The user interface of Warcraft Rumble emphasizes visuals over numbers. This page is an attempt to document the mechanics and functionality of the game in more detail than the client provides.
This page approaches the topic from the perspective of mechanics and features. Individual minis are occasionally discussed, and you can find more mini-specific details from the accompanying Warcraft Rumble Advanced Mini Details as well as from our individual Mini pages.
Rulebook Contents
Buildings and Map Objects
Barracks
The main base of a player.
- 3500 health (4300 health in Raids, 5400 health in PvP)
- 9 range
- 1.5 seconds attack speed
- Fury
- 70 Physical damage
- Vulnerable to Siege damage (+100% Siege damage taken)
- Dragon Barracks and Rocket Barracks have attacks identical to Dragon Tower and Rocket Tower
Barracks take half damage from most spells:
- Arcane Blast
- Blizzard
- Chain Lightning
- Earth and Moon (Starfall)
- Eclipse’s Moonfire (Sunfire deals even less)
- Holy Nova
- Living Bomb
Eclipse’s Sunfire deals less than half damage to Barracks, 150 damage, whereas it deals 400 damage to minis.
Deep Breath, on the contrary, deals additional damage to Barracks (200 damage and the Burn effect). This is probably a mistake, as the Barracks damage was not changed when Deep Breath was nerfed.
Execute deals damage equal to 5 percent of Barracks health at even level. The level modifier is 1 percent.
Banshee cannot possess Barracks, but will apply a damage-over-time effect instead. It deals 10 Elemental damage every 0.1 seconds for 10 seconds, for a total of 1000 damage.
Guard Tower
The regular Tower.
- 1600 health
- 9.5 range
- 1.3 seconds attack speed
- Fury
- 70 Physical damage
- Vulnerable to Siege damage (+100% Siege damage taken)
Minis that can outrange Guard Towers:
- Meat Wagon (range 11, range 13 with Filet Trebuchet talent)
- Plague Farmer with Splashing Pumpkins talent (range 10)
- Sylvanas with Queen’s Reach talent (range 10.2) - Sylvanas can always hit a Guard Tower from outside its range, but there needs to be something directly on the path to make her attack without the talent
- Flamewaker can hit a Guard Tower from outside its range, but Flamewaker only attacks when it has a target within a range of 7.5, so there needs to be a mini in front of the Tower
Dragon Tower
Tower with an elemental breath attack.
- 1600 health
- 9 range
- 2.4 seconds attack speed
- Up to 4.5 range: 5 ticks of 80 Elemental damage, for a total of 400 damage
- Up to 9 range: 5 ticks of 8 Elemental damage, for a total of 40 damage
- Vulnerable to Siege damage (+100% Siege damage taken)
Rocket Tower
Tower with a piercing rocket attack.
- 1600 health
- 14 range
- 3 seconds attack speed
- 160 Piercing damage on a radius of 4
- Vulnerable to Siege damage (+100% Siege damage taken)
Gold Mine
The standard gold respawn time is 30 seconds.
Treasure Chest
Contains 2 gold. Treasure chest has 220 health.
The standard treasure chest respawn time is 40 seconds.
The contest radius of chests is 9. This means that some minis (such as Plague Farmer with Splashing Pumpkins talent and Meat Wagon) can open a chest even though they are not in range to contest it. If an enemy mini is within a radius of 9 when that happens, they will claim the chest instead.
Chests can only be claimed by ground minis: knocking back minis around a treasure chest causes them to bounce upwards, which makes them ineligible to contest the chest. In practice, you can claim a chest even if the enemy also has minis around it if you can knock them back, even if they remain within range of the chest.
Deploy Zones
Lane splitting
- When you play a squad mini on the line between two deploy zones, the squad will split up with some of the minis heading for each lane.
Mechanics
Damage Types
There are four types of damage in the game.
Physical damage that can be mitigated by Armored.
Siege damage that is like physical damage, but also deals double damage to buildings. It can be mitigated by Armored.
Elemental damage that can be mitigated by Resistant.
Piercing damage that cannot be mitigated. This is not a separate damage type in the game files. Instead, there are two ways damage can be Piercing: either it is specifically configured to ignore any type of armor (such as Rocket Tower missiles) or it is a percentage-based effect (such as Execute). Currently, percentage-based effects cannot be mitigated.
Execute has a unique damage model. Its damage is a percentage of the target’s maximum health.
- Most targets: 50% with a 5% level modifier, minimum 5%
- Bosses: 10% with a 1% level modifier, minimum 1%
- Barracks: 5% with a 1% level modifier, minimum 1%
- Raid bosses: 3% with a 0.5% level modifier, minimum 0.5%
Gold Income
Players gain 0.330078 gold per second (it takes roughly 3 seconds to gain one gold). During overtime, the gold income is doubled.
Additional gold is available from mining and from opening chests.
Players start the game with 7 gold.
Each PvE boss has a gold income of their own and it also varies by game mode. Blizzard uses the gold income of bosses to adjust their difficulty.
Level Scaling
Mini power in Rumble scales with levels. Each additional level multiplies the values (health, damage) from the previous level by 1.100098 (roughly +10%).
Because the scaling is exponential, all level differences have the same effect, regardless of the absolute levels. A level 29 facing a level 30 (-1 level) is the exact same as a level 9 facing a level 10 (-1 level).
Values are usually presented as level 1 values for clarity. Comparing a level 1 value to a level 2 value gives the same answer regarding hits needed to kill a mini and so on, as comparing a level 23 value to a level 24 value.
Pushing and Collisions
Minis can bump into each other, block each other, and even push one another. Pushing is sometimes used to help a slower mini get into action faster. You can also gather faster minis behind a heavy mini that prevents them from passing.
The addition of Dryad with Nature’s Swiftness talent, which can make minis Fast, has made pushing strategies largely obsolete, but the physics for it still remain in the game. Raptors were often used for pushing in the past because of their speed and the fitting shape of their collision model.
Minis have weight, which affects their interactions with other minis. Heavy minis are more difficult (often practically impossible) to push than light minis. The vast majority of minis actually weigh the same, 100, but there are exceptions.
Mini weights:
600
- Ancient of War
- Arthas
- Molten Giant
- Onu
- Swole Troll
450
- Anub’arak
400
- Abomination
- Core Hounds
- General Drakkisath
- Earth Elemental
- Gargoyle
275
- Angry Chickens Walking Crate talent
200
- Drake
- Faerie Dragon
- Rend (riding his drake)
100
- Anub’arak Scarab Beetle
- Banshee
- Baron Rivendare
- Bat Rider
- Bloodmage Thalnos
- Bog Beast
- Cenarius
- Charlga
- Chimaera
- Dark Iron Miner
- Darkspear Troll
- Defias Bandits
- Druid of the Claw
- Dryad
- Emperor Thausissan
- Fire Elemental
- Firehammer
- Flamewaker
- Footmen
- Frostwolf Shaman
- Ghoul
- Gnoll Brute
- Goblin Sapper
- Grommash Hellscream
- Gryphon Rider
- Harpies
- Harvest Golem
- Hogger
- Huntress
- Jaina
- Maiev
- Malfurion
- Meat Wagon
- Moonkin
- Mountaineer (both Bear and Dwarf)
- Necromancer
- Ogre Mage
- Orgrim Doomhammer
- Plague Farmer
- Priestess
- Prowler
- Pyromancer
- Raptors
- Rend (on foot)
- S.A.F.E. Pilot
- Skeleton Mage
- Skeleton Warrior
- Sneed
- Stonehoof Tauren
- Sylvanas
- Tirion
- Treant
- Warsong Grunts
- Warsong Raider
- Whelp Eggs (whelp)
- Witch Doctor
- Worgen
- Ysera’s Emerald Drake
- Ysera’s Emerald Whelps
50
- Kobold Miner
- Murloc Tidehunters
- Old Murk-Eye
- Polymorphed Sheep
- Spiderlings
25
- Angry Chickens
- Dire Batlings
- Vultures
- Whelp Eggs (egg)
PvE Boss Functionality
PvE bosses play by the same rules as the player. They have a defined deck from which they draw minis to their hand, and they can only play minis that are in their hand. They must also have enough gold to play their minis.
There are two rulesets for opening hands: either the hands are reshuffled for each attempt (Dungeons, Raids) or the hands are shuffled once and then stay the same until you win (Campaign). This applies to both the player and the boss.
Blizzard has several tools that they use to adjust boss balance separately for each encounter:
- Starting gold
- Hand size (bosses can hold fewer or more minis than the player)
- Deck size (Heroic Bolvar has the smallest deck in the game, only 4 minis, and he can play any of them at any time. More commonly, the boss’s deck and hand size are similar to the player’s)
- Gold income (most bosses have a lower income than the player)
- Map mechanics, such as timed or conditional spawns and various phases
Targeting
The most common targeting method for abilities is the closest eligible target, and a mini usually keeps the same target until the target dies or moves too far from the mini. However, there are several other ways abilities can work in the game.
Stun effects reset a mini’s target, so a mini always acquires a new target after even a brief stun.
Lowest distance. The most common targeting mechanic. Mini targets the closest eligible target. This is what makes Whelp Eggs and Quilboar combo work: a boss targets Whelp Eggs, and when a Quilboar is played closer to the boss before the Eggs are popped, Quilboar becomes the closest eligible target and the boss will switch to it now that its old target - the Egg - is dead. This leaves the Whelps free to shoot the boss in the back.
Lowest current health. Mini chooses the target based on the lowest current health total.
- Chimaera Lightning Ball
- Priestess Power Word: Shield
- Witch Doctor
Highest current health. Mini chooses the target based on the highest current health total.
- Chimaera Poison Spit
Lowest maximum health. Mini chooses the target based on the lowest maximum health total.
- Abomination Hook
- Arthas Death Grip talent
Lowest turn angle. Mini chooses the target based on the smallest amount it has to turn to hit it.
- Angry Chickens Walking Crate talent
- Footmen Shield Bash talent
- Kashoch (campaign boss)
Highest health percentage. Mini chooses the target based on the highest current health percentage.
- Dryad Barrage talent
- Emperor Thaurissan Incinerate talent
Lowest health percentage. Mini chooses the target based on the lowest current health percentage.
- Priestess Renew
- Shaman Chain Heal
- Skeleton Party 5-Man talent Priest
- Tirion Holy Light
Highest health missing. Mini chooses the target based on the most missing health.
- Priestess Greater Heal
Do not retain target. Mini chooses its target each time it attacks based on its targeting mechanic. This can be the same target, if it is still the best match.
- Chimaera Lightning Ball and Poison Spit
- Dryad Barrage talent
- Emperor Thaurissan Incinerate talent
Abilities and Traits
Ambush
Double damage when attacking from Stealth.
Most multipliers in Rumble are additive (+100% and +100% combine to +200%). However, Ambush is implemented as a different attack with a higher base damage, and therefore it is multiplicative when combined with other damage modifiers (+100% from Ambush combined with +100% from somewhere else amounts to +400%).
Minis with Ambush:
- Huntress with Shadowmeld talent
- Worgen with Premeditation talent
Armored
Reduces Physical and Siege damage taken by 50%.
Minis with Armored:
- Ancient of War
- Anub’arak
- Arthas
- Baron Rivendare
- Bog Beast with Living Wood talent
- Dark Iron Miner with Dark Iron Armaments talent (after mining)
- Earth Elemental
- Footmen
- Frostwolf Shaman with Earth Shield talent can make another mini Armored
- Gargoyle
- Ghoul with Bone Shield talent (for 10 seconds after eating)
- Gnoll Brute with Thick Hide talent
- Holy Nova with Inner Fire talent gives Armored to allies for 5 seconds
- Molten Giant
- Moonkin
- Onu with Barkskin talent
- Onu with Barkskin talent gives minis deployed to Safe Arbor 8 seconds of Armored
- Rend with Scale and Steel talent while dismounted
- One of the Skeletons with Questing Buddies talent
- Sneed
- Tirion
- Treant
- Warsong Grunts with Guard Duty talent
Bloodlust
Increases attack speed and movement speed by 33.4%
Bloodlust effects do not stack with each other, but can stack with other effects like Fury. A new Bloodlust effect always replaces the old Bloodlust.
Minis that grant Bloodlust:
- Banshee with Unholy Frenzy talent (10 seconds to the possessed target)
- Baron Rivendare with Skeletal Frenzy talent (Skeletons in a radius of 8 around the Baron)
- Cheat Death with Seal Fate talent (for the duration of Cheat Death, after which the minis will die)
- Execute with Bloodthirsty talent (10 seconds)
- Ghoul with Ravenous talent (10 seconds to self after eating)
- Grommash Hellscream (9-radius aura that applies a 1-second Bloodlust effect every 0.2 seconds)
- Headless Horseman with Decapitate talent (5 seconds to self after killing an enemy)
- Hogger with Fatal Frenzy talent (10 seconds to all allied Beasts when Hogger dies)
- Mountaineer with Frenzied Spirit talent (10 seconds to the surviving squadmate)
- Ogre Mage (10 seconds to a single target on a 10-second cooldown and Bloodlusts all Warsong Grunts within a radius of 10 of the Ogre Mage when cast; also Bloodlusts self if equipped with the Avarice talent)
- Orgrim Doomhammer with Rally the Clan talent (10 seconds to all allies upon winning a Mak’gora)
- Raptors with Motivation talent (10 seconds when entering within a radius of 7 from a gold mine or chest)
- Vultures with Feeding Frenzy talent (5 seconds to all allied Vultures in a radius of 100 on kill)
- Witch Doctor with Alchemist talent (drops a Bloodlust potion every 12 seconds)
Burn
Burn is a damage-over-time effect. Burn deals 30 Elemental damage every 1 second for 8 seconds, for a total of 240 damage.
Burn effects do not stack, only one Burn can be active on a target at a time. New applications of Burn refresh the Burn duration.
Minis that apply Burn:
- Bat Rider with Fiery Surplus talent (the vials only, not the main attack)
- Core Hounds with Fiery Rebirth talent (upon being resurrected)
- Deep Breath
- Drake with Engulfing Flames talent
- Eclipse with Solar Flare talent (Sunfire)
- Emperor Thaurissan (Lava Spike and all non-Elemental damage allies when Thaurissan is on the board)
- Flamewaker with Engulf talent
- Goblin Sapper with Crude Gunpowder talent
- Living Bomb with Blast Radius talent
- Ogre Mage with Ignite talent
- Pyromancer with Blaze of Glory talent (on death)
- S.A.F.E. Pilot with Comin’ In Hot! Talent (on crash)
Cycle
While Cycle is described as “2 cost or less for more Mini plays!”, only minis that specifically have the Cycle trait count as Cycle minis. Just because a mini costs 2 or less will not make it a Cycle mini.
Kobold is not a cycle mini.
Skeleton Mages are not Cycle minis. Most Skeleton Warriors are Cycle minis, but none of the Skeletons from a Skeleton Party are.
Daze
Reduces movement speed. There are many different effects in the game that are called Daze, and the effect length and severity varies based on the specific effect.
Minis that apply Daze or a similar effect that only reduces movement speed:
- Bat Rider with Flaming Pitch talent (-30% for 2 seconds)
- Cairne with Aftershock talent (-50% for 6 seconds)
- Flamewaker with Heat Stroke talent (-50% for 3 seconds)
- Living Bomb with Burden of Fate talent (-50% for 6 seconds)
- Vultures with Tendon Rip talent (-30% for 5 seconds)
Detect
Can see and attack Stealthed enemies. Note that Detect minis do not enable your other nearby minis to attack Stealthed enemies, only the Detect unit itself can.
Minis with Detect:
- Dire Batlings
- Faerie Dragon
Frost
Reduces attack speed and movement speed by 50%. Frost lasts for 2 seconds on regular minis and 0.5 seconds on bosses.
Unstoppable Minis are immune to Frost.
Minis that apply Frost:
- Arthas (6.5 radius aura)
- Arthas’ Undead Footman (melee hit)
- Baron Rivendare Chill of the Grave talent Skeleton Mages
- Blizzard
- Chimaera with Frost Shock talent
- Jaina
- Necromancer Jeweled Skulls talent Skeleton Mages
- Ogre Mage with Frostfire Bolt talent (full 2-second duration also on bosses)
- Spiderlings with Cave Dwellers talent
Fury
Minis with Fury gain 25% attack speed after each attack, stacking up to 75%. Fury can also stack with other attack speed effects. The Fury stacks are lost when mini leaves combat.
Minis that have Fury:
- Angry Chickens with Furious Fowl talent
- Dark Iron Miner with Dwarven Ambition talent
- Firehammer
- Gryphon Rider with Odyn’s Fury talent
- Meat Wagon with Greased Gears talent
- Horde and Undead minis with Sylvanas who has the Forsaken Fury talent
- Warsong Grunts
Nullify
Immune to Poison, Burn, Stun, and slowing effects.
Minis that have Nullify:
- Faerie Dragon
Poison
Poison is a damage-over-time effect. Each stack of poison deals 4 Elemental damage every 0.5 seconds for 5 seconds, for a total of 40 damage.
Every new application of Poison refreshes all poison stacks on the target. The damage of each poison stack scales based on the level of the mini that applied it. The maximum number of poison stacks on a target is 99.
Minis apply different quantities of poison stacks per hit:
- Abomination with Noxious Presence talent applies 1 stack of Poison every 3 seconds on a radius of 4
- Anub’arak’s Scarab Beetles apply 1 stack of poison per hit
- Chimaera applies 2 stacks of poison per hit
- Chimaera with Corrosive Breath talent applies 4 stacks of poison per hit
- Darkspear Troll with Serpent Sting talent applies 1 stack of poison per hit
- Defias Bandits with Deadly Poison talent apply 1 stack of poison per hit
- Dire Batlings with Guano Happens talent apply 1 stack of poison per pool
- Dryad applies 1 stack of poison per hit
- Entangling Roots applies 2 stacks of poison (Earth and Moon, ground minis only)
- Harpies with Infectious Swipes talent apply 1 stack of poison per hit
- Headless Horseman Pumpkin Toss applies 2 stacks of poison per hit
- Hogger with Spoiled Meat talent applies 1 stack of poison per hit
- Plague Farmer applies 4 stacks of poison per hit
- Plague Farmer with Splashing Pumpkins talent applies 3 stacks of poison per hit
- Plague Farmer with Virulence talents applies 3 stacks of poison on a radius of 4 upon killing an enemy
- Plague Farmer with Parting Gift talent leaves behind a pumpkin that applies 1 stack of poison on a radius of 5 when touched
- Quilboar with Bramble Burst talent applies 2 stacks of poison when deployed
- Spiderlings apply 1 stack of poison
- Spiderlings with Envenom talent apply 2 stacks of poison
- Spiderlings with Bloated Carapace talent apply 1 stack of poison on a radius of 5 upon death
- Ysera Emerald Whelps apply 1 stack of poison (2 with Corrupted Dream talent)
- Ysera Emerald Drake applies 3 stacks of poison (6 with Corrupted Dream talent)
Some minis can remove Poison:
- Priestess with Greater Heal (single target)
- Tirion with Holy Light (area-of-effect)
- Raid bosses cleanse themselves of poison at phase changes
Resistant
Reduces Elemental damage taken by 50%.
Minis with Resistant:
- Bog Beast
- Cenarius
- Core Hounds
- Faerie Dragon
- Faerie Dragon with Fae Blessing talent can make another mini Resistant
- Fire Elemental
- General Drakkisath
- General Drakkisath with Chromatic Scales talent gives Resistant to allied minis within a radius of 8
- Holy Nova with Inner Fire talent gives Resistant to affected allies for 5 seconds
- Huntress
- Quilboar
- Ragnaros
- Rend with Scale and Steel talent while flying
- One of the Skeletons with Questing Buddies talent
Root
Root prevents a mini from moving. The mini can perform all other actions as usual.
Root effects do not stack. New applications of Root refresh the duration.
Flying minis and Unstoppable minis cannot be rooted.
6-second root
- Entangling Roots (Earth and Moon)
- Level modifier 0.75 seconds
- Minimum duration 1.25 seconds
2-second and 3-second root use the same level scaling
- Cenarius (3-second root)
- Dryad (2-second root)
- Treant with Uproot talent (3-second root)
- Level modifier 0.225098 seconds
- Minimum duration 0.375 seconds
Charlga applies Root for the duration of her channel.
Stealth
Invisible to enemies until the mini attacks or is damaged. Most Stealth effects reduce the movement speed of the Stealthed mini by 20%.
Minis with Detect can see and attack Stealthed enemies.
Minis with Stealth:
- Charlga Spirit Passage talent target mini
- Defias Bandits
- Faerie Dragon with Invisibility talent
- Huntress with Shadowmeld talent
- Maiev Shadowsong
- Prowler with On the Prowl talent
- S.A.F.E. Pilot with Gnomish Cloaking Device talent
- Skeleton Party 5-Man talent Rogue (no speed reduction)
- One of the Skeletons with Questing Buddies talent
- Spiderlings with Cave Dwellers talent
- Worgen
Stun
Stun prevents a mini from acting. After recovering from a stun effect, a mini chooses a new target. Even a brief stun forces a mini to retarget, which can be beneficial or harmful, depending on whether you want the mini to keep hitting its previous target.
Stun effects do not stack. A longer stun effect replaces a shorter stun effect.
Raid bosses and Unstoppable minis are immune to stun. Bosses are affected by a shorter stun than regular minis.
The level modifiers of stun effects depend on the original length of the stun.
8-Second stun
- Ysera’s Hibernate spell (also breaks from taking damage)
- Level modifier 0.899902 seconds
- Minimum duration 2 seconds
5-second stun
- Abomination with the Cannonball talent
- Applies a 1.25-second stun on bosses
- Level modifier 0.75 seconds
- Minimum duration 1.25 seconds
4-second stun
- Defias Bandits Cheap Shot attack
- Applies a 1-second stun on bosses
- Level modifier 0.600098 seconds
- Minimum duration 1 second
3.5-second stun
- Ragnaros Blast Wave with Concussive Blast talent (does not affect bosses)
- Level modifier 0.449951 seconds
- Minimum duration 0.875 seconds
3-second stun
- Defias Bandits with Last Resort have a special 3-second stun with no level modifier that does not affect bosses at all
- Harvest Golem with Unstable Core
- Headless Horseman with Neigh Death Experience talent
- Stonehoof Tauren with Pummel talent has a separate special 3-second stun with no level modifier; note that Tauren will only charge at non-boss minis
- Sylvanas with Banshee’s Wail talent (upon death)
- Applies a 0.75-second stun on bosses
- Level modifier 0.540039 seconds
- Minimum duration 0.75 seconds
2-second stun
- Mountaineer Bear with Intimidation talent
- Applies a 0.5-second stun on bosses
- Level modifier 0.300049 seconds
- Minimum duration 0.699951 seconds
1.5-second stun
- Execute with Overpower talent (does not affect bosses)
- Prowler with On the Prowl talent
- Applies a 0.5-second stun on bosses
- Level modifier 0.225098 seconds
- Minimum duration 0.375 seconds
1.25-second stun
- Level modifier 0.179932 seconds
- Minimum duration 0.300049 seconds
1-second stun
- Cairne’s Shockwave attack
- Chain Lightning with Brilliant Flash talent
- Eclipse (Moonfire) with Umbral Force talent
- Spiderlings with Bloated Carapace talent (upon death)
- Applies a 0.5-second stun on bosses
- Level modifier 0.149902 seconds
- Minimum duration 0.25 seconds
0.75-second stun
- Level modifier 0.104981 seconds
- Minimum duration 0.175049 seconds
0.5-second stun
- Level modifier 0.074951 seconds
- Minimum duration 0.125 seconds
0.4-second Stun
- Old Murk-Eye with Electric Eels talent
- No scaling
- Cannot stun bosses
0.2-second stun
- No scaling
Some Stun effects are capable of stunning Towers, whereas others are not.
Can Stun Towers:
- Cairne’s Shockwave attack
- Chain Lightning with Brilliant Flash talent
- Defias Bandits with Last Resort
- Eclipse (Moonfire) with Umbral Force talent
- Old Murk-Eye with Electric Eels talent
- Prowler with On the Prowl talent
- Spiderlings with Bloated Carapace talent (upon death)
- Sylvanas with Banshee’s Wail talent (upon death)
Cannot Stun Towers:
- Abomination with the Cannonball talent
- Defias Bandits Cheap Shot attack
- Execute with Overpower talent
- Harvest Golem with Unstable Core
- Headless Horseman with Neigh Death Experience talent
- Mountaineer Bear with Intimidation talent
- Ragnaros Blast Wave with Concussive Blast talent
Surge
Surge minis spend all of your gold when played.
If you put a Surge mini into a Charlga deck, then one of the costs in the cost pile will be to spend all of your gold. This can be difficult to notice and you need to keep an eye on whether the cost of the current mini or the next mini changes as you gain or spend gold.
Minis with Surge:
- Ancient of War
- Treant
Taunt
Taunt forces nearby minis to attack the caster.
Taunt effects do not stack. A longer Taunt replaces a shorter Taunt.
Minis with Taunt:
- Earth Elemental with Ready to Rumble talent (10 seconds, 5.25 radius, on deploy)
- Gargoyle with Obsidian Statue talent (10 seconds, 8 radius, every 3 seconds, statue)
- Grommash Hellscream with Mirror Image talent (10 seconds, 5.25 radius, images)
- Molten Giant with Threatening Presence talent (10 seconds, 5.25 radius, 10 seconds cooldown)
- Mountaineer Bear (10 seconds, 5.25 radius, 10 seconds cooldown)
- Skeleton Party with 5-Man talent Skeleton Tank (10 seconds, 5.25 radius, 10 seconds cooldown)
- Skeletons with Cackle talent (10 seconds, 5.25 radius, 10 seconds cooldown)
- Stonehoof Tauren with Provoke talent (10 seconds, 6 radius, after charging)
- Whelp Eggs with Chromatic Plating talent (10 seconds, 5.25 radius, 10 seconds cooldown)
Vulnerable
Increases Elemental damage taken by 100%.
The interaction between Vulnerable and Resistant is additive: a mini with Vulnerable (+100%) and Resistant (-50%) still takes an additional +50% Elemental damage.
Experience, Levels, and the G.R.I.D.
Activity Tracker (Daily Rewards)
Activity Tracker is the official name of the three daily rewards that you see in the Map tab below the map and above the Quest and PvP buttons. These rewards have to be earned each day, because unearned rewards do not carry over to future days. Earned rewards can be claimed later, and the contents of XP Tomes are determined when opened, so you can get XP for newer minis by saving your Tomes. When you claim the rewards, all earned rewards are claimed; you cannot claim individual Tomes or Coin bags if you have earned multiple rewards.
To earn a reward from the Activity Tracker, you need to earn 3 points. There are 3 rewards each day, so you get all the rewards for a day by earning 9 points.
- 1 point for a Common (green) Quest
- 1 point for a Normal campaign mission
- 1 point for a Dungeon boss
- 1 point for a Normal event mission
- 2 points for a Rare (blue) Quest
- 2 points for a PvP win
- 2 points for an Arclight Surge map
- 2 points for a Heroic event mission
- 3 points for an Epic (purple) Quest
- 3 points for a Heroic campaign mission
- 3 points for a Raid boss
- 3 points for a Mythic event mission
Activity Tracker consists of multiple nested decks of rewards. For the rare rewards, it is so far uncertain whether the deck is progressed through in full (so you are guaranteed each reward over multiple cycles) or if a reward from the deck is randomly awarded. Given how decks work in most aspects of Warcraft Rumble, it is likely that you will get each item from the deck before a new one starts.
The basic Activity Tracker cycle consists of 6 days of rewards. Within the 6-day period, the rewards can come in any order. For example, you may get the Mega Reward at the end of one 6-day period and another at the start of the next 6-day period, thus getting them on consecutive days. If you miss a day, you miss the rewards for that day.
The 6-day cycle consists of the following days:
- 3 days of Modest Tome, random Family Major Tome, and either a Troop Choice (3/6, 50%), Leader Choice (2/6, 33.3%), or Rare Core (1/6, 16.7%)
- 2 days of Modest Tome, random Family Modest Tome, and random Family Major Tome
- 1 day of Mega Reward, random Family Modest Tome, and random Family Modest Tome
The Mega Reward can be one of the following:
- 300 Coins (12/44, 27.3%)
- 500 Coins (7/44, 15.9%)
- 1000 Coins (1/44, 2.3%)
- Mythic Tome (3/44, 6.8%)
- Mega Tome (3/44 for Leader Mega Tome and for each family Mega Tome, 24/44 overall, 54.5%)
Assuming that all of this works fully as decks, you can expect to get:
- A Rare Core once per 36 days
- 24 Mega Tomes over 264 days (averaging once per 11 days)
- 20 Coin bags over 264 days (averaging once per 14 days), of which one is the big 1000 Coins chest
Arc Energy Conversion
When a mini with max stars gains another star or a mini with max XP gains more XP, the excess is converted into Arc Energy.
- Troop star: 225 Arc Energy (2.5 Arc Energy per Coin on the G.R.I.D.)
- Leader star: 300 Arc Energy (2.5 Arc Energy per Coin on the G.R.I.D.)
- XP: 20 XP gives 1 Arc Energy (2.5 Arc Energy per Coin from Daily Offers)
You can always buy Arc Energy with Coins from the store at 5 Arc Energy per Coin (1000 Arc Energy for 200 Coins, 5000 Arc Energy for 1000 Coins, or 10000 Arc Energy for 2000 Coins).
Collection Level
Collection Level determines how much XP you get from various sources in the game. The maximum benefits are gained at Collection Level 50, although you gain minor level-up rewards for increasing your Collection Level beyond that.
Each Collection Level you gain gives a one-time reward of 50 Coins. Starting from Collection Level 55, you also get a Star Tome every 5 levels (55, 60, 65, and so on).
Each Collection Level requires 50 points, and you gain points from mini rarity and levels:
- +5 points for collecting a mini
- +5 points for each rarity level (Uncommon, Rare, Epic, Legendary)
- +1 point for each level
Therefore, you can get a maximum of 45 Collection Level points per mini (Legendary level 20).
Daily XP cap
There is a cap of 50,000 XP per day from campaign missions, quests, PvP games, raids, sieges, and rewards. After reaching the cap, quest and end-of-game XP for the remainder of the day is set at 0. The day resets at the daily reset.
Dungeons
Dungeons are the source of army bonus slots in the early game and the main repeatable source of Arc Energy in the late game.
Dungeon level is Leader-specific. Each Leader starts from dungeon level 5, and the dungeon gains levels each time you defeat it. From level 5 to level 22, defeating a dungeon gives the Leader more army bonus slots. After completing a level 22 dungeon, a Leader will have all army bonus slots at gold level (+3 levels for a mini that matches the bonus slot trait).
Level 23 dungeons are repeatable weekly with eligible Leaders for 100 Coins (150 Coins for owners of Arclight Booster) and 1200 Arc Energy per Leader.
Leaders can only enter a dungeon when it is their family week. You may need to wait several weeks for an opportunity to use a Leader in a dungeon.
When you enter a low-level dungeon, there is a catch-up mechanic: each clear of the dungeon can count as clearing up to the next 3 dungeons (with all associated rewards). This catchup mechanic lasts until the dungeon level is 2 levels below your average army level, rounded up.
Examples:
- Clearing a level 15 dungeon with a level 21.1 army (rounds up to 22) gives you rewards for clearing 15, 16, and 17, and offers a level 18 dungeon next.
- Clearing a level 18 dungeon with a level 21.6 army (rounds up to 22) gives you rewards for clearing 18 and 19, and offers a level 20 dungeon next. (two levels, up to 2 levels below your average army level)
- Clearing a level 20 dungeon with a level 21.9 army (rounds up to 22) gives you rewards for clearing 20, and offers a level 21 dungeon next. (no more catchup)
G.R.I.D Appearance Rates
The full G.R.I.D. logic has not been figured out, but several parts of it are known. Many things in the G.R.I.D. are determined by decks, which ensure a consistent rarity spread over medium sample sizes.
For new players, the G.R.I.D. will offer a wide variety of minis before becoming random.
Every time a part of the G.R.I.D. is refreshed, it offers at least 2 new items. For example, if you have only 1 mini on the bottom row at the daily reset, the new row will have 2 items on it.
Troop rarity - deck of 2000 troops
- 1889 Common (94.45%)
- 100 Uncommon (5%)
- 10 Rare (0.5%)
- 1 Epic (0.05%)
Leader rarity - deck of 2000 Leaders (uncertain if in use or if combined with Troops at Troop rarity rates)
- 1789 Common (89.45%)
- 200 Uncommon (10%)
- 10 Rare (0.5%)
- 1 Epic (0.05%)
XP Boost deck
- 9 Modest (69%)
- 3 Major (23%)
- 1 Mega (8%)
General appearance rates
- XP Boost: every 18 minis cycled, needs an empty space
- Leader: every 16 minis cycled, other Leaders may crowd out a specific one, in which case it is offered as soon as possible after
- Talent: every 14 minis cycled (assuming one mini with an open talent slot)
- Same talent you just saw: no sooner than after 34 minis cycled (if you have one mini with an open talent slot, you will not be offered the same talent twice in a row)
G.R.I.D. Gadgets
Gadgets return to your inventory if you do not use them after placing them on the G.R.I.D.
Rare-O-Matic turns the affected mini into a direct Rare, regardless of what it originally was. Rare-O-Matic cannot be used on talents.
Tinker’s Gems can be used with talents to give XP to the mini the talent is for.
Mini XP per level
The XP scaling is not linear, but it is also not a simple exponential function.
XP needed to reach level x (from previous level):
- Level 2: 2
- Level 3: 5
- Level 4: 10
- Level 5: 20
- Level 6: 32
- Level 7: 50
- Level 8: 100
- Level 9: 150
- Level 10: 240
- Level 11: 350
- Level 12: 600
- Level 13: 1200
- Level 14: 1800
- Level 15: 3000
- Level 16: 12000
- Level 17: 16250
- Level 18: 37500
- Level 19: 90000
- Level 20: 200000
XP needed to reach level x (cumulative):
- Level 2: 2
- Level 3: 7
- Level 4: 17
- Level 5: 37
- Level 6: 69
- Level 7: 119
- Level 8: 219
- Level 9: 369
- Level 10: 609
- Level 11: 959
- Level 12: 1559
- Level 13: 2759
- Level 14: 4559
- Level 15: 7559
- Level 16: 19559
- Level 17: 35809
- Level 18: 73309
- Level 19: 163309
- Level 20: 363309
Mini Level, Base Level, and Bonus Levels
The level of a mini consists of its base level from XP, and bonus levels from army slot, rarity, and talents.
Base level: up to 20
Army slot bonus: Up to +4 (Diamond slot)
Rarity bonus: One per rarity level above common, up to +4 (Legendary)
Talent bonus: One per owned talent, up to +3 (three talents)
The maximum mini level in the game is 31.
In PvP, mini level is divided by three and rounded up:
- PvP level 2: Level 4
- PvP level 3: Level 7
- PvP level 4: Level 10
- PvP level 5: Level 13
- PvP level 6: Level 16
- PvP level 7: Level 19
- PvP level 8: Level 22
- PvP level 9: Level 25
- PvP level 10: Level 28
- PvP level 11: Level 31
Quests
Quest level is dynamic: they are always 2 levels below the average level of your army.
There are three Quest rarity levels:
- Common (green): 1x rewards, lasts for 30 minutes
- Rare (blue): 3x rewards, lasts for 24 hours
- Epic (purple): 5x rewards, lasts for 56 days
You get access to 20 new Quests per day, stacking up to 300. Quests that you do not complete do not count against your Quest limit. Therefore, it is possible to complete a larger portion of rare and epic quests.
Winning a PvP match rerolls your current Quest, if it is a common. Note that the new Quest may also be a common.
The army you have equipped when you get a new Quest determines the minis you are offered a Quest for: the options are the lowest-level mini from your army (based on the base level only, no bonus levels), a random mini from your army, and a random mini from your collection.
The Quest rarities you get are not completely random. Blizzard often splits random things into decks in Rumble. For Quests, there are 8 decks of 5 Quests each: 3 decks of 5 Commons, 4 decks of 1 Rare and 4 Commons, and one deck of 1 Epic and 4 Commons. This gives expected appearance rates of 87.5% Common, 10% Rare, and 2.5% Epic. The internal deck selection logic has not been fully explored though: in particular, the decks may be rerolled if not completed soon enough (within 48 hours), which can affect offering rates.
The XP you get for completing a Quest depends on your Collection Level.
These are the base values for a common quest (excluding the +20% lifetime bonus for Arclight Booster):
- Collection level 1: 6 XP
- Collection level 2: 10 XP
- Collection level 3: 14 XP
- Collection level 4: 18 XP
- Collection level 5: 22 XP
- Collection level 6: 28 XP
- Collection level 7: 34 XP
- Collection level 8: 40 XP
- Collection level 9: 48 XP
- Collection level 10: 56 XP
- Collection level 11: 66 XP
- Collection level 12: 76 XP
- Collection level 13: 88 XP
- Collection level 14: 100 XP
- Collection level 15: 114 XP
- Collection level 16: 128 XP
- Collection level 17: 144 XP
- Collection level 18: 160 XP
- Collection level 19: 180 XP
- Collection level 20: 200 XP
- Collection level 21: 220 XP
- Collection level 22: 240 XP
- Collection level 23: 260 XP
- Collection level 24: 280 XP
- Collection level 25: 300 XP
- Collection level 26: 320 XP
- Collection level 27: 340 XP
- Collection level 28: 360 XP
- Collection level 29: 380 XP
- Collection level 30: 400 XP
- Collection level 31: 420 XP
- Collection level 32: 440 XP
- Collection level 33: 460 XP
- Collection level 34: 480 XP
- Collection level 35: 500 XP
- Collection level 36: 520 XP
- Collection level 37: 540 XP
- Collection level 38: 560 XP
- Collection level 39: 580 XP
- Collection level 40: 600 XP
- Collection level 41: 620 XP
- Collection level 42: 650 XP
- Collection level 43: 680 XP
- Collection level 44: 710 XP
- Collection level 45: 740 XP
- Collection level 46: 770 XP
- Collection level 47: 800 XP
- Collection level 48: 830 XP
- Collection level 49: 860 XP
- Collection level 50: 900 XP
Rarity and Talents
Upgrading minis gives access to bonus levels and more talent slots. Purchased talents cannot be changed, you need more talent slots to be able to acquire different talents. Talents are offered randomly on the G.R.I.D., and you may see multiple talents for a mini before you find the one you want.
Only one talent can be equipped at a time. You can also unequip all talents from a mini by clicking the equipped talent in the selection screen.
Rarities, upgrade costs, and benefits:
Common
- The initial rarity level
- No talent
Uncommon
- Upgrade cost 500 Arc Energy
- One talent slot
- +1 bonus level from Uncommon rarity and another +1 bonus level from buying a talent
Rare
- Upgrade cost 2000 Arc Energy and a Rare Core
- +1 talent slot (total of 2 talent slots)
- +1 bonus level from Rare rarity and another +1 bonus level from buying a second talent
Epic
- Upgrade cost 8000 Arc Energy and an Epic Core
- +1 talent slot (total of 3 talent slots)
- +1 bonus level from Epic rarity and another +1 bonus level from buying the third talent
Legendary
- Upgrade cost 20,000 Arc Energy and a Legendary Core
- +1 bonus level from Legendary rarity
Time-limited Minis
Some minis are not always available to collect. Minis that are only available for a limited time can be used in armies at all times, you can get XP for them at all times, and talents for empty talent slots are always available.
However, gaining stars for time-limited minis is not possible outside of specific opportunities. They do not appear on the G.R.I.D. or in the Daily Offers. You can upgrade them to a new rarity level, if you already have the stars, but getting new stars is difficult or impossible.
Time-limited minis that have been released so far:
- Headless Horseman (Recurring during Hallow’s End event)
- Arthas Menethil (Split Leader)
- Malfurion Stormrage (Split Leader)
- Orgrim Doomhammer (Split Leader)
- Anub’arak (Split Leader)
Split Leaders have no confirmed return schedule. However, Split Leader stars are available in limited quantities from Split Leader Star Tomes. The only current source of these Tomes is Heroic Siege.
Even if you own a time-limited Split Leader, its stars will not appear during its family weeks. However, you can use it in the dungeon to earn Coins and Arc Energy.
XP Tomes
The experience gained from XP Tomes increases based on Collection Level. 5% of Tome pages give double experience.
G.R.I.D. and Daily Offer XP Gems are based on Mega Tome pages.
- Modest XP Gem: 1 Mega Tome page (5000 XP at Collection Level 50)
- Major XP Gem: 2 Mega Tome pages (10,000 XP at Collection Level 50)
- Mega XP Gem: 5 Mega Tome pages (25,000 XP at Collection Level 50)
These are the base values for a Mega Tome page (excluding the +20% lifetime bonus for Arclight Booster):
- Collection level 1: 35 XP
- Collection level 2: 65 XP
- Collection level 3: 100 XP
- Collection level 4: 130 XP
- Collection level 5: 165 XP
- Collection level 6: 195 XP
- Collection level 7: 230 XP
- Collection level 8: 270 XP
- Collection level 9: 305 XP
- Collection level 10: 345 XP
- Collection level 11: 390 XP
- Collection level 12: 440 XP
- Collection level 13: 500 XP
- Collection level 14: 555 XP
- Collection level 15: 620 XP
- Collection level 16: 690 XP
- Collection level 17: 770 XP
- Collection level 18: 845 XP
- Collection level 19: 935 XP
- Collection level 20: 1025 XP
- Collection level 21: 1130 XP
- Collection level 22: 1230 XP
- Collection level 23: 1345 XP
- Collection level 24: 1460 XP
- Collection level 25: 1590 XP
- Collection level 26: 1715 XP
- Collection level 27: 1860 XP
- Collection level 28: 2000 XP
- Collection level 29: 2155 XP
- Collection level 30: 2315 XP
- Collection level 31: 2475 XP
- Collection level 32: 2640 XP
- Collection level 33: 2850 XP
- Collection level 34: 3025 XP
- Collection level 35: 3245 XP
- Collection level 36: 3420 XP
- Collection level 37: 3650 XP
- Collection level 38: 3880 XP
- Collection level 39: 4115 XP
- Collection level 40: 4355 XP
- Collection level 41: 4500 XP
- Collection level 42: 4600 XP
- Collection level 43: 4650 XP
- Collection level 44: 4700 XP
- Collection level 45: 4750 XP
- Collection level 46: 4800 XP
- Collection level 47: 4850 XP
- Collection level 48: 4900 XP
- Collection level 49: 4950 XP
- Collection level 50: 5000 XP