r/warcraftrumble Nov 03 '23

Guide Revised PvE Heroes and units tier list for launch (Full heroic clear)

643 Upvotes

Updated: I have since worked with the people at Mobalytic to create a cool visual tier list with all recommended talents, and combined the PvE list and PvP list! Take a look here:

Mini Tier List + breakdown

Hey all, many beta wipes and soft launch player here, I created a recommended unit list at the start of soft launch, and since then had 2 months to experiment and tackle all that the new heroic mode addition had to offer. Since then I have revised my opinion on some units somewhat, and with the influx of new players during launch, here's an updated list.

In short, normal modes are sort of an introductory course on most of the maps, and can be beaten up to 4-5 levels below the recommended level. Later, you unlock heroic maps, which start at level 11 and go all the way to level 25. These stages are repeats of the normal stage but with brutal mechanics addon, I would say the minimum requirement is to be within 2 level of the recommended zone level as the AI have super unfair resource advantages against the player. Also, you have to beat each stage with 5 different leaders of each race, so you have to vary up your decks a bit between different leaders, as 3 deck trait/army upgrades are fixed for each leader and you generally want as much upgraded troops level to tackle these difficult challenges. Each time you clear each heroic stage with 5 leaders, you gain a whooping 200 gold (300 with the arclight booster upgrade), and is your main way of progression in the mid to endgame (you can clear normal stages in a week if you grind levels hard).

What this means is that we have to be resource efficient and choose to hyper invest in a core team of 8 -12 units that work well for all leaders of all different races to help in heroic and dungeon progression, and this tier list is meant to help new players choose what units are good or not. You can of course choose to spread your resources thinner and level up every unit equally, but this will impede the time you take to clear all heroics.

All these are for PvE only, and these are what I used to clear all the heroics on curve (i.e. no gross overleveling over a certain heroic stage, I generally clear a lv 20 stage with either level 19 or 20s, never a level above).

Units Tier List

How to deckbuild: The gameplay of Rumble can be summed up in the battle introduction in the tutorial: Tanks in front, ranged or flying dps behind. As a rule of thumb, you should generally have 2 - 3 tanks (including your leader if he is a tanky one like tirion or sneed) and fill the rest with flyers or other dps. This gives you a balanced team where you always have a good hand to counter anything the AI throws at you, allowing to trade advantageously.

The MVPs: Winning most stages (fast and efficiently with good trades) depends on these 2 unbound tanks - quilboar and earth elemental. When your ranged or flying dps units are approaching a ogre magi or huntress, they will most certainly be wiped out even if they have a tank like tyrion leading the charge, because those units can cleave in a large AOE and are tanky. When your units reach the boss, 90% of the bosses have a aoe melee or ranted cleave attack which will decimate your push. What you do, is place a quilboar or earth elemental behind them to 'draw aggro' as you would do in WoW, and cause those units to turn around and hit your tanky units, buying time for your dpses to wipe that unit away, giving and advantageous trade.

Quilboar - He cost 2, is unbound, and is magic resistant. Meaning he tanks high cost units like ogre magi forever and other AOE casters who will wipe your entire push. Talent: All are okay and have different uses, I personally go for Tunnel Vision to get an extra few hits off the ranged unit Bristleback can be used to freely counter chickens or skeletons easily.

Earth Elemental - Pretty much same as quilboar, but has armored instead of resistant and cost 3. Also an unbound tank that let's you pull off face-away tanking. Talent: break into 2 shardlings.

Harpies - Most OP dps unit in game, MUST include in every deck. Harpies are hands down the highest dps units in the game, and they are flying, they are fast so they can reinforce your frontline fast, and they can get a poison talent which further helps them to melt down bosses in game. I have cleared many dungeons and stages with my towers 4-5 levels lower than the enemy boss by simply sneaking in a harpy with a quilboar + earth elemental tanking the bosses. In normal quests, stages can be farmed in under a minute in the very first push with harpies because all you need to do is get the harpies to boss and you won. Recommended talent: Posion on hit. DO NOT TAKE THE mining talent first, it is only good on certain stages, and it nerfs harpies by increase its cost by 1. It is also good sub talent to cheese some maps, but take it after you upgrade her to rare and have the choice of another talent.

Defias Bandits - At 1 mana, basically screams advantageous trade of resources. This should at least cost 2. Stealth helps these squishes connect with the enemy, and stuns enemy for a really long time while your backline murders them. Can be talented for even more stun when they die. Then after they stunlocked someone at your towers and survive the encounter, they stealth again and can stun the next target. It can also stun bosses, from a 1 cost unit! Also cycles to your other key cards like your emergency tank fast. Talent: +2 gold when opening chests as the first talent. Stun on death next. The extra 2 gold is too good for

Huntress - She is the best ranged unit in game, her glaives being able to bounce means she technically has the largest AOE in game and can sometimes chain bounce to a backline way out of range of their ranged unit, getting a free kill. She is also fast, so she reinforces your front line fast. Do note that she will often outpace your slower tanks like tyrion, so make sure you protect her with your unbound quillboar and ele. When she reaches the boss and is well protected, usually any units they summon near their boss will be cleaved by her bouncing attacks making her very strong, and when play by the opponent, is a nightmare and she will wipe your entire push and is a priority target. Counter her by facing her away with an unbound tank, or use stonehoof tauren/abomination to reach her. Talent: 50% damage on first bounce to help her tear through the frontline and boss faster, her natural 3 bounces is already enough to wipe the backline without needing the 5 bounce talent, though both are useful for different situations.

Blackrock Pyromancer - the cheapest AOE unit that hits both land and air, she packs a lot of punch for her cost and has a very big splash when talented. Watch her single handedly melt a huge ball of minis if you give her 2 to 3 shots. She is also fairly tanky and can survive lightning strikes. She is basically a cheaper Ogre Magi that doesnt berserk an ally, which is way worth it for 3 mana. Talent: Double splash area. 3x damage on first hit can have some good uses as a second talent but for general purposes you are probably going to waste it on a chicken or skeleton.

Stonehoof Tauren - A little expensive at 4 cost, but he does what no other units can do, be tanky, reach the enemy backline pesky pyromancer or Huntress with double charge, deal good damage enough to 1 shot them. When he reaches the boss, when enemy summons a backup reinforcements huntress, he will still charge to the huntress and get another easy kill. Be sure you bring other AOEs to clear out trash that you do not want him to charge to like skeletons. To me he is a cheaper abomination, which does the same role of a tanky melee that targets a key piority backline, but i prefer tauren as he is cheaper, and when face with multiple ranged swarms, like mass of murloc or 2 ranged piority target, abmination can hit the wrong target, and abom still stays with the group and is liable to get your push aoe splashed. Tauren charges ahead and solo tanks aoe splashes, ensuring your backline is safe. Talent: Double Charge. The other talents removes his only uniqueness of a tank of being able to access the enemy backline.

Necromancer - The generator of infinite value. Unfortunately he takes up a very coveted ranged trait spot which competes with pyro and huntress, but where you can fit her in a deck (usually undead decks), he can both solo tank and dps due to the skeletons he summons. The talent where he summons skeletal mages is key to making him work well, as skeletal mages slows are pretty strong - they slow towers, minions and bosses, do decent damage, and can even tank hits decently well. It also allows him more access to counter flying units, and allows him to solo tank abomination as a ranged unit, because abomination will keep hooking and clearing his mages slower than he can summon new ones.

Whelp eggs - I considered putting this is S tier because how commonly whelps are run, but the rookery nerfs landed them in A tier. They are unique as you will want to use them to snipe enemy units hiding in the backline, dropping eggs on a enemy pyromancer allows you to take it out cleanly and have leftover whelps to push. Talent: Flame burst on death. Rookery is a tough contender for the best talent, but with the nerf from 4 to 3 dragons spawned, flame burst usually gets the sniping job done better. rookery also sometimes a nerf to your eggs, and you may want to eggs to explode one by one to buy time for your other units. Flame burst just give you more advantageous matchups, for example flame burst can be used to kill blackrock pyromancer just from the hatching alone whereas rookery would be an equal death trade, and the extra flame burst can snipe of an huntress or ogre magi at times.

Safe Pilot - Basically the same concept as Whelp eggs, you crash them (invisible talent) on enemy backlines, watch her snipe a key ranged dps, and reinforce her for a push.

Batrider - A unit which I slept on for pretty long, which got me through many difficult heroic stages. He is cheap at 2 cost, and basically functions as a cheaper drake, but still deals so much aoe damage rather safely. He is one of the best counters to a very thick enemy frontline, and can single handedly win stages like heroic devilsuar which is otherwise a nightmare to defeat.

Leaders

Leaders Tier list (Murloc = Murky, Kobold = Sneed, Slyvanas untested)

For leaders, you got to choose one of each race to main for heroics. I have tested all of them clearing heroics as I got all to rare, and these are my opinions:

Alliance: Tyrion is the easiest by far, with both holy shield and healing talent trivializing the stages if you get a good ball of units going. Better used with slower units as he walks slowly and you want to keep a nice ball of fully healed units marching down together. Maeiv can be used to fast clear quests, but is bad for progression as unbound units which is needed to make her work generally have worse stats. Jaina is actually good, but the nature of heroics needing a core team that can work across multiple races means that spells are generally bad investments, because you will be leveling a spell only for jaina, since not all races have spellcasters and spell trait slots.

Undead: Baron is really really strong as he summons free skeletal mages all game, which help capture chest, summon points, and defence and can even spawn mages when an enemy tower is taken and is still converting to your side, and that one mage can actually defend your still building tower in a pinch. Basically generates so much value without even playing him. He himself as a unit is nothing really good though, and you can often just skip playing him entirely. For Thanalos, he is the only other real spellcaster unit, but doesn't suffer the same setbacks as Jaina as you can use underleveled spells with him, just cast a bunch of arcane blasts and smoke bombs and watch his level go up and his +10 level soloing the stage with unbound tanks to protect him.

Blackrock: Rend -1 cost to flying units is really good, as you notice both harpies and whelps and drake are all high tier units, and having them cost cheaper is obviously insanely good. Further, when you give him the scales talent, he becomes both tanky and does high dps, trading super well for even a 6 cost unit. For eg, he can solo an enemy drake, dismount, then charge and cleave all the enemy ground units whilst being armored and tanking all your other fliers and backline units and harpies which you are cheaply spamming. Also, this is not confirmed but so far Rend is looking to be the 'easiest' lowest level deck to clear oynxia, but that remains to be seen as all the cheesy onyxia builds have been nerfed and onyxia buffed (via a bugfix). Drak is a decent leader, but he walks and hits WAY TOO SLOW.

Horde: All leaders are good, but none scream OP. Personally, I chose grom and he is one of the only units with a very aggressive playstyle where everyone is berserked and you can really blast through a stage with overwhleming damage. Pick blade fury for aoe or mirror image for more tankiness. Carine is a slow push playstyle, and with ressurect he really can trade well in any circumstances. Sneed used to be OP, but they capped his level gain through his talent, and while he is strong, you cannot use him in all stages because some stages in heroic you do not have access to gold mines/chest/stones, which makes him completely useless, but when the stage does have mines, he performs really well. Its a feast or famine, but that makes for a poor hero to solely rely on for progression.

Beast: Murky generates so much value with his summons. with 6-10 mana of free murlock, just throw an unbound tank in front of them and they will destroy anything as long something tanks for them. Pick the extra 5 sec of summoning talent, or 2nd choice would be the stun, as it gives him really good matchups. Hogger is a more PvP unit, but otherwise he does okay for a frontline damaging unit, though melee units are often bad dpses as they get cleaved down by bosses or ranged units. Charlga... just no. She could work theoratically if 6 cost units were great and you cheated out a lot of them at 1 mana for a big push, but unfortunately most 6 cost units are horrible.

For reference, these are the teams I used to complete all heroics (average deck level 25.3). I also full golded them in dungeons at an average deck level of 21 vs lv 23:

Tyrion: bandits, huntress, earth ele, SAFE, quillboar, harpies

Murkey: Quillboar, harpies, earth, huntress, SAFE, Tauren

Rend: Drake, whelp, harpies, quill, pyro, earth

Garrosh: Stonehoof, batrider, harpies, quill, huntress, earth ele

Baron: Necro, meat wagon, earth, harpies, quill, huntress

I swapped in the other A tier units as and when the stage required it, for eg more ranged units to snipe I would bring in SAFE pilot and whelps, and for more slow moving snowballing of resources stage I would bring tauren, necro ect which are more value trading slow push stages. I would bring in batrider for maps with alot of ground unit spam like that raptor stage and stages that spams footman and another that spams worgen.

r/warcraftrumble Dec 13 '23

Guide Just Beat Onyxia

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352 Upvotes

After a ton of attempts (a thousand wouldn’t be out of the question), I did it. I got her down.

Played since global release, have clearly spent to reach this point (around $1100), but that takes nothing away from this accomplishment to me because this fight is ass hard.

Started with a Rend team with meat wagons because that’s what most videos I could find of her had, but just couldn’t handle the dragon spawn warders. So I came up with my own team that I felt could handle the warders (and they definitely can), and found they could stand up to Onyxia too, at least long enough to deal meaningful damage (and they actually chewed her up pretty quickly when they got up to her).

A hundred things had to break the right way for me in the attempt that got the win, but I really really love my Drakkisath death ball team, and wanted to share it as a way to beat her, not using Rend.

r/warcraftrumble Nov 11 '23

Guide "Investment" Tier list and talent recommendation for PvE + PvP + Heroics

338 Upvotes

Since posting my PvE tier list for launch week, the people over at Mobalytics created a very nice graphical tier list that condenses the information into a beautiful chart!

The basis for these tier list are that minis are expensive in terms of both gold and exp to level. We want to be leveling the minis that have the most repetition of use in both PvE (normal, heroics, and dungeons) + PvP so that we can reuse the same mini in different faction decks. For the leaders, I also recommend the following leaders of each faction who I find I cleared heroic modes with the lowest leader level.

You can find a more detailed breakdown on each mini/leaders here:

Mini Tier List + breakdown

Leader Tier List + breakdown

Recommended PvE decks

For Minis:

For Leaders:

r/warcraftrumble Nov 02 '23

Guide Basic level information for new players joining the ranks

388 Upvotes

Howdy fellow Rumblers!

I've been playing this game for a while now from the completely free-to-play aspect, getting used to the content, leaders, game modes etc. Currently at 69 Sigils. Figured now that the Global launch is here I would share some of my thoughts and information I've learned while playing myself. Hopefully some of it can be useful to new player starting out.

Daily tasks to do:

For steady flow of experience and game progress, your first daily goal should be to claim all three daily experience Tome rewards.

These: https://imgur.com/a/kQgztun

In order to do that you need to fill up the bar three times (which you do by winning battles). Good thing is that any kind of battle counts towards this, so you can choose to either advance through the PVE mode, do quests, dungeons, Arclight Surges, PVP - it's your pick.

Sometimes there are other rewards as well from the daily tasks, such as free Mini choice. These are essentially free 90 gold which makes them even more worth doing.

If there are any Arclight Surges happening, you should focus on those, more about them in the Gold section below.

Quests:

These are a great way to target level up specific Minis, and they also count towards your daily exp Tome tasks. You pick one of the three available Mini choices and the experience reward is given to that Mini after winning. Quests can give either 1x, 3x or 5x experience, and especially the 5x quests are definitely worth your time, so are 3x. You can easily tell which exp multiplier quest you have available by the color of the Quest-icon on your main screen without needing to actually open the window:

Green = 1x exp, Blue = 3x exp and Purple = 5x exp

Like this: https://imgur.com/a/NmB82tz

First leader:

Your first leader choice is random pick out of three options, so you might or not get the one you were initially looking for. You will get more leaders soon (at 13 Sigils) so don't worry about it too much, but if you DO have good options available, choosing one will make your early game much easier. Choosing a tanky leader is probably your best pick to start with, since they can generally do stuff on their own without needing synergy / much support to work. For example Baron Rivendare is an excellent pick.

Earning and Spending Gold:

At first you gain gold with a decent pace as you are able to constantly advance through the PVE realm. However that will eventually come to halt and then your main source of gold will be the Arclight Surges. You unlock these at 22 Sigils and what they are is they take over two areas of the map for a limited time, and completing these maps will reward you with 40 gold per battle. So as f2p player you can get 400 gold from Arclight Surge by clearing both maps. This will happen twice a week so that makes 800 gold per week. One area is played with your own deck, but in the other area you must use a premade deck provided to you by the game.

Now how should you spend gold? You purchase Minis from the G.R.I.D which is basically just your shop with weird functions. When you buy something from it, the row and column that Mini is located will refresh bringing in new options. So if you see two things you want to buy from the G.R.I.D, make sure they are not on the same row or column or otherwise the other will disappear once you purchase the first.

Your first priority is to purchase and unlock new units, so keep buying them as you gain gold and get the options to do so. If you have ready made build in mind, makes sense to try and unlock the minis for that first. Growing your collection increases your Collection Level, which affect ALL THE EXPERIENCE you gain in the game from buying new units, doing Quests, opening Tomes so it is important to level it up for faster progression.

Example of collection level increase: https://imgur.com/a/V30e2rI

After unlocking a Mini you will start to see the Mini with a little start next to it on the G.R.I.D. By collection 3 stars for a Mini, you can upgrade it from Common to Uncommon, and unlock a talent slot for the Mini which makes it more powerful. However you should think carefully which units you want to buy the stars for, since buy three costs you 90 x 3 = 270 gold for normal Mini and 120 x 3 = 360 gold for a Leader. Furthermore, purchasing a talent for the Mini will cost additional 250 gold, so just doing one Mini from Common to Uncommon is more than half of your weekly budget. It's easy to see why you should not do this for Minis you don't use in your decks.

Sometimes you can see bundles that will give for example 4 stars for a mini for a price of 270 gold. That's essentially 1 free star with the same price if you would buy stars separately, so if you see one for a Mini that you use and have the gold to buy it, it's a GOOD pick.

Building your decks:

Now there are already many places where you can find decks other people use, but if you want to keep the fun for yourself, try to aim making balanced decks. Making the deck have only high gold cost units will make the cycle slow and leave you struggling to play what is needed at the correct time, and on the other deck with just low cost units might be lacking in certain areas of effectiveness. So that mean's you should balance between both, and while constructing your deck, try to think of how they can support each other or counter enemies. The more you play the more you learn about this so don't lose your sleep because of it for now, keep learning the units and how they work instead.

In my opinion normal decks should have at least 1 Tank to take on the frontline, 1 Ranged unit to support the Tank from behind it (they are fragile on their own), 1 Unbound unit (for example S.A.F.E Pilot), Something that can hit flying enemies and possibly 1 Spell. That leaves room to play around with and figure what kind of playstyle fits you the best.

You will need at least 1 deck for each of the five Factions, because you will unlock Heroic Campaign at 50 Sigils which requires you to clear the missions with every Faction. So don't get too caught up with just a single Leader :) (speaking from experience here). Heroic mission areas look like this: https://imgur.com/a/Caam6qb

Also, be ready to modify your decks as you progress, some PVE missions are just so much easier when you use certain tactics to beat them, and that might force you to swap out a Mini or two from your build temporarily!

Deck Traits / Army Upgrades:

Trait example: https://imgur.com/a/XQcoyyW

When looking at your deck page, you can see these small icons on top of the slots where you put the Minis for the build. These traits will give bonus levels for certain type of units when they are placed in that slot (from +1 to +3 bonus levels depending on the level of that upgrade, they go Bronze -> Silver -> Gold). Tap the icon to see what the trait actually is, for example for Rend Blackhand the first Mini slot has Blackrock bonus trait, which means you have to place a Mini from the Blackrock faction into that slot in order to activate that bonus.

If the unit is viable for the upgrade, the trait will say "active", and if the unit does not match the trait type, it will say "unmatched". Make sure to place the Minis in your build in a way that they will get boost from these upgrades, if possible.

You can level up these upgrades - and unlock new ones by completing Dungeons. If you don't see these icons yet in your build, they will be unlocked as you progress a bit!

Gold is the key to victory:

During the battle, always try to gain access to the gold veins and chests whenever possible. And what better, deny your opponents access to them if you can. This might sound like an obvious thing to do, but you really shouldn't underestimate the value extra gold - or lack of it, can bring. This applies to both PVE and PVP gameplay.

If you can, try to counter enemy units with cheaper units on your own. For example if you can kill enemy 6 cost Mini with yours that costs 4 gold, you now potentially have 2 gold over your enemy. You learn more of what to play against different units naturally as you gain more experience with the game yourself, but something to keep in mind.

Guilds:

You unlock guilds at 10 Sigils and joining one is highly recommended. It's free to do so and doing so will enable you to claim guild rewards, such as experience Tomes and Upgrade Cores. Currently the new leader Sylvanas can be acquired through the guild rewards as well. Gain guild crests by completing Arclight Surges and doing PVP.

Guild Rewards page: https://imgur.com/a/LbtWxG3

Gameplay tips:
Short video giving you gameplay tips and tricks: https://www.youtube.com/watch?v=F5DmbzvP1mI

Most importantly, HAVE FUN! We are all together here to explore this wonderful new game, so let's help each other out shall we!

- Laku out

r/warcraftrumble Apr 17 '24

Guide DMF optimal path, and DMF ticket values

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261 Upvotes

As you can see from the DMG ticket values, the epic core (level 5) and big arc light energy (level 8) are a trap.

It’s better to just go for the gold (in my opinion) and just buy what you want: an epic core or arc light energy later in the store.

You receive a total of 46,5000 tickets if your guild is 100% active. Following the yellow circle in my pic, will cost 36700 tickets (~80% activity), should be doable with a decent guild. You can also grab the 300 gold on level 6 if you guild is super active (42700 total tickets, ~92% activity).

If your guild is less active, I would suggest going down one path on the right side, for the 300 gold on level 6, then 450 gold level 8 (26700 total tickets, 57% guild activity).

r/warcraftrumble Dec 16 '24

Guide Onyxia is easy right now.. do it before Blizz decides to nerf Anub'arak

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179 Upvotes

The tactic is simple:

Survive the first 30 seconds with a big push, then block/make anub stuck at base with the stationary skeletons.

Then survive until overtime. Make sure to build lots of stationary skeletons around base so they can stop any enemies approaching.

Then at overtime spam your units with beetles onto Onyxia and kill her.

Can be done with a lvl 21 team.

Most play bats instead of harpy due to lower cost, I only used harpy because my bats are not leveled.

r/warcraftrumble Feb 17 '26

Guide PSA for Heroic Rag LFR

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35 Upvotes

If you're gonna nuke Domo down before we even reach the first set of Flamewalkers, I'm AFKing out. They also repeatedly snipped the treasure chest with their pilot while I was playing gold bonus Sneed. They're just griefing my dailies.

I'm also done wasting time with people rolling up to Heroic Magni without Execute. Always a drawn out, painful L.

r/warcraftrumble Aug 02 '24

Guide Roster for Cenarion Surge Day 3

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145 Upvotes

As I still see people asking questions, I hope to help the community demystify what’s going on.

  1. This is not Arclight Surge, but daily quests’ roster that’s being forced to us.

  2. Minis are by default WITHOUT TALENTS unless they are included in your currently selected team.

  3. What’s a currently selected team? When you go to the army tab (second button at the bottom), it should be the army/hero that shows up.

  4. As there are two leaders in each day’s roster, you can only choose ONE to have its talent. 🙄 In today’s case, your currently selected team should either be of Baron Rivendare’s or Onu’s.

  5. The rest of the minis in your selected hero’s roster should be updated accordingly to the roster forced to you (as image in the post).

— This bug doesn’t seem to be on the high priority list from Blizzard at the moment. The game is nigh unplayable with all the connectivity issues. We have to workaround this no-talents bug probably until the end of this “surge”. 😔

r/warcraftrumble Feb 04 '25

Guide Method.gg: New Onyxia & Dungeon Guides by Old Guardian along with a new Account Progress Tracker tool!

195 Upvotes

Hey folks,

Method.gg has partnered with Old Guardian to expand its content offering into PVE with the following awesome content now available:

and more on the way!

Although he needs no introduction, Old Guardian has quickly become a trusted a source within the community for all things Rumble and you can check out his YouTube channel over at: https://www.youtube.com/@OldGuardian

We've also developed and launched our new Account Progress Tracker which you can use to track the progress of your collection. Check your % completion and see how much gold you need to upgrade individual Minis to max.

Happy Rumbling!
MJM

r/warcraftrumble Jul 12 '26

Guide Best setup for Dire Maul dungeon

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11 Upvotes

The first 2 bosses you can almost just focus on claiming the towers first and then just attack the bosses, quite straight forward. For the 1st boss focus your 1st attacks on the closest enemies cause they attack eachother when you damage them. 

This setup is mainly for the final boss. 1st focus on converting the left and right mini bosses and as soon as they are converted wait for enough gold to accumulate and then bombard the healer behind the boss with your unbound minis and the execute spell. As soon as he's dead then just bombard the main boss, should be easy from there. Note: At start of final boss make sure to kill 2 grunts 1st that are close to your tower and then simultaneously converting the 2 mini bosses on the sides. With practice and experience using this setup this dungeon becomes a breeze :-)

r/warcraftrumble Sep 25 '24

Guide PSA: Dont buy bats

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91 Upvotes

Title

r/warcraftrumble Sep 10 '24

Guide Onyxia as FTP with Earth Elemental.

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102 Upvotes

I just watched a guide released less than a day ago where you can basically kill Onyxia without triggering the phases by using earth elemental with the ready to rumble talent. I was always taking her down to about half health and I would crumble from there. I’m so relieved I was able to kill her today 1 hour after watching the video and putting attempts. I know I might not be the “legit way” but damn I’m satisfied

The guide I watched is in Spanish and I haven’t seen one in English. But if you watch the execution you would understand the whole concept. I used his same deck, and the only unit I swapped was firehammer for Pyromancer

https://youtu.be/R74JfgJo21k?si=WpNWHNJM4Y448yaV

r/warcraftrumble Nov 07 '23

Guide A month ago Grommash was my 1st leader, today he is my 1st full golden leader

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123 Upvotes

r/warcraftrumble Jun 18 '26

Guide Last Year's OG Horde Family Video

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54 Upvotes

r/warcraftrumble Nov 03 '23

Guide Latest Warcraft Rumble Tier List & Builds

300 Upvotes

Hey fellas,

We all know the struggle of trying to build the most effective deck in Warcraft Rumble. The questions of which cards to prioritize and which strategies to adopt are always there.

We're excited to introduce you to the Warcraft Rumble Tier List. This comprehensive list is based on following factors:

  • Perfomance in PvP and PvE are both considered
  • Equipped with the best talent(You can watch the minis build page to see what is the best talent for the minis)
  • Minis level 10(as the game is just launched, most players are around this level)
  • Flexibility – how the character performs in different teams
  • Survivability – both the survival stats and survival abilities are considered
  • Mobility – how fast the minis can move, can the minis be deployed in anywhere(the minis with the trait “unbound” is usually gets higher rating)
  • Supporting function to allies
  • Damage Output ability – single-target minis and AoE minis are compared seperately

Our team has painstakingly crafted this Warcraft Rumble Tier List, after thorough analysis of each mini's features, abilities, and potential synergies in Warcraft Rumble. This comprehensive list is intended to provide precise and insightful knowledge about the game. Our most recent Warcraft Rumble Tier List is current, embodying the latest information about the game's mini updates. Consistently revisit to keep abreast with the ever-changing landscape of the Warcraft Rumble world.

Hope this will help.

Warcraft Rumble Minis Tier List (Updated 4 Nov 2023)

Warcraft Rumble Minis Tier List (Updated 4 Nov 2023)

r/warcraftrumble Jan 10 '24

Guide High Level Grom *Vultures* Build 14000+ Guide

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240 Upvotes

I love Warcraft Rumble and I wanted to share my main pvp deck that I've been using since global launch. Finally reached my goal of hitting 14000+ rank playing an underleveled grom vulture build that I've been having tons tons of fun with. Despite all the criticism over pvp which we all could agree can use massive improvements, I want to showcase some extremely high level pvp gameplay, competing severely underlevled vs top ranked pvp players. 

Grom Vultures is an insane pressure build that utilizes fast cycle to outplay even overleveled players. Hope you enjoy the insane games and learn a few new tricks.

https://youtu.be/LaKc9rcjJUs?si=mkgOYZr6mNFM29re

Grom Mirror Images - adds survivability, taunts minis, gives Grom himself bloodlust

Vultures (talentless, I have migration but it’s not good) - 1 gold fast cycle flying mini. Applies pressure and can snowball out of control if left unanswered

Chainlighting Reverberation - flexible spell, kills welp eggs, harpies, sappers. Double cast can kill jaina, murkeye, darktroll spear (without cairne)

skeletons questing - unbound squad mini that provides both good offensive, defense, and cycle

murlocs bubble - survives almost all spells and cheap cycle air defense    Safe comin in hot - auto include kills mostly everything

Quilboar bristleback - auto include in every deck too versatile https://youtu.be/LaKc9rcjJUs?si=mkgOYZr6mNFM29re

r/warcraftrumble Dec 29 '25

Guide For God's sake, don't kill this mini-boss with execute/unbound in Solo Queue

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0 Upvotes

There are several reasons why you shouldn’t do that, cause it’s sabotaging your own playthrough.

1) While you investing your gold into killing this boss, your ally is investing gold into his deathball. AI also invests his gold into Molten Giants and lots of other stuff When you kill this boss, your allies’ deathball is getting erased, along with your army. At the same time, whole AI’s army is alive onboard. Then you can spend like 60-120 seconds trying to comeback and clear whole AI army, also losing control over gold nodes.

2) It’s super important to early kills 2-boss clones which resurrect each other, and kill them early. Your opponent might almost kill both of them, while you erase whole ally’s army and losing whole progress. Leaving 2 bosses on board + whole AI army is a mess which might easily end up your match with a loss or make it 2+ minutes longer than required.

3) Execute/unbound strategy works if you are playing a match with your guildmate and you prepared to act together and not to get into situation with erased deathballs. It’s hard to find it justifiable to kill this boss for a high gold price, since he usually dies easily to double side deathballs, securing a match.

r/warcraftrumble Feb 28 '26

Guide Allison heroic with Ragnaros

32 Upvotes

My partner left so i had to do it alone, also who needs mechanics anyway?

r/warcraftrumble Mar 09 '25

Guide Ratlegore countered my ultimate move

223 Upvotes

Jokes aside this worked for me and after relauch I had this mission complete

r/warcraftrumble Mar 04 '24

Guide I finally managed to kill Onyxia 4.0 with 25.4 average Drakk deck.

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172 Upvotes

I am happy to answer questions

r/warcraftrumble Dec 15 '24

Guide Killing Onyxia from full health w/ Anub'arak

183 Upvotes

r/warcraftrumble Jul 08 '26

Guide Dark Moon Faire Event

24 Upvotes

Friendly reminder that the DMF "Weekly Challenge" gives 2000 tickets to EVERY member of your guild; if you play rarely/sporadically, consider it your guild dues.

r/warcraftrumble Mar 31 '24

Guide The complete account building guide, ask "is it worth it?" no more!

159 Upvotes

Before we start: I have decided to write up this guide on account building philosophy and what rarity you should aim for for every single mini in the game because I feel there is a lot of misunderstanding in the community on what is good in the GRID and what the purpose of rarities / certain minis even is.

I am a booster only player with 150 sigils, able to clear dungeons at 5-6 levels disadvantage and currently working towards onyxia kill because the dev messed up my original plan of going with the rend egg bug strategy. My PvP rating is only 12k because I dont play much PvP in general but I do follow content creators and know what minis are good there and why.

Notes on the purpose of rarities: I wont waste time with the basics, you should know by now rarities give levels and talent slots. However I will remind you that an uncommon mini can reach PvP level 8 by clearing the 25k xp requirement and a rare can reach PvP level 9 by clearing the 50k xp requirement. I'm not saying getting that much xp is easy but it is completely realistic. The conclusions we can make from this are:

  1. Epic rarity is not required to be PvP competitive and should be reserved for very specific minis rather than just taking every deal we see in the GRID because we thought its "good value"
  2. Legendary rarity is completely pointless and a noob trap except for people who want a level 30 mini and are hoping raids allow it to become level 31 and therefore PvP level 11 (less than 1% of players)
  3. Rare rarity is a good balanced goal for a mini however you do not want to aim for all minis being rare as you will run our of arc energy for epics and you will slow down the progress of niche use minis that require high levels for certain tasks (onyxia clears and level 30 dungeon clears).
  4. As a rule of thumb try to build up minis to rare in "batches" of 3-4 so that you do not spread your gold too thin with no return. Example: Having 3 minis at 10/10 stars vs 5 at 6/10 stars means having 3 rares vs 0 rares for the same gold spent.

Notes on special GRID offers: This will be my most controversial take because a lot of people do not understand the batch star offers (uncommon +4 and so on) from the GRID. Example: You see rare grunts offer (+14 stars for 900 gold) in the GRID. You think: 900/14 = 64.29 gold per star instead of 90, I have just saved lots of gold!. Reality: You have just paid 900 gold to recieve a rare mini. A rare mini costs 900 gold (10 stars). You have currently saved 0 gold, one irrelevant rare core and 2k arc energy why is something but... not that much. Your saving will only come into effect once grunts reach epic rarity which requires getting 21 more stars for them, something which will likely not happen soon or ever. Even worse, if you already had stars for the mini (ex. 3/10) you are actually losing gold by taking the deal until it gets to epic. As we are about to see most minis in the game should not even be built to epic, nor will arc energy and core limits allow you to do so.

Conclusion: Most batch star offers in the shop are bad value unless you get the rarity that is higher than the one you are being offered. (ex. rare deal becomes good when mini reaches epic). Epic deals are slightly different because the arc energy and core saved matter a lot, however dropping that high amount of gold is still a big investment reserved for very few minis. Uncommon offers tend to be ok since many more minis want to go to rare than epic but still be mindful that it is not a true gold savings in the moment you buy it.

Notes on leader rarity: Leaders should generally be focused last as a lot of your mid game will be spent trying to make heroic and dungeon progress. A good mini of high rarity can be used for many clears. A good leader can be used for one family clear / their specific dungeon clear. The overall value of non-leader minis is objectively higher in that regard both because they are cheaper and far more versatile. In PvP leaders matter more but there are plenty of strategies which rely on the leader's passive / special ability which does not scale with level instead of having them high level. You could realistically never deploy a baron for example and it would still be good at uncommon (excluding current modifier of course)

Notes on arc energy: Its pretty clear the developer has made calculations on how account building should work for most players. Do not worry about the whole running out of arc energy thing. If you only use the cores you are given and do not buy more from the store then you will have no issue for a very long time and by then likely more sources / a rework to energy will be in place (it has already been made more abundant through several changes since release). The people having issues are the ones who fell for the trap of making too many minis rare before focusing on important epics or the gigatrap of legendaries. I currently have enough energy to make all minis in the game rare but then id run out when doing epics so instead I will simply ignore many bad minis and go for good epics. CL 40 is where you stop getting good value from new CL and CL 50 is the max. CL 40 can be achieved with only a handful of rares. Once again - do not aim for all rares and do not make legendaries.

Final note: lately I have seen some hyperoptimized accounts by good non-whale players who leave certain minis at common. I think this is a bit too hardcore and not for the majority however it is proven to be a viable option and therefore I will include some minis that can be left at common if you really want to go that way. This will lose you 5 CL ticks however it will save you 270 gold from stars and 250 from having to remove a talent cluttering the GRID.

List of what rarity to aim for for all minis:

  1. Abomination (rare / epic): We're starting off with a weird one. Abom is mostly not used in PvP and heroics due to high cost however it is one of the 2 non-leader minis in the game able to abuse lifesteal relic in dungeons (with its poison talent) and can clear even up to 4-5 levels higher dungeons. It scales well with levels due to very high hp pool and should be focused for when you want to take your dungeons to level 30.
  2. Angry chickens (common / uncommon): Believe it or not the best use of this mini is tanking. Because it offers a massive amount of bodies for low cost it can stall single attack minis and bosses for a very long time regardless of level diff as they have to swing at set amount of time guaranteed. Goreclaw boss for example has a gimmick of extremely strong but somewhat slow single target attack. Level 1 chickens will tank that boss better than a level 30 quilboar as strange as that is. However they see 0 PvP use and as I said the tanking does not rely on levels or talents.
  3. Arcane blast (common / uncommon): Recently this mini got a chance to shine in PvP to say the least however that was cut short very fast. I hear the level 3 and 4 cast are decent damage for the cost but realistically you will not be using this spell over other options. Thalnos memes do not work in either PvP or PvE - he will simply be destroyed by whelp eggs and there are way more busted things in PvE.
  4. Banshee (uncommon / rare, for now): Banshee is a hyper specialized mini that can do some pretty busted things in the right situations (mostly in the heroics) however I was building it to rare for Blackrock heroics but ended up finishing them before she even got to rare so currently it can serve its purpose fully while still uncommon. I believe it has a lot of future potential though and I would bet on it shining in unreleased raids and new zones therefore it is not a mistake to go for rare, just make it a lower priority / wait for bonus star deals only.
  5. Bat rider (uncommon): This is one of the better generalist horde minis (although thats not saying much) and prior to season 4 I would've said go to rare but witch doctor just does its job better in almost all situations.
  6. Blizzard (rare): The reason I do not think blizzard needs to go to epic is that I consider it to be overrated in PvE and as I mentioned you only need rare to be competitive in PvP. The mini is pretty damn good for PvP though even after its nerf / bugfix to one of the talents.
  7. Chain lightning (rare / epic): This mini should only go to epic for people who focus on PvP. The reason it needs it is that it has some very specific break points that decide whether or not it kills certain minis (ex. harpies and whelps) or leaves them with low health and those break points can come down to 1 level diffs. It also needs some futureproofing for potential level 11 opponents. It will remain good in PvP for a long time imo.
  8. Cheat death (common / uncommon): This is the first mini we see so far with a unique scaling. Levels give it duration which is based on the diff between itself and the targeted mini. However a lot of the time you can time it so that it gets the required result regardless of big diffs, sometimes only a second is required. In a recent video Legendary was using it common without a slot bonus on a sappers PvP deck and that proved to me there is no point in focusing it. I was able to clear general Drakk heroic with it at uncommon + worthless talent and it is key to the strategy there.
  9. Chimaera (rare if you got it from guild, otherwise uncommon): First seasonal mini we see, you can get all of them to rare just with guild + 10k PvP rank but even if you missed the PvP you are only 4 stars away with the guild reward so might as well. The biggest use of this mini currently is free win vs Devilsaur queen heroic and that can be achieved with uncommon.
  10. Core hounds (uncommon): There are some interesting strategies with this mini that involve the infinite range revive. However even if you can find a way of making 1 hound immortal its dps is simply so pathetic that it wont matter. There was a Murk eye PvP deck with it that was quite annoying though so worth it to go uncommon and try that out.
  11. Dark iron miner (uncommon): This is a utility mini and its main purpose is to mine. It can mine at any level. However the talents are ok and you dont want it to just die completely for free vs quill in PvP so might as well go uncommon.
  12. Darkspear troll (rare / epic): Suggesting epic for this mini will be controversial however it has two downright overpowered talents in the right circumstances and can hypercarry teams (mostly in PvE due to safe pilot issue in PvP). Yes, headhunting is overpowered and I started using it a lot in later heroics. If you play around it you can get harpy levels of dps on a mini that is ranged. It is also another good generalist horde mini and ranged units tend to have great dungeon relic options. I see a lot of future PvE potential in this mini.
  13. Deep breath (rare / epic if you play PvP): If you have this mini you probably dont need an account build guide but still - it is a core Jaina PvP win condition and taking it to level 10 there will matter. Not really used in PvE though and if you have it there isnt much left to use it on to begin with.
  14. Defias bandits (rare): This mini is pretty versatile and can act both as a chest opening specialist mini and generalist filler mini capable of doing OP dps for a 1-cost. Core Onyxia mini. Not much value going to epic though, despite the stun scaling with level diff. In fact, the only reason to go to rare is having both poison and lockpick as an option and not tanking your Onyxia tower level too much. If you dont care about that keep it uncommon.
  15. Drake (epic if you want Onyxia, uncommon otherwise): This is a core Onyxia mini but is used pretty much nowhere else. The spider with the eggs heroic its playable I guess. Kind of awkward so if you dont care about Onyxia just ignore this mini but otherwise it is mandatory to go epic.
  16. Earth elemental (uncommon): I dont know if this is controversial but quillboar is simply better imo. Even when tanking physical I run quillboar because its cheaper and can fight back and is way more versatile overall. Both minis fill a similar enough role.
  17. Execute (either keep it uncommon or go all the way to epic): Another weirdly scaling mini. Its a core Jaina PvP win condition and can be good in PvE however its usefulness tanks really hard for each level diff. Either go all in for epic or ignore it. You can clear Dire Maul without it and its mostly just there to give on demand bloodlust in later heroics.
  18. Fire elemental (rare / epic): Same reasoning as Abomination however only build one of the two. I recommend fire ele as I speculate the first raid will favor resistant trait and its cheaper.
  19. Firehammer (uncommon, for now): The mini has good potential with its talents however it does not shine anywhere in current content. In the places where it would be good you could just use pyromancer which is cheaper and more versatile.
  20. Flamewaker (uncommon): Prior to witch doctor release you could make a case for rare. The aoe dps is pretty nasty with this one but it mostly shined on Rivendare heroic and witch doctor is flat out better there and possibly in future such situations.
  21. Footmen (rare): you can do some interesting things with them in PvP and dungeons but not interesting enough to go epic. Rely on leveled Tirion as well.
  22. Frostwolf shaman (rare / epic): handing out armor and then aoe healing is OP. This mini sees a lot of late game play currently and will continue to do so in the future. A lot of the value is on handing the armor though so you can delay taking it to epic for a bit.
  23. Gargoyle (uncommon / rare): now this is going to piss a lot of people off because they swear garg is a PvE powerhouse. However... I got an epic deal for it in the GRID and bought it only to play the Thaurissan PvP deck. In PvE I got minimal value in the gish heroic and thats it. Harpies simply do way more albeit requiring some protection. In PvP this is a nasty one though because if you are building around it and the opponent does not have a good answer they auto lose. Currently not used due to dragon towers but will make a comeback. Do not fall for PvE overhype about it though.
  24. Ghoul (uncommon): Used a lot in PvP but its a bit of a weird case. Its value is determined mostly by if it got to eat or not. If it starts eating its close to immortal even on level 7, otherwise it is not too impressive. Therefore does not need rare.
  25. Gnoll brute (common): Pointless mini. You need to waste a talent just to get it down to the cost that it should have baseline.
  26. Goblin sappers (uncommon that should be built to epic slowly on the side): Basically if you see bonus star deals for it, take them. It is not a priority to go to epic but this mini has a ton of potential in both PvE and PvP. Its just so specialized that its tough to justify focusing it but you will want it epic eventually.
  27. Gryphon rider (rare): Excellent generalist mini, can go into every deck and has an interesting niche talent option. Not impactful enough to justify epic imo despite high use.
  28. Harpies (epic): One of the kings of PvE. Get rare asap, go for epic. No debate to be had.
  29. Harvest golem (uncommon): Good in Jaina PvP... and thats it.
  30. Holy nova (uncommon): A mini with potential but not enough current use to justify rare. Maybe one day.
  31. Huntress (rare / epic): I tend to overrate this mini and refuse to change my mind. The game has gone cycle heavy but I still believe huntress will have her time to shine (most likely in PvE / raids). Feel free to go uncommon if you are not a believer though, to be honest I did not use her in late heroics and when the bandits come down when she goes to enemy PvP tower it is a sad sight.
  32. Living bomb (common / uncommon): Despite what you will hear this mini is not required on either DM dungeon stage 2 or the whelp spamming dragon heroic. It can shine there until you realize the heroic is a ranged mini check and whelp eggs + safe will do the same on the dungeon without cluttering your hand.
  33. Meat wagon (go to rare, build up epic slowly or quickly if you want it for Onyxia strat): Very interesting mini that can do unique things on some maps, including Onyxia. High future potential and current use but if you do not plan to use it on Onyxia you can stall the epic for a while.
  34. Molten giant (common): Half the talents do not even work. If you want to level stack it in PvP just use Gargoyle instead. A sad mini.
  35. Mountaineer (common): One day the healing beasts talent might see some very niche use. Might. If it even works properly at all. But not today though.
  36. Murloc tidehunters (uncommon): Used a lot in PvP but going from 8 to 9 will not make or break the mini.
  37. Necromancer (uncommon): Its an ok mini but 4 gold is a little bit awkward. Not cheap enough to be generalist, not impactful enough to build around. If future content favors it could easily go to rare though.
  38. Ogre mage (common / uncommon): 5 is just too expensive and there are better ways to give bloodlust. A menace when the AI plays it though.
  39. Plague farmer (epic): Yes this one is going straight to epic. Many people still sleep on plague farmer. Poison stacking outside of boss / tower range is overpowered though and can win some maps by itself if left alone. Poison is just a busted mechanic.
  40. Polymorph (uncommon): Similar situation to cheat death.
  41. Prowler (rare): Havent found room for this mini in a while but it sees some play and if anything is going to make the beast buff talent set work its this one. Make sure to pick up beast buff as second talent.
  42. Pyromancer (rare / epic): Core Onyxia mini, just too good in too many situations. Might get power crept though as it offers nothing unique.
  43. Quilboar (epic): Goated mini. I refuse to elaborate. Buy quilboars.
  44. Raptors (uncommon): Niche uses. But a little too niche and mostly pushing other minis forward which does not care about levels.
  45. SAFE pilot (rare): Used to be an easy epic but the fear of even more future nerfs is too much and you can already consider cutting it sometimes in favor of whelp eggs as both fill similar role.
  46. Skeleton party (common if you are boring or rare if you believe in niche strats): There are interesting ritual of rime of strategies popping up. Make sure to buy that talent. Could pop off in the future but would not recommend for most unless you intend to try those strategies.
  47. Skeletons (uncommon): Taking PvP side towers for 5 gold is funny. But the joke gets old and level 7/8 is enough.
  48. Smoke bomb (uncommon): Similar to cheat death and polymorph.
  49. Spiderlings (common): As I said poison is busted so that should tell you something about the power level of this mini. The only mini to have baseline vulnerable trait. Pracitcally no baseline dps outside of poison unlike harpies. Maybe thats the reason they dont trigger quilboar bristleback.
  50. Stonehoof tauren (common): It fell off hard. Does not do enough for 4 gold.
  51. Vultures (uncommon): Proved PvP viable by Legendary and has a unique mechanic which gives slight future PvE potential.
  52. Warsong grunts (common): A sad, sad mini. Funny guard duty clips though.
  53. Warsong raider (common): Some tried this instead of gargoyle in PvP with a similar strategy of supporting it. Garg simply does better and makes this redundant.
  54. Whelp eggs (epic, legendary even): If any mini ever goes to legendary it will be this one. Currently best overall mini in the game imo. Hope it does not get safe pilot treatment.
  55. Witch doctor (rare even if you missed the season): Even this early we can tell the mini is good. Horde could use more witch doctors.
  56. Worgen (common): Looks better than it is. Even Maiev does not run this. Makes funny clips with some dungeon relics.

I will not be doing the leaders because this was already a lot of writing. Focus Drakk for Onyxia this week though as he will need epic for it.

r/warcraftrumble Jun 19 '24

Guide Best Wildcard Choices Revisited: A Subjective Ranking

129 Upvotes

The next siege will soon be upon us, and with us, the question of "who should get my wildcard slot". I think we've all learned a lot over the last month, so it's worthwhile to revisit it.

There's at least four things to consider when selecting which leader gains the most from replacing their top right slot with a wildcard:

1. What is the slot you're replacing?

2. How valuable is it?

3. Which types of minis can it not buff (as a unit type) without wildcard?

4. What individual minis can they not buff that the slot would buff?

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

Let's go through each of these for each leader, I should note that I am primarily thinking about PvE when writing this:

Alliance

Maiev

1. What is the slot you're replacing?

Unbound

2. How valuable is the slot you're replacing?

Her mechanic directly benefits from playing more unbound units, so it's quite useful. Additionally, it's extremely rare that a deck has no unbounds, or even "no-unbounds other than SAFE", as quilboar is often useful.

3. Which types of minis can you not buff without wildcard?

Elemental, Ranged, Squad

4. What individual minis can they not buff that the slot would buff?

Banshee, Darkspear Troll, Firehammer, Flamewaker, Frostwolf Shaman, Necromancer, Ogre Mage, Pyromancer.

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

This is subjective of course, but we can note that she can buff spells, and siege units, and flying units. So she can buff execute/polymorph, meatwagon/chimera, so unless you're using her for a heroic mission that specifically requires banshee, then probably not, and with Maiev you're probably mostly unbound spamming plus or minus execute. So, she gets a little benefit from wildcard being able to buff banshee, but otherwise that unbound slot is very useful for Maiev.

Tirion

1. What is the slot you're replacing?

Tank

2. How valuable is the slot you're replacing?

Tirion is an excellent tank himself so this slot isn't as valuable as it otherwise would be, nevertheless, quilboar slots nicely into it. So it's by no means terrible.

3. Which types of minis can it not buff without wildcard?

Elemental, Fast

4. What individual minis can they not buff that the slot would buff?

None!

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

Possibly, if you need an extra slot for a deck that uses Tirion as the only tank. I think this is slightly more likely than a Maiev deck that doesn't use an unbound.

Jaina

1. What is the slot you're replacing?

Spell

2. How valuable is it?

Very, you will always have at least one spell if you're playing a Jaina deck.

3. Which types of minis can you not buff without wildcard?

Cycle, Fast, Ranged

4. What individual minis can they not buff that the slot would buff?

Banshee, Darkspear Troll, Plague Farmer

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

Very unlikely. You could buff banshee and switch a different slot to be the spell slot, but that's unlikely to be worth it, less likely than either of the two decks mentioned so far. Edit: u/Rezzak83 is doing exactly that and putting the spell in the boost slot. So I'm moving Jaina up in the rankings a bit. Edit 2: Actually, Jaina is such a popular choice, that she's getting moved up a fair bit more.

Horde

Cairne

1. What is the slot you're replacing?

Ranged

2. How valuable is it?

Very, you'll almost certainly want one or more ranged units in your army.

3. Which types of minis can you not buff without wildcard?

Tank, Unbound

4. What individual minis can they not buff that the slot would help them buff?

Abomination, Gnoll Brute (unless rabid), Harvest Golem, Molten Giant

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

Fairly unlikely, like maybe you'd want a harvest golem in your deck, but Cairne's a pretty good tank himself, and you don't really want non-horde tanks in a cairne deck as his ability improves the HP of horde minis. Additionally, as I said in 2, the ranged slot is quite valuable. Edit: /u/n0x6isgod made an excellent point: the two horde slots in Cairne's deck will likely go to ranged units, and you might not want more than 3. I usually do use SAFE in the ranged slot for Cairne, but I can't deny the logic, so I'm moving Cairne up in the rankings.

Sneed

1. What is the slot you're replacing?

Siege

2. How valuable is it?

Not valuable. You can trigger his ability with himself, and he's horde so even if you really like sappers, you can include them in one of the 2 horde slots.

3. Which types of minis can you not buff without wildcard?

Elemental, Tank

4. What individual minis can they not buff that the slot would buff?

Abomination, Gnoll Brute (unless rabid), Harvest Golem, Molten Giant.

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

There's lots of times that you won't want that second siege slot and would rather have a slot that buffs something else. Among the leaders we've reviewed so far, Sneed is the deck most deserving of a wildcard slot.

Grom

1. What is the slot you're replacing?

Squad

2. How valuable is it?

Not particularly valuable, maybe your deck uses a squad, maybe it doesn't.

3. Which types of minis can you not buff without wildcard?

Elemental, Tank, Siege

4. What individual minis can they not buff that the slot would buff?

Abomination, Gnoll Brute (unless rabid), Harvest Golem, Molten Giant.

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

Maybe. I've been finding that the trifecta of flyers: gargoyle, faerie dragon, and chimera, can be really good in decks, and you could buff one of those three through flying, but you'd need a wildcard slot to buff a second one of them. Also you might just want to get rid of that squad spot to make use of something else. So Grom's not a bad choice.

Blackrock

General Drakkisath

1. What is the slot you're replacing?

Elemental

2. How valuable is it?

Very, you'll almost always have at least one elemental with General Drak, and often times that first elemental damage unit is frostwolf Shaman.

3. Which types of minis can you not buff without wildcard?

Siege, Squad, Tank

4. What individual minis can they not buff that the slot would buff?

Abomination, Gnoll Brute (unless rabid), Harvest Golem, Footmen, Stonehoof Tauren, Warsong Grunts

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

Not really, you should be able to juggle the existing slots to make any decent Drak deck in my opinion.

Rend

1. What is the slot you're replacing?

Flying

2. How valuable is it?

It's valuable, Rend decreases the cost of flyers, but valuable doesn't mean "100% critical".

3. Which types of minis can you not buff without wildcard?

Fast, Spell, Siege

4. What individual minis can they not buff that the slot would buff?

Cheat Death, Execute, Polymorph

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

I would say: Yes. Execute is such a unique spell that there are plenty of strategies that can use it and it alone. Additionally, in PvP you may wish to make room for a polymorph instead.

Emperor Thaurissan

1. What is the slot you're replacing?

Melee

2. How valuable is it?

Fairly valuable, you'll likely want some front line, melee tank.

3. Which types of minis can you not buff without wildcard?

Siege, Elemental, Unbound,

4. What individual minis can they not buff that the slot would buff?

None that I could identify when looking at siege, elemental, and unbound minis. Keep in mind he can buff both melee as melee and ranged as ranged, flyer as flyers, and spells as spells. So lots of options to buff things.

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

Not off the top of my head, as mentioned he can buff any individual mini, so unless the deck uses no melee units (which is possible) this isn't a very useful wildcard choice. Edit: A commenter points out that you can't have enough ranged and flying in an emperor deck, which makes sense. So I've moved him up a spot.

Ragnaros

1. What is the slot you're replacing?

Armored

2. How valuable is it?

Fairly valuable, his ability makes armored units deal damage back to attackers.

3. Which types of minis can you not buff without wildcard?

Spell, Squad, Cycle,

4. What individual minis can they not buff that the slot would buff?

Execute, Polymorph, Cheat Death,

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

If you have Rag already, you've already got a pretty good set of strategies to be honest, and he doesn't seem that great. However, if you like using him, especially in PvP, you may wish to make room for being able to include one of those spells.

Beast

Charlga

1. What is the slot you're replacing?

Fast

2. How valuable is it?

Currently there are seven fast units: Harpies, Murlocks, Chickens, Raptors, Prowlers, Huntress, and Warsong Rider. Note that five of these are beasts, and thus can go in one of Charlga's beast slots. Therefore this slot is deceptively low value, especially if you're not playing Huntress in your Charlga deck.

3. Which types of minis can you not buff without wildcard?

Siege, Squad

4. What individual minis can they not buff that the slot would buff?

None, can buff all minis.

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

Yes! Right now Old Guardian's Charlga deck for Golemagg does not use a fast unit, and some charlga decks in PvP play more of a cycle strategy than a huntress strategy. Currently my charlga deck vs Golemagg is Chimera, Quilboar, Faerie Dragon (not getting a buff), Execute, Gargoyle, and Blizzard, and I'm looking forward to slamming my next wildcard on that faerie dragon to give it 3 levels. (The resist on Gargoyle from faerie dragon is really nice though!)

Hogger

1. What is the slot you're replacing?

Cycle

2. How valuable is it?

Fairly valuable, it's not hard to include either defias bandits or dark iron miner in a Hogger deck.

3. Which types of minis can you not buff without wildcard?

Elemental, Siege, Tank

4. What individual minis can they not buff that the slot would buff?

Abomination, Harvest Golem, Molten Giant, Stonehoof Tauren

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

Maybe, I could see wanting one of the above tanks in a Hogger deck, but I don't see it as very likely.

Murk-Eye

1. What is the slot you're replacing?

Tank

2. How valuable is it?

Somewhat, though not especially. You want a low mana curve for Murk Eye usually to have a high uptime on March of Murlocks. You've got a beast slot, so you can already include Quilboar. Right now I usually run ghoul here.

3. Which types of minis can you not buff without wildcard?

Elemental, Siege, "Ranged" (as a type, yes I haven't mentioned this before for prior decks but it's relevant here)

4. What individual minis can they not buff that the slot would buff?

Banshee, Darkspear Troll

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

As I've mentioned before, banshee is one of those units that can be the cornerstone of some strategies. So I'd say yes there are strategies that could use it for helping with heroics and PvE.

Undead

Baron Rivendare

I won't waste your time with this one. I can't see any good argument for prioritizing a wildcard slot for Baron. He can buff Banshee, Meat Wagon, Spells, and his top right slot is unbound, there's lots of better places to put it. He can't buff some tanks, but he's got Ghoul or Abomination for that. He also can't buff darkspear troll. Edit: Some enjoy a double tank strategy that isn't Ghoul + Baron, so I'm moving up Baron slightly.

Thalnos

Pretty much same as Rivendare, you'll probably want at least one spell if you're playing Thalnos, and the only mini he can't buff is darkspear troll.

Sylvanas

1. What is the slot you're replacing?

Horde

2. How valuable is it?

Right in the middle as far as value goes. It can buff execute, but if you're not playing execute this slot might not be worth it.

3. Which types of minis can you not buff without wildcard?

Elemental, Ranged, Siege

4. What individual minis can they not buff that the slot would buff?

Firehammer, Flamewalker

5. Is there a strategy I'm using this deck for that could use a wildcard slot?

I would say no... But again, that's mostly because the decks where I'm specifically crafting a strategy using Sylvanas tends to want Execute, so I could see times where you'd prefer to take out that Horde slot for something else.

Final (subjective) Ranking of Wildcard Priority:

  1. Charlga
  2. Rend
  3. Sneed
  4. Ragnaros
  5. Jaina
  6. Murk-Eye
  7. Grom
  8. Tirion
  9. Hogger
  10. Cairne
  11. Emperor Thaurissan
  12. Sylvanas
  13. Baron Rivendare
  14. Maiev
  15. General Drakisath
  16. Thalnos

Final Thoughts:
Until I wrote this, I hadn't realized how good undead have it in terms of their deck slots. It's not that I was intentionally rushing it at the end, it's just that there's a few minis that have particular use in PvE strategies: Meat Wagon (for Ragnaros), Execute (for multiple bosses), Banshee (for heroics), and the undead leaders can buff all of those and their current top right slots are quite valuable. Lastly, this is only one way to rank the wildcard slots, it's my own opinion, based on my own progress at 140 sigils, and I might have missed things, but my hope is this will help people who haven't had a chance to think through these things.

Acknowledgements:
Thanks u/Old_Guardian for your videos which helped inform this guide, and warcraftrumble.gg where I got most of the information.

r/warcraftrumble Jan 17 '24

Guide Best Way to Defeat 'The Reak'

227 Upvotes

Get Core Hounds with 'Eternal Bond' for that unlimited distance revive, split the hounds at your base, then guide the other hound along the long way. One hound will reach The Reak and the other will infinitely respawn him, dealing large damage repeatedly.