseed with the evolve(3) power and got stomped before I drew the Rager.
It’s hard to come back from Living Roots on turn 1 when he starts evolving it straight away… I think Grommash was on the board by about turn 6.
Sturmi counters that so hard; she’ll always copy then crash an into yours, combined with explosive trap she’ll wait till she has lethal to punch your throat in
Togwaggle counters it to; tried it, immediately got Wand of Disintegrationed. Only time I’ve lost against him to
For priest try to get bag of coins with the upgraded hero and do upgraded hero power. Upgraded hero power is +4 heal or +4 damage which is strong and only 1 mana cost.
I have completed with priest as C’tun card deck. I had 2x C’thun cards and other that gives him buff. Lucky i was to have that my battlecries triggers twice, so on final boss i had 2 C’tun with 19/19, so that was 70+ dmg 🙂
lol
I played c’thun priest
But faced azari and he burned my cthuns
But i still beat him thanks to +1/+1 to all
Also, poisonous kills Gnosh. Playing rogue and I dropped the 2/1snake on turn 1. Gnash devoured it and died immediately. Not sure if isolated incident or not but it happened.
Shaman – beat the game with double battlecry and jade deck
I’ve done Hunter, Paladin, Warlock and Mage so far…
Hunter play really aggressively – I think I used Glyph of Warding (opponent’s minions cost 1 more), Justicar’s Ring (hero power does 3 damage and costs only 1) and Orb of Destruction (destroy 2 of your opponent’s mana crystals and make them discard 2 cards). Seize the board early and Smorc to victory.
Paladin I went pretty much full on Silver Hand synergy – it can get really silly with 3 Quartermasters in the deck. Again, play really aggressively. Justicar’s Ring is a must-have if you’re going this route though – upgrades your hero power so that it summons 2 Silver Hand Recruits for 1 mana.
Warlock was the easiest since I got the Sceptre of Summoning early (all minions that cost 5 or more only cost 5 mana)… combine that with Handlock synergy cards and you’re dropping 8/8 giants on the board from turn 2.
I’ve also beaten it with Mage but can’t remember what I did…
Failed with Druid vs The Darkness – I’d focused on Wisdom synergy (all the choose 1 stuff) had Fandral on the board, cast Wisps of the Old Gods (floods the board with 3/3s) and I thought it was looking pretty good… then he cast Psychic Scream 😐
… and I just can’t seem to make any headway with Warrior died to Xol the Unscathed, Azari the Devourer and even have troubles with Blackseed who I run into every time.
Oh and the key to the Trapped Room is to get it to fatigue – it’s almost entirely reactive (bar a few minions) so don’t begin to develop your board until you can drop a lot of things at once and have a way to deal with the Sawblades that get summoned whenever a Secret is activated.
You have more cards in your deck that it does so once you’ve got a well developed board, don’t attack unless it drops something like Ethereal Arcanist then kill that and control the board – you don’t really want to go face unless it’s pretty much out of secrets in play. Since it can’t cast duplicate secrets it’ll burn quite a few when its hand is full and it’ll hit fatigue and die before you do if your careful. I was playing Druid when I beat it.
I just finished my a Hunter class battle against the Greatworm and found out that POISON EFFECTS THE HERO! I played a Stubborn Gastropod on turn 2, it Hero Powered it and DIED! It was so freakin hilarious! Can someone please note this so that everyone can use this to an advantage? Seriously though, I beat this guy on turn 2 and basically got a free win!
It’s Gnosh the Greatworm, to be more specific
the same with Ixlid, turn 3 potion of madness on the spore = easy win
Will be awesome to coin of domination the spores and play the poisonous spores at later dungoen bosses 😀
Also Magic Mirror, I used Magic Mirror on a Stone Golem (The 15-5 that cant attack) and used Keeper of the Grove to silence it and got free 15 damage almost always, it was awesome.
For afkay, also has both ragnaros – could be relevant for setting up lethal
GNOSH THE GREATWORM INTERACTION
Turn 1, I played Pit Snake
Worm’s t1, Hero powers, eats poisonous snake, it dies.
Either this is a thing with devouring t1 Pit Snake, devouring any poisonous minions, or getting hit with poisonous minions or something.
Needs more cases, but I killed that worm through food poisoning 😀
I had the same thing happen to me.
Think it might be intended
Win in my second attemp with Warrior.
Final Boss:
Azari, the Devourer
Hero Power: Devour (0 Mana) – Remove the top 2 cards of your opponent’s deck.
Flavor: The most terrible of demons is loose! And VERY hungry.
Azari runs a Wild Demon Warlock deck that looks to delay you while he removes cards from your deck every turn!
My equip:
– 5 Cost High minions
– Draw 2 cards
– Recruit 3 o 4 minions
– +3/+3 a weapon
Dragons cards, The lord of fire that hits 8 each turn, Taunt Quest, a lot of taunts…
Strategy: Hit face , and only leave one minion on board.
Nº 7 Boss was:
Pathmaker Hamm
Hero Power: (2 Mana) – Deal 2 damage to three random enemies.
Flavor: There’s more than one way for a kobold to dig a tunnel.
And he use a minion that his battlecry is hit 6 times , 1 hit.
Need the botton edit comment.
60 HP has.
So ran into Azari. Seems an unfun mechanic. The 5 powerful cards I drafted all milled to the trash. He cast doom twice wiping my board and filling his hand, and my deck basically loses 2/3s. With his high hp and malgannis, felt like I lost on 3 fronts.
I’ve beat him twice, although he is one of the harder bosses. I used a battlecry elemental shaman with battle totem. I played a total of 5 bonemares that game, and beat him up with a 30 attack totem. The other victory was with warrior, when I had staff of summoning, dead man’s hand, a bunch of recruit, and 5 Geosculptor Yips. He lacks hard removal, so try to abuse that.
I’ve experienced that most of the decks that seem to rely on just swarming you opponent do best against him, since it’s about volume and not strength of the individual cards. +1/+1 really helps as well, making you minions just that little bit stronger for fortunate trades allowing you to quickly regain board control.
Also if you do have a few powerful minions in your hand, keep them in case of board wipes, play them separately. as strange as it sounds, playing conservatively worked best for me when it came to the stronger cards.
Flood the board to bait a board clear, then play a stronger minion.
Sooooo…there’s a glitch with Togwaggle that lets you mill him to death by making him passive. If you’re priest or warrior this will work well because of the Rakinishu that still works.
Cast Aletoric Cube as early as possible and he will avoid playing your cards because of the shuffle and custom AI, then use your cards to stabilize against mostly board based treasures, like Boom’s Boombox, until his hand is full of treasures that only work on enemy minions for the AI, like THE CANDLE or Wand of Disintegration, then just restore health/armor up and he will do absolutely nothing while the game does Rakinishu. Feel free to use weapons and spells to hit him in the face and accelerate, but never minions.
PS: He had a vorpal blade equipped that he wasn’t using either, don’t know if that was part of the equation, but he probably wouldn’t waste vorpal blades on more vorpal blades either.
In the tad battle i highly recommend you actually just try to control the board and try to keep him alive cause in turn 11 he catches a sunken chest which adds tad’s pole to your dungeon deck and ends the encounter.Tad’s pole 1 mana 0/1 weapon at the end of your turn summon a minion from your opponent’s deck
This doesn’t happen
I too got this to happen when I fought Tad. The second time I tried to repeat my results of getting the sunken chest, I was unable to trigger the interaction, so maybe it’s based on something besides just killing all the minions? Maybe you can’t use spells?
Maybe,i’ve gotten him to the 11th turn all three times i fought him and only in the first run where i didn’t use any spells (double deathrattle with exploding bloatbat and carnivorous cube is hillarious) i got the sunken chest
https://imgur.com/a/Xxs1T https://imgur.com/a/k4yFG
Having encountered Tad 2 times now. The first time he yielded his rod no problems. The second time however he did not. I am unsure as whether it tracks the actual minion kills however as I took control of one of his minions using Sylvanas’s deathrattle.
I did some reasearch, and found out that it’s not just about keeping him alive, but to avoid damaging him. That includes preventing the effect of the Starving Crab. Don’t try this unless your deck is control heavy.
Should note which hero powers are “mandatory” when possible, such as Elder Brandlemar, so you may want to proc his Counterspell just so he’ll have less mana next turn.
Blink is one of the starting encounters, alongside Wee Whelp and Giant Rat.
When you summon Kazakus vs MUSHHUCKSTER MAX, he says, “Kazakus, back for more, eh?”
A.F.Kay comes back on 6 mana to wreck you.
BRIMSTONE WARDEN has 4-5 15/15 minions that can’t attack with deathrattle: Lose a mana crystal. So you need to kill him by 5 mana, or try to clear some of them to delay it and give you more time.
Blackseed is accidentally also listed as “Blacksteed”.
Need to switch the Gutmook passives, the card draw one is the higher-tier one.
Lyris the Wild Mage’s deck contains only Arcane Intellects and Flamewakers.
Mushhuckster’s potions are all 1 mana Kazakus potions, to note.
Trapped Room starts with 5 secrets, their entire deck is only secrets. Whenever a secret is triggered, they summon a 3/3 minion. Very tiring and long fight. You can watch an HSReplay example here – https://hsreplay.net/replay/9zMgaGfpq43id8T7RwvoET
Treasure Vault, you get to kill treasures to add them to your deck before time runs out.
Oh yeah, it only showed up twice in 14 turns, and only from turn 11 onward, but Xol the Unscathed has an additional beam:
Beam of Fire, Deal 2 Damage to All Enemy Minions.
Replay proof: https://hsreplay.net/replay/hU95hjNt5cyGTzCoLnbuXT#turn=11a
No the beam of fire comes at any time in the game
Very good comments. If I may add, Lyris also plays Antonidas, and for my own part I saw Brimstone Warden’s giants be 15/5, so not as hard to kill.
I am very sad never to have found the treasure vault in over 80 runs ^^’.
Trapped Room also has secret keepers (+1/+1 when a secret is played).
Trapped Room has a few minions, Shroomsayer, Keeper of Secrets and, I think, Ethereal Arcanist?
Note for Ixlid: If you’re playing Priest, you can use Potion of Madness to kill him instantly with his own summoned Deadly Spore.
Or took it with amulet or mirror so your deck will have it. Then you can kill all the rest of bosses with it, with perma stealth drafted.
Thanks to everyone who has submitted information!
Got 5th Boss with druid called “elder jari” his active hero power was “1 mana gain 3 armor”
There is a worm that has hero power 2 mana must cast destroy highest attack minion instantly dies if eats poisonous creatures (it ate my gastropod on turn 2 for win.
Another boss is chronomamcer “something or other”
60 health and ran into her on the 7th boss with druid.
Her hero power was a 10 cost that gave her an extra turn and destroyed 3 of her mana… I know for a fact her deck is full of legendaries and has spell cards to give her more…
13th turn she had a lich king, thaurissan, and rag on the board
Yeah, I ran into this on my third run. I have no idea how you could realistically beat such a monster. You forgot to mention the spell she has that summons a random legendary for 1 mana.
Just outvalue her.
I played as BIG Pally, got the summoning sceptor (all 5+ minions are 5) with BIG MINIONS. Like big priest except for 2 tirions, 3 rags, 2 Dr.7’s, ysera, lich king, and a buttload of taunts. The horn of Cenarius pulled high roll minons (my deck was 60% 5+). Plus the ring of justicar made the early game aggro easy due to easy tempo swings.
You know what? I think that’s still better than fighting big druid! Lol
”chronomancer Inara”
Another boss, Jeeru, 1 mana Must use passive,
Three Wee Wishes – Don’t rub the lamp….you rubbed the lamp didn’t you?
Each player draws 3 cards, being used almost every round can lead to headaches.
Blackseed
Evolves a minion to a random minion that costs 3 more.
Literally every minion she evolved became a legendary.
Blizzard plz.
New Boss I have encountered:
Brimstone Warden
Hero Power: 5 Mana Silence Your Minions
He starts with 4x 15/5 stone guardians that “Can’t Attack” until he gets the mana and silences them…
Another Final Boss: Xol the Unscathed
Hero Power: “Beam Me Up” – 0 cost – At the end of your turn add a beam to your hand
Flavour: “She’s got her eye’s on you. ALL of her eyes”
Beams: Destroy a damaged enemy minion, Take control of an enemy minion, Shuffle an enemy minion into your opponents deck
It is “Take control of a random enemy minion” Basically will kill perma stealth.
I just lost to her. She gives you a hint at what beam she draws at the end of the turn. Her emotes say something like “Fear” or “Frost” or “Flame”
Not sure if I remember all of them, but she has at least these:
Destroy ALL damaged enemy minions (I think it was the “Fatality” emote)
Freeze a random enemy minion and the minions adjacent (“Frost” emote)
Deal 2 damage to all enemy minions (“Flame”)
Shuffle an enemy minion into its owner’s deck (“Fear”)
Take control of an enemy minion (forget this emote, it was something like “Confuse” but based on the theme it may have started with F)
Trapped Room
Hero Power: Summon a 3/3 Sawblade when a secret is revealed
Starts with 5 secrets, constantly plays secrets (from all secret classes)
Another Final Boss: Azari The Devourer
HP:70 Hero Power: 0 Mana Burn top two cards on your deck.
Just got annihilated by this demon. Literally. He’s a demon. And he played all demons. Ferocious demons that my cards COULD have dealt with if they weren’t being removed from my deck two-at-a-time every round. #eyeroll #trolled
Another final boss: The Darkness.
70 health
Hero Power: 0 mana summon a 5/5 demon thing
He starts with 3 mana on his first turn.
Has quite a few (3 or 4) cards that are 3 mana, draw 3 cards gain 6 armor.
You do start with 3 torches in your hand that destroy all of his hero power demons, but they are very difficult to use – you must balance the combined facts that AI always trades and if you summon minions while waiting to kill many demons, you’ll lose your main damage against him, with the option to not summon anything and take face damage. Utilizing these is very difficult and the boss is extremely annoying to play against. Free 5/5’s every turn…
Another Final Boss:*forgot his name* something the devourer
70 health
starts off with +2 mana.
Hero power;passive 0 mana, opponent discards 2 cards from their deck
HOWEVER; does nothing once you deck out.
Plays nothing but demon cards like void walker, malganis, doom guard, etc
You need non-draw related hand refill (like deathrattles that give you opponent cards
I got throught Azari with jade idol 🙂
beat him with 2 shakus and permastealth
Permastealth makes this fight a cakewalk
New Encounter: Treasure Vault
Spawns 7 0/10 chests with deathrattle add a random treasure to the player’s deck
Hero Power: 5 mana – End the game – Automatic
*The encounter does not have a boss so it does not have any health but instead the player must kill the chests it spawns
End as in, you lose? Or as in no more chests, on to the next fight?
You lose would be almost impossible minus a couple spells like sw horror
Boss: Ixlid, Fungal Lord
Hero Power: Summon a 1/1 that is poisonous and can kill heroes instantly
A boss encounter that wasn’t on the list above:
Name: Bink the Burglar
Hero Power: 0 Cost – Gain 1 mana crystal this turn – Automatic
Deck Info: I versed this boss as the first boss encounter and his deck was pirate and gaining coins orientated (E.g. Cutpurse, Burgly Bully) but I am unsure if this changes if he can be encountered at a higher level encounter.
Af kay summon 7 minion of 8/8 at turn 4 and just beat the crap out of me
She Almost did the same, man boots of haste into bag of what ever that was, but I managed to kill her before she killed me
Just rush her down, but when you have a bad hand/slow deck, it is probably pretty tough
Gutmook has a passive ability that summons a Tunnel Trog whenever you cast a spell.
It seems most of the bosses I have faced have different hero powers around the same aspect depending on what level you encounter them in. For example, I have fought a 15hp Gutmook who has had the Tunnel Trog ability, but then when I fought a 30hp Gutmook, his hero power was that whenever I played a spell he drew a card and it now costed (1). Which was crazy af.
No comment.
Why is everyone hating on dungeon runs? I am super hyped for the new game mode and will probably be the first thing I do when the expansion comes out.
Same here.
I’m not sure either, I think they are an awesome addition to Hearthstone.
Pve encounters now give 3 packs and cosmetics (paladin skin from frozen throne, card back from kobolds)
Thanks, added it to the rewards section.
All of this work just to get a card back? Pfff
Hook + time sink. If it’s fun I’ll do it.
People will do it – they did all sorts of “interesting workarounds” to get the Warlock hero. I didn’t bother.
Do you get 10 gold per 3 wins in the single player stuff? If so I’d grind out the back.
I absolutely agree.
All this effort: win 8 bossess with 9 classes (72 games without losing even 1) just for a card back?
It must be a joke.
I almost feel insulted.
I will try this new game mode once or twice just to break the routine and then I will abandon it like 95% of people after the second day of the release.
It would have had more sense if it had given a real prize for each successful run.
Even poor rewards like a K&C pack would have been SOMETHING.
ps: it’s really ironic that at the end of the dungeon there is no treasure…..
U said it perfectly sir, this is just waste of my time and it’s not even enjoyable. Next game!
I hope that the actual runs will be more difficult than what we see in the video. o.O
What we see in the videos is only bosses of the first 3 levels. Real challenge begins later.
I’m almost done with the Warrior and I’ll have to say that the only challenge so far was the 3rd or 4th boss. After that they just got easier by every encounter. Hoping the last will give a challenge atleast otherwise im half way to the cardback
The final bosses are quite insane and the trapped room which I had the misfortune of getting is even harder.
I agree. I think one good way to beet the trapped room (7th boss) if you have a minion-oriented deck is to try keep your life while it floods its board with middle-size minion. At some point it will play this 7/7 minions wich destroys all minion whenever it survives damage. Use it with as little mana as possible, then try to have your board as full as possible in the same turn.
This way, you will have several small minions able to check for its remaining secrets and kill the saws. Then if you keep the stronger board the room shoud never be able to damage you anymore as it has a tendency to play all its hand quickly, and draws mostly (maybe 4/5) secrets
Good cards to face it are :
-Kel’thuzad + sludge blecher for the time gain until the 7/7 pops
-Totem of the dead + (pack of rats or hunted creeper) to flood your board easily
However, I may be wrong, feel free to correct / complete
Good luck
What passive powers you choose and cards? likely.
I lost with all heroes like in 4 o 5 boss XD.
The best power is to get in the shadows forever…….
Nah the passive which doubles r health is best