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!
Boss Guides
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
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.
Shrine List
Each class has three Shrines, here’s a full list for each class.
Druid Shrines
- 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.
Hunter Shrines
- 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.
Mage Shrines
- 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.
Paladin Shrines
- 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.
Priest Shrines
- 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.
Rogue Shrines
- 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.
Shaman Shrines
- 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.
Warlock Shrines
- 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.
Warrior Shrines
- 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.
Teammate/Treasure List
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!
Druid
- 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.
Hunter
- 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.
Mage
- 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.
Paladin
- 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.
Priest
- 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.
Rogue
- 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).
Shaman
- 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.
Warlock
- 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.
Warrior
- 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!
I am torn. On the one hand I love getting free content that doesn’t involve me beating it to get much needed cards. On the other, grinding out games only to come up short to RNGeezus smiting my win streak away is a bit deflating.
Think I’ll pass since I’m not really all that hyped to get a card back. But I do thank Blizzard for saving me some sanity. The last time I played HS was around TGT. And the hair pulling involved with Black Rock and Naxxramas was a bit much for this old fart, lol.
I guess I’ll be in a holding pattern until April since crafting new cards is a roll of the dice for cards rotating out.
Mode is fun but difficulty needs to be tuned heavily as compared to other adventure modes it is hard from boss 1. Losing on boss 1-3 with OP/synergised decks or simply drawing out, without any draw power, makes this much less fun.
Agreed. Drawing out of cards is a major problem in first 3-4 bosses. I don’t dare draw any extra cards unless my deck has more than my opponent.
I wish they would offer some packs as they did for previous single player modes. Nevertheless, I had a blast playing few runs. The shrines truely add to the complexity of the gameplay and I have to admit it is probably the best hearthstone single player experience to me, even better than dungeon run from KAC.
Yeah definetly Rumble Run feels different from Dungeon Run, because for me Witchwood felt the same as a Dungeon Run just with a different Hero Power. This mode is really fun
Easy choice: The reward does not equal the time it takes to play this game. This simple equation is learned in game making 101 on day 1.
In my opinion you are exactly what’s wrong with a lot of gamers these days. The number one reason to play something should be for FUN. Just by your comment it shows that you didn’t even consider playing something like this for fun, just for the rewards. Why see games as chores, just to get a reward? I’d advise you to find something you do enjoy playing instead, nobody really cares if you got the cardback or not so why force yourself to obtain it?
Personally I really enjoy this. I got both the cardbacks from Dungeon runs and Monster Hunts and did at least hundred of runs more afterwards (got at least 5-10 full clears on all classes). Now there’s a third mode for me to enjoy! 🙂
When Rumble arrived, I took one look at it and thought “nope, not worth it”.
I tried it today anyway, and it was exactly the shitfest I imagined.
Losing over and over to bullshit npc decks and bs shrines is NOT FUN.
This is basically a restart simulator.
I fully support BeMyFriend’s comment, a card back reward is way, way below what it takes to make this worth playing.
Merry Fucking Christmas.
You are right. It was fun, and that should be the end of it. These reward grinding noobs are ruining gaming.
Very balanced! Turn one…High Priestess Jeklik Soulfires my totem (killing it). Soulfire discards Silverware Golem, summoning it. Her Dark Reliquary shrine summons Mal’Ganis.
LOL that’s some unfortunate rng mate!
Haha, I had the last laugh! Played that archetype myself and won first try.
Hirek’s Hunger Vs Shrivalla’s Vengence is my favorite interaction lmao
I just did this with Shaman and “Krag’wa’s Grace” (your spells cost 2 less) and is was super easy, all you need to do is get an unstable evolution and a couple of spells that give you a big board. With this, you can end up with an impossible to deal with board as soon as Turn 2-3.
Even better when you add Krag’wa to your deck. Now you have a hand full of infinite evolution.
lol just won this way exactly – saw the combo for the 1st time in the final match
Will There be quests for free packs?
Doesn’t look like it.
Don’t try to put taunt on Pesky Rascal: Immune. Start of Game: Draw this. (rogue). I tried and the enemies just ignore him like he doesnt have it 🙁
What are you exactly buying ? Did you hit your head or something ? It’s free single player content and it’s entirely up to you wether you’re going to play it or not, theres no benefit or loss if you do/don’t.
So…can shrines be silenced?
That’s a good question actually, I’m not sure how that works.
This kills the shrine. Literally; the shrine dies and must recharge.
Possible, but I don’t think so. I had Hooktusk cast Embrace Darkness on my Shrine, and when it was her turn Rastakhan popped up and said “At no switching sides here!” and the shrine was just destroyed instead. Might be something similar.
They can be silenced! They instantly turn dormant when silenced.
seems to be the same thing with anything that tries to put the shrine into your hand or deck. e.g. when dream (from Ysera) is cast on shrine it goes dormant.
Silencing them does the same thing that killing them does, they will come back like normal
When you sap, silence, vanish shrines they just lay dormant.
Holy crap … this looks like the most complex single player content until now. Or am I overrating this?
Looking forward to it!
Whoa!
thats only give cardback.
nice -_-
Yup, no packs no play! Thats the rule. Blizzard should know that already…
Nice they gave tavern brawl with new pack at least. Shame i won’t play this new content tho.
Why wouldn’t you play, though? Just because they don’t reward you with packs? It’s a fun bit of single-player content, like Dungeon Run (which rewarded packs at first but not later). I’ve been playing it a ton after I got the card back and had an insane Hero Power Mage run. While no packs is a downside, it shouldn’t stop you from, you know, playing it.
Healing circle with the priest shrine op for 0 mana deal 4 damage to all enemy and heal 4 to friendly minions
How did druid suddenly become the “armor gain” class? Wasn’t that warrior’ niche? Ramp plus “life gain” is essentially uncontestable. I realize you could say the same of Magic’s green (life gain plus ramp plus big creatures) but then you should go full force and give druid big cheap-ish minions instead of armor gain.
Warrior should be the red/green equivalent: big creatures without ramp, enough armor to withstand several pyroblasts, with a bit of white in for of commander abilities/auras strewn in (stuff like Shaw, or the double death rattle tortollan)
Yeah they always adding op shit to hunter and druid and neglecting the other classes
The worst healing class right now is… Priest, haha. It’s all messed up.
I think Druid armor gain is broken by Ferocious Howl. Their intention was probably to give Druids some armor card for the new standard year. The problem is when it’s combined with old armor cards like Branching Paths, Oaken Summons (armor, minion, spellstone) and DK hero power. Howl, the strongest of them all, was released way to early.
Currently without armor and plague, Druid wouldn’t stand a chance. But 18 additional armor and 2 card draw from Howl is really to much, game breaking.
druid isnt that good rn. hunter op tho
Looks VERY different to constructed play, which is a good start! Will be much more re-playable if it provides a more unique experience. Some of those shrines look totally broken in power level, so look forward to trying them out!
This solo content looks like it will be a lot of fun and have a good amount of replayability. I like how many choices there will be for each class.
Should be fun.
Definitely seems like it’ll be a good bit of fun. I personally enjoy the solo content Hearthstone provides quite a bit. I don’t see myself being disappointed with this expansion’s content. 🙂
Schon wieder die gleiche scheiße. Können die sich nichts neues einfallen lassen?!?!?!? Gg wp
lol, it may not be new but it looks fun. That’s why I’m happy.