Rastakhan's Rumble Run - A Hearthstone Single Player Experience
Rumble run is single player content in Hearthstone. It was added during the Rastakhan's Rumble expansion which released in December 2018.
- You start off each run a troll named Rikkar. You do not yet have an affiliation with a team (class).
- You choose your team by picking a shrine from a random selection of three.
- As you play through the mode and defeat the other teams, you will increase the size and power of yourself and deck.
- Successfully completing a Rumble Run will reward you with a special card back.
What You'll Find In This Guide
We've prepared the following, easy to access information for you.
- Information on each of the Rumble Run classes.
- All the different treasures, teammates, and card bundles you can obtain.
- All the bosses you will get a chance to fight. Decks pending additional investigation.
Rumble Run Class Information
Click on any of the images below to go to our dedicated pages for each of the classes featured in Rumble Run. You'll get to see an overview everything that class has to offer including shrines, decks, teammates, and card bundles.
Rumble Run Bosses
Each class is represented by a champion in Rumble Run. You, as Rikkar, must defeat all the enemy champions of other classes in order to be victorious. They all have normal hero powers for their classes so we have decided to not list them here.
- Their health increases the deeper in to your run they are - only the first boss you encounter will have 10 health!
- These heroes are all found in the collectible Rastakhan's Rumble set as legendary cards.
Rumble Run Shrines & Decks
Want to see all the shrines and decks in one easy place? We've got you covered!
Rumble Run Treasures & Teammates
See an overview of all the treasures and teammates you will encounter during your time in Rumble Run.
Rumble Run Card Bundles
An exhaustive listing all all of possible cards you can find in the bundles of cards presented at the completion of a boss. Don't go in to this deckbuilding challenge completely blind!
Got my card back but not nearly as fun as dungeon run.
Not unbeatable but the amount of times I've gotten totally destroyed on the first or second due to low amount of cards with almost no synergy going against almost the perfect counter with a good curve is way to high for this to be called a tuned experience.
I finally did it with a druid after defeating 32 bosses in total.
I had the "whenever you get armor, refresh your mana crystal" totem and twice the minion reward "0 mana 2/1 minion: draw it when the game starts. Deathrattle: get 2 mana crystals". --> I had instantly 4 damage on the board and up to 4 extra mana crystals (filled ones for instant use). (never mulligan for it; you get it as extra draw if it starts in your deck)
After that I went for the big boys like Tyrantus or Ragnaros (and some hero power stuff since the rewards were pretty random for me). Every turn I used my hero power to refresh my crystals. Other cards with armor gain also refreshed it, so I was able to play a lot each turn (when it came to the late game and if I had the cards).
I was pretty lucky with that combination, but being able to kill the enemy totem extremely quickly with way too much mana evens out the enemy cards.
Burgle Rogue with double stealing shrine is just bonkers. Opponents going into fatigue before turn 10, stolen cards discounted by 2 or more with Rogue synergies. If anyone has the option to pick that - go for it! Only issue is hand management, cuz you'll be drowning in value. Easy win, easy cardback ;)
People complaing about lack of rewards is kind of silly. It's a free content game, fun is the reward. If you don't like it then you don't have a reason to play it. if you like it, then you have a reason to play it. Are you really that concerned about 40 dust?
I've really enjoyed the mode so far. I think it might be my favorite dungeon run style single player so far. I've played about 8 so far, only beat it once but i was trying to build some weird style stuff on some of the runs. The one I beat it with was the Rogue that steals a card every turn. The gameplan for every match was get some tempo on the board to kill their shrine, and then just out value them and steal fucking everything and kill them in fatigue. Towards the end i got a treasure that lets you start with two shrines so the last couple guys got fatigued pretty quick while i still had like 20 cards.
"so far" killed your whole argument.
Is this the first time they didn't reward packs for completing the single player adventure? I highly doubt anyone would beat this more than once... the reward is very boring, no one cares about card backs. They have no value beyond a change in cosmetics, which frankly, there are way better card backs for this.
Though, the mode was fun, but I'll never play it again. The single player progression in this expansion is non-existent. This was a huge miss Blizzard :(
Opinions as facts: the post
Where did I say my opinion is fact? I would hope you can differentiate fact and opinion.
Probably never :( ...
I think the most frustrating part of this is, they have the decks that should have been while you get random buckets that sometimes don't have ANY synergy with the rest of your deck or shrine. So you get stuck with a HUGE uphill battle where they have everything going for them because their whole deck is built to work together while yours is some weird mash up. It makes it a bit annoying when you have such little control of what you get.
Random question for anyone who's beaten it: does it give you a little crown or anything over the shrine you've beaten it with like it did for Dungeon Run/Monster Hunt? Just curious if it tracks that too.
You only need to win it a single time to get the cardback, sadly not much replayability. Did it with Mage focusing on HP, got 3 Janalai turn 7, 8, 9 busting to victory.
Way easier than the last one. Spend 50+ tries on that one.
This run, i just choose paladin with the "if minion survives damage, it gains divine shield" shrine, went with buff cards and later chose the skill to refresh life on the shrine each round. 24/17 that is healed every turn? easy....
Worst single player mode. Passed for 2 attempts. Awful party curves. It was boring, it was the last hope .... After 4 years I delete this garbage without regrets
It took me several tries. Won thanks to a warlock with a shrine(hir'eeks) that redirects damage to an enemy. Its very strong shrine. The last boss was very easy. A shaman with three battle cries - he put a demon who hits 5 on a hero and inflicted 15 damage to himself :) In general, it was fun.
Honestly, the whole mode just seemed kind of lame. The idea is there, but it's just a two bit knock off of dungeon run because there's honestly a lot less actual decision making being made. "Did you go full tempo? No? Go back and try again". It isn't helped by several of the opponent decks being just blatantly better versions of the deck you were trying to build using that particular shrine, AND get to start with more mana, AND get larger decks, so you can't outvalue them even if you tried. (zentimo with the battlecry shrine at 6+ wins in particular just seems stupid, since it gets a turn 1 kelesethX4 every time, I ran into this particular opponent at least 15 times, every single time it was turn 1 keleseth)
With dungeon runs, there were interesting decisions to be made about whether you tried to outvalue your opponents, outtempo them, or build a crazy combo. With this one... the combos are weaksauce (or are literal one card combos like discarding for demons and cataclysm), and the only way to outvalue an opponent with 10 extra cards in their deck is to use the rogue stealy shrine, but that only shows up one in nine runs, and typically doesn't steal enough to allow you to fatigue the opponent out.
Bleh. Not playing again, going back to dungeon run for my single player matches.
Played it last night and picked shaman. Turned out to be a very underwhelming experience for me, as shaman is completely broken.
It gives you Mana Addict in the default deck. The shrine reduces spell cost by 2. There's no time limit on each turn you take. It's not difficult to run into Unstable Evolution as there are lots of ways to generate spells. In my run, the very first cards I got to pick from to add to my deck, one of the options offered me two copies of it. Half the matches I won by turn 3 or 4 by OTK-ing with my very angry addict.
The other half by abusing Call in the Finishers (also in the default deck) with again, Unstable Evolution. Turns out, having a turn 2 or 3 board with four to six 8-12 cost minions is not something any of the AI's I ran into can deal with.
I suppose free card back is free...
or you dont draw your combo and lose instantly. very bad game design
He is not asking for much honestly. Cosmetics for single player content.. No need to start a whole rant over the hystory of single player games. Also the fact that older games didn't have achievements (often due to technical deficiencies) somehow is supposed to justify not having some sort of achievement tracking in new games?
Please bro...