Warcraft Rumble

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This is the entry page on this wiki on the subject of the mobile computer game Warcraft Rumble.

This page contains general notes that I took when I was a complete beginner. For advanced topics, check out the other pages in the Warcraft Rumble category.


References


Advertisement note: You may have noticed that all the videos I linked above are by content creator Old Guardian. The reason is that I simply find OG's content to be the best that can be found out there. OG (as his community fondly calls him) covers all topics from beginner to advanced gameplay, as well as current news about the game. Probably the only exception is PvP which OG only touches lightly on in his videos. What is truly amazing is the effort OG spends on testing, so that the content he publishes is not just opinion but comes as close to objective fact as humanly possible. I therefore wholeheartedly recommend that you at least visit Old Guardians YouTube channel.


Glossary

Account
The player's cumulative progress in playing the game. The player starts the game with a guest Account. It is strongly recommended to link that guest Account to a Battle.net Account so that the progress in the game can be transferred between devices, and also reinstallation of the app does not erase the progress in the game.
Arc Energy (AE)
A currency needed to upgrade the → Rarity of a → Mini.
Army
A collection of up to 7 → Minis. Every → Leader has their own separate Army. An Army always has 1 Leader. An Army can also have up to 6 → Troops. An Army has 7 → Army Slots. One Army Slot is reserved for the Leader, the other 6 Army Slots can be equipped with Minis from the player's → Collection.
Army Slot
→ Minis are assigned to an → Army by assigning them to one of the Army Slots in that Army. The first Army Slot in an Army is reserved for that Army's → Leader. The other Army Slots in an Army can be freely equipped with → Minis from the player's → Collection. An Army Slot can be upgraded to provide bonus → Levels to the Mini assigned to that Army Slot. Every Army Slot has a → Trait. A Mini assigned to an Army Slot receives the Army Slot's bonus Levels only if one of the Mini's Traits matches the Army Slot's Trait.
Campaign
A type of solo content that is played by the player on their own. The Campaign consists of a number of missions that are unlocked in groups of five. To unlock the next group of five the player has to successfully complete the last mission in the previous group of five. Each mission the player successfully completes awards - among other rewards - one → Sigil. On reaching 50 Sigils the Heroic version of the Campaign unlocks where the player can replay previously completed missions at a higher difficulty.
Coin
A currency needed to buy items from the → Grid.
Collection
The → Minis that the player has collected so far.
Collection Level
An attribute of the player's → Account to measure the Account's progress in the game. In general, the Collection Level increases as the player improves their → Collection by adding new → Minis or improving existing Minis. The Collection Level is a modifier to how much → XP the player gets from various sources - the higher the Collection Level the more XP the player gets. To reach the next Collection Level the player needs to accumulate 50 points. Increasing the → Rarity of a Mini awards +5 points, gaining a new → Talent awards +1 point, and gaining a → Level from earning → XP awards +1 point. Adding an entirely new Mini to the Collection is just a special case of increasing the Rarity of a Mini, because a new Mini counts as increasing from zero to Common Rarity.
Cooperative, aka Co-op
A type of content that is played cooperatively by several players. At the time of writing there are two kinds of Co-op content: → Sieges and → Raids.
Deck
The Army that is used to play a match.
Dungeon
A type of solo content that is played by the player on their own. A Dungeon consists of a series of three maps. The reward from beating each map is → Arc Energy. The reward from beating all three maps is an → Army Slot upgrade, or → Coins when all Army Slots are upgraded to the maximum. An Army Slot can be upgraded to Bronze, Silver and then Gold by playing Dungeons, for a total of +3 bonus → Levels. Reaching Gold is a prerequisite for further upgrading the Army Slot to Diamond by investing → Valor.
Experience (XP), aka Combat Experience
An attribute of a → Mini. In general, the more XP a Mini has, the higher its → Level. A Mini with zero XP has Level 1, a Mini with the maximum amount of XP (200'000) has level 20, i.e. the Mini can gain a maximum of +19 Levels from earning XP. XP is earned from too many sources to list here, but an important point is that the amount of XP earned is heavily modified by the → Collection Level. As is usual in gaming, Levels are gained only at certain XP thresholds. In Warcraft Rumble these thresholds increase exponentially, e.g. to reach level 17 you need 25'000 XP and to reach level 18 you need 50'000 XP.
Family
Each mini is of a given Family. At the time of writing there are 6 Families in the game, but more will be added as new content is released. Family membership is a → Trait.
Grid
A table consisting of 3x3 = 9 cells which is randomly populated with items - usually minis - that can be bought for Coins.
Leader
A special kind of → Mini, usually with a more powerful ability than a → Troop mini. Each Leader has their own → Army.
Level
A variable attribute of a → Mini. In general, the higher the Level of a Mini the more powerful it becomes, because a Mini's base → Stats (typically Damage and Health) scale with the Mini level. A Mini's level is calculated from an invariable base Level that it gains from the amount of → XP it has earned, plus bonus Levels it gains from the → Army Slot it is assigned to, plus additional Levels it may gain during combat.
Mini
A unit in the game. There are → Leader minis and → Troop minis.
Raid
A type of → Cooperative play content. At the time of writing there is only one Raid, the Molten Core raid, which consists of 7 maps/bosses. Molten Core is played by two players. For details see WarcraftRumbleMoltenCore.
Rarity
An attribute of a → Mini. Rarities are: Common, Uncommon, Rare, Epic and Legendary. When a new Mini is added to the player's → Collection it starts out with Common Rarity. The Rarity of a Mini increases when it gains → Star Points. Increasing the Rarity of a Mini increases the → Level of the Mini by +1. In addition, when a Mini reaches Uncommon, Rare and Epic Rarity it can gain a new → Talent.
Siege
A type of → Cooperative play content. At the time of writing there is only one Siege, the Siege of Stormwind, which consists of 3 maps. Siege of Stormwind is played by two players.
Sigil
Sigils are used to measure an → Account's progress in the game. Sigils are earned by completing maps in the PvE campaign, and later in the Heroic version of the PvE campaign. Various features of the game are unlocked when an Account reaches certain Sigil thresholds (e.g. Arclight Surges, which are the major → Coin income source in the game, are unlocked at 22 Sigils).
Star Point
A currency needed to upgrade the Rarity of a Mini. Star Points are earned by buying copies of Minis from the → Grid. The number of Star Points needed for each Rarity are: 1 for not-owned to Common, 3 for Common to Uncommon, 10 for Uncommon to Rare, 25 for Rare to Epic, and another 25 for Epic to Legendary. The maximum number of Star Points that a Mini can have is 64. Star Points gained in excess are converted to → Arc Energy.
Stats
Every → Mini has a few base Stats that determine how the Mini functions on the battle field. For Minis that are not spells, Stats that scale with the Mini → Level are its damage and health. Other stats are, for instance, movement speed, attack speed or range.
Talent
An additional ability of a → Mini beyond its innate abilities. A Mini can have up to three Talents. Only one of the three Talents can be active at any time. A Mini starts out with no Talents. Whenever the Mini's → Rarity increases, one more Talent can be bought from the → Grid.
Tome
Provides → XP to multiple → Minis. There are different qualities of Tomes: Modest, Major, Mega, Mythic. When consumed the Tome sequentially offers several pages, the amount of pages varies with the Tome quality (3/3/5/11 pages for Modest/Major/Mega/Mythic). On each page you have to choose between 2 Minis in your → Collection - the Mini you choose receives the XP boost. Tome pages have a 5% chance to grant a Mini double the XP value (shown before the choice is made). The logic and probabilities that are used to select the Minis offered on a Tome's pages are complex and are disclosed on a dedicated page on the Battle.net website.
Trait
Every → Mini has several Traits that describe its attributes and capabilities. Typical examples are Flying, Ranged, Tank, etc.. The → Family to which a Mini belongs is also a Trait.
Troop
A type of → Mini. All Minis that are not → Leaders are considered Troops. As the name suggests, most Troop Minis are physical beings that are moving around the battlefield, but in the context of this glossary spells are also considered Troop Minis.
Upgrade Core
A currency needed to upgrade the → Rarity of a → Mini. There are Rare, Epic and Legendary Upgrade Cores, used respectively to upgrade a Mini to the Rarity in the Upgrade Core name (e.g. an Epic Core is used to upgrade a Mini from Rare to Epic).
Valor
A currency needed to upgrade an Army slot from Gold to Diamond. Valor is earned from beating maps in → Sieges and → Raids.
XP
Abbreviation for → Experience.


Notable/strong minis

At the start (recommendations by OG)

  • Quilboar - cheap unbound unit; very flexible
  • Earth Elemental - unbound tank; less flexible than Quillboar
  • Huntress - strong cleave unit
  • Harpies - high-damage fliers but fragile
  • Defias Bandits - stun-cycle unit (easily get through your deck; stun when they attack)
  • Drake - AoE flyer (both ground and flying units)
  • Gargoyle or Meat Wagon - strong boss killers (don't do anything against other units)


PvE mid- to end-game (recommendations by me)

Generally useful minis which I use in almost all PvE scenarios:

  • Quilboar - cheap unbound tank with the resistant trait; probably the most flexible unit in the game!
  • Harpies (with Infectios Swipes talent) - these super-high damage dealers shred any target that is occupied elsewhere (e.g. turned around by a Quilboar) to pieces.
  • Pyromancer (with Pyroblast talent) - super-high initial AoE damage, afterwards still excellent AoE damage both to ground and flying units, range is also excellent.
  • Whelp Eggs (with Flame Burst talent) - even after the talent's hatching damage was nerfed this is still a very flexible unbound unit that can be used in many innovative ways.
  • SAFE Pilot - one of the most flexible unbound units.
  • Frostwolf Shaman - a healer that is useful in most scenarios where a tank is needed; in combination with Drakkisath this unit in my opinion becomes extremely deadly - if both units in the duo are high-level they can carry you through the majority of the campaign maps.
  • Witch Doctor (with Spirit Ward talent) - cheap and flexible unit with ranged damage that - thanks to its talent - gives other units extra protection.


Strong minis in a lot of PvE scenarios, but not universally so:

  • Fire Elemental - strong tank on many maps, with the innate resistant trait; this unit is especially important for leveling up army slots via Dungeons, because when you get the lifesteal relic in a Dungeon run, including this unit in your army with the Immolation Aura talent usually means an auto-win!
  • Prowler - flexible tank that is a bit cheaper than Fire Elemental; this unit is particularly useful against Ogre Mages which are in widespread use by the AI on many PvE maps.
  • Stonehoof Tauren (with Momentum talent) - the talent gives this unit an unparalleled agility - if there is a group of enemies that are not too tanky, the Tauren's continous charges may kill the entire group before they even know what hit them.
  • Plague Farmer (with Splashing Pumpkins talent) - in many maps if you keep the AI busy on one lane, the increased range from the talent allows this mini to sneak up on the boss on another lane and hit the boss from afar, without the AI recognizing and reacting to the threat.
  • Darkspear Troll - one of the highest DPS units in the game that also comes with excellent range; combined with the Big Bad Voodoo talent this becomes a killing machine that can single-handedly take towers, and with the Serpent Sting talent it can apply so much poison that some bosses fall to it.
  • Ghoul (usually with Bone Shield talent) - cheap tank that can stall enemies for a long time.
  • Necromancer (with Jeweled Skulls talent) - if you manage to protect this unit by something tanky in front of it, the endlessly regenerating skeletons can pump out an insane amount of damage, both against ground and flying units.
  • Defias Bandits - whenever there are chests on a map, the Pick Lock talent brings a fantastic gold income advantage over the enemy, but the basic stun ability itself is also frequently useful to stall enemies; this unit does not need to be leveled much because its utility does not come from the damage it does, and even with higher levels it is not designed to survive after initial contact with an enemy unit.


Strong minis in some PvE scenarios

  • Chimaera - although quite expensive, this unit combined with the right army acts in some maps (notably Dungeons and Raids) as a boss killer, usually because with the Corrosive Breath talent this unit applies so much poison.
  • Drake - a flying unit with an AoE attack against both ground and flying enemies can be game-winning; it's a bit squishy, though, and not very cheap, so in the mid- to end-game I started to use it less often.
  • Execute - all talents on this spell can be useful, but often the Bloodthirsty talent is used to give allies that are attacking a boss the decisive edge to win the battle; when leveled high this spell is also useful to take towers and damage bosses; Execute is seeing widespread use in the Molten Core raid maps and might be considered essential there.
  • Blizzard - when leveled this spell becomes very powerful to take out entire groups of enemy minis; at the beginning this spell may not be so important, but to succeed in higher-level content (e.g. some Molten Core raid maps) it should be made at least Rare and leveled as high as possible.
  • Dark Iron Miner - this unit is your friend on any map where gold nodes are locked behind impenetrable defenses; leveling this unit in general is not important, although additional levels can make this unit annoying to the enemy.
  • Gargoyle - this is a tanky boss killer in some PvE maps; I only started to use this mini for real in some of the Molten Core raid maps.
  • Meat Wagon - the huge range that the Filet Trebuchet talent provides can enable this unit to do things that no other unit can; I only started to use this mini for real in some of the Molten Core raid maps.
  • Living Bomb - I only know of one use case for this spell, and that is the second map of the Deadmines dungeon, but here the spell is so effective that I'm listing it in this section.


PvP

PvP is notably different from PvE in general, but also the PvP meta is much more volatile than PvE. As I don't play PvP in any serious way, this section for the moment only lists a few minis that are not in the PvE section above but which I've seen recommended in some PvP-related videos.

  • Ancient of War (with Lightning Rod talent)
  • Gryphon Rider
  • Harvest Golem


Good Leaders for beginners

Source is [5]:

  • Top tier: Baron Rivendare (free skeletons), Tirion Fordring, Grommash Hellscream.
  • Tier 2: Rend Blackhand (expensive but grows over time), Hogger, Cairne Bloodhoof (favors Horde troops).
  • Tier 3: General Drakkisath (favors Elemental damage troops), Sneed, Old Murk-Eye (favors swarming strategy).
  • Tier 4: Maiev Shadowsong (great with unbound Minis), Jaina Proudmoore (requires powerful spells), Bloodmage Thalnos (requires spell, squishy), Charlga (confusing).


Note: After the success I had with the Drakkisath + Frostwolf Shaman combo on my main account, I would place Drakkisath one tier higher, but obviously it requires investing into two minis whereas other leaders are more generally useful on their own.


General army building

  • Low average cost = you get to play a lot of minis, meaning you get to cycle through the deck quickly
  • 1-2 unbound units to react
  • At least 1 tank
  • Some AoE damage
  • Something heavy-hitting
  • Fliers and ground units


The Grid

  • The Grid is a 3x3 table.
  • Each cell is either empty, or shows something that you can buy.
  • There are always at least 5 items available in the Grid to buy. Which items there are are is random.
  • When you buy something from the Grid, all cells are reset that were in the same row and column where the bought item was. The reset cells are populated with items until there are again at least 5 things available. The cells where the new items appear are randomly chosen.
  • At midnight new items appear in the Grid: Everything falls down one row and a new row appears at the top. The items that were available in the original bottom row fall out, and an equal amount of items will appear in the new top row.
  • A Big Red Button can be spent to Recycle the Grid, which means to reset all 9 cells.
  • You can swap two horizontally or vertically adjacent cells for the cost of 5 Coins.
  • Talents are offered only when you have Minis that could get them. So as long as you don't upgrade at least one Mini to Uncommon rarity you will never get Talent offerings.
  • Sometimes a cell will be populated with a bonus item that you do not have to buy. You get the bonus item by buying an item in the same row or column. Known bonus items:
    • XP Boost: Boosts the item that you buy.
  • At any time the Grid features a given Family. If a Leader Mini appears in the Grid it will be from the currently featured Family. The featured Family rotates every week. The order of rotation can be looked up by calling up the Dungeon screen - in the screen where you select the leader to use for a Dungeon run the families are shown in order in the header. The order can also be derived by selecting an Alliance leader and then looking at the order in which the minis are grouped when scrolling through your mini collection. At the time of writing the order is: Alliance, Horde, Blackrock, Undead, Cenarion, Beast.


Items that can be bought and their costs:

Item                       Coin cost
---------------------------------------------------------------------------
Regular Mini Common        90
Regular Mini Uncommon      270
Regular Mini Rare          900
Regular Mini Epic          2250
Regular Mini Legendary     2250
Regular Leader Common      120
Regular Leader Uncommon    360
Regular Leader Rare        1200
Regular Leader Epic        3000
Regular Leader Legendary   3000
Talent                     250


Collection Level

The higher the Collection Level the more XP you gain from all activities.

The Collection Level increases by 1 for every 5 upgrades. The following counts as an upgrade:

  • Acquiring a new Mini. This means that the Collection Level increases with the number of different Minis you have.
  • Upgrading the Rarity of a Mini.


Minis

Mini is the general term to refer to both leaders and troops.

Family

Each mini is from a given family.

At the time of writing there are 6 families in the game, with more to be added later: Alliance, Horde, Blackrock, Undead, Cenarion and Beast.


Level and XP

  • A Mini has a level. To raise the level you need to earn Experience (XP) for that Mini.
  • Everything related to XP and a Mini's Level is indicated with the color purple in the game (e.g. a purple gauge on the Mini info screen, XP is represented with a purple crystal).
  • The XP cost to level up increases with each level, exponentially at the highest levels.
  • The maximum level that can be earned with XP is 20.
  • An additional 11 bonus levels can be gained from other sources: Army Slots (+4), Talents (+3) and Rarity (+4). The bonus levels don't increase the XP cost to level, they are added on top of the regular Mini level.
  • XP gains are increased by the Collection Level.
  • You gain XP from the following sources:
    • Free daily gift
    • Daily reward: XP Tomes.
    • Quests: Certain limits, but easier than PvP.
    • PvP: Unlimited, but more difficult than Quests.
    • Heroic PvE campaign: XP Tome for each first clear of a Mission with any Family.


Rarity

  • A Mini has a rarity: Common, Uncommon, Rare, Epic, Legendary
  • The first copy of a Mini that is obtained sets the initial Rarity of the Mini. Usually this is Common, but sometimes there are special opportunities to obtain a Mini at a higher Rarity.
  • Duplicate copies of a Mini obtained after you already have the Mini are converted to Star Points. Star Points are one ingredient necessary to upgrade the Mini's rarity.
  • The number of Star Points you get when you obtain a duplicate copy of a Mini with a specific rarity:
    • Common: 1
    • Uncommon: 4
    • Rare: 14
    • Epic: 39
    • Legendary: 64
    • Star Points in excess of the maximum needed to upgrade the Mini to Legendary are converted to Arc Energy.


Costs to upgrade the Rarity of a Mini

				    Star Points   Arc Energy   Upgrade Core
---------------------------------------------------------------
Common => Uncommon  3             500          -
Uncommon => Rare    10            2'000        1 Rare Core
Rare => Epic        25            8'000        1 Epic Core
Epic => Legendary   25            20'000       1 Legendary Core


Talents

  • Each mini can have 3 Talents. Not all Talents are equally good, the Talent choice therefore matters a lot.
  • A Mini can only use one of its Talents at a time.
  • You can buy a new Talent on a Mini when it reaches Uncommon / Rare / Epic. No new talent becomes available when a mini reaches Legendary.
  • Once bought the Talent cannot be switched. Because of that it is extremely important to choose the best first talent when a mini reaches Uncommon.


Account progression

The most important progression points:

  • 8 sigils - PvP (wait with that until you have Arclight Surges and Dungeons)
  • 10 sigils - Guilds
  • 12 sigils - Arclight Booster offer
  • 18 sigils - Uncommon upgrade for leader
  • 20 sigils - Talents
  • 22 sigils - Arclight Surges (super important for Coins income!)
  • 30 sigils - Dungeons (super important for improving Army slots to increase mini levels)
  • 50 sigils - Heroic Campaign
  • 90 sigils - Raids and Sieges (super important to further improve Army slots)


PvP

  • Unit PvP level = PvE level / 3, rounded up
  • Honor
    • Apparently the leader gains Honor during PvP
    • There are level caps for minis depending on the amount of Honor on the leader
    • <1000/<2000/<3000/>=3000 Honor => Level cap 1/3/5/No cap


Coin income

  • Most (but not all) of the Missions from the PvE campaign award Coins when they are completed for the first time. 2660 Coins for the entire campaign, more with Arclight Booster.
  • Clearing a Mission from the Heroic PvE campaign with all 5 families awards 200 Coins. The Heroic campaign has 75 Missions, so you will get 15'000 Coins for all Missions (22'500 with Arclight Booster).
  • Arclight Surges: 1 zone four times a week, so 4 zones in all, with each zone containing 5 Missions. Reward for clearing all of those is 800 Coins per week (1200 with Arclight Booster).
  • Clearing Dungeons at level 23: TODO how much?
  • Clearing Ragnaros in the Molten Core Raid after the first time: TODO how much?
  • PvP: Some of the Coins are one-time only, higher up in the ranks you can also get up to 1500 Coins repeatable.
  • Sometimes you get 50 or 100 Coins from the free daily gift.
  • Obviously Coins can also be bought for real money, either directly or via offered packs.


Armies

  • Each Leader has its own Army.
  • An Army has Army Slots.
  • An Army Slot has a Trait. When a Mini that matches the Trait is placed in that slot it gains a bonus level.
  • Army Slots can be upgraded by playing Dungeons, and later by playing Sieges and Raids. An upgraded Army Slot gives more bonuses to the Mini placed in that slot.
  • Dungeons
    • Dungeons start at level 5 for each Leader
    • When you visit a Dungeon with a Leader and beat the Dungeon, then the Dungeon level increases and beating the Dungeon becomes more difficult
    • The higher the Dungeon level for a Leader the better the slots of the Leader's army
    • Dungeon level 22 = All Army Slots of the Leader are maxed
    • Each Army slot can be upgraded 3 times: First to Bronze, then to Silver and finally to Gold.
    • Each of these upgrades gives +1 level to the mini placed in that slot (provided that the mini matches the trait of the Army slot).
    • The maximum to be gained from a Golden slot therefore is +3 levels.
  • Raids/Sieges
    • Beating certain maps in Raids and Sieges rewards you with a currency named "Valor". Each of these maps gives 100 valor.
    • An Army slot that is Golden can be upgraded to Diamond by spending 200 valor.
    • A Diamond Army slot gives another +1 level to the mini placed in that slot.
    • Beating the third map in a Siege rewards you with a Wildcard Army slot. You can select a leader and the top-right Army slot of that leader's army will become a Wildcard slot. The Army slot's trait requirement is removed, so that any mini placed in that Army slot will receive the slot bonus.
    • Beating the first 2 maps in a Raid rewards you with a Boost Army slot. You can select a leader and the bottom-right Army slot of that leader's army will become a Boost slot. A mini placed in the Boost slot (given it matches the Army slot's trait) will be treated as if it had base level 20, i.e. as if it had 200'000 XP.