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* MinionMaster: Dark Reliquary fills the board with demons quite quickly.

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* MinionMaster: TheMinionMaster: Dark Reliquary fills the board with demons quite quickly.
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Kill Em All is no longer a trope


* DamageDiscrimination: Your healing effects will only damage enemies, not allies. For example, this turns Circle of Healing into a 0 mana Flamestrike that also heals your own minions. For extra fun, Priest has a special minion whose Battlecry restores all minions to full health. [[KillEmAll You can just about guess what this means for the opponent.]]

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* DamageDiscrimination: Your healing effects will only damage enemies, not allies. For example, this turns Circle of Healing into a 0 mana Flamestrike that also heals your own minions. For extra fun, Priest has a special minion whose Battlecry restores all minions to full health. [[KillEmAll You can just about guess what this means for the opponent.]]
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* SequenceBreaking: Taken UpToEleven. Whenever you gain armor, you get a full reset on your turn. This can happen as many times per turn as you have Armor generation. Also keep in mind that this includes the Druid hero power.

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* SequenceBreaking: Taken UpToEleven. Whenever you gain armor, you get a full reset on your turn. This can happen as many times per turn as you have Armor generation. Also keep in mind that this includes the Druid hero power.
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* MechanicallyUnusualClass: The only Shrine that effects your Hero Power

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* TheLastOfTheseIsNotLikeTheOthers: None of the names of the Rogue Shrines mention Graal, the presumed source of their power. It might imply that, rather than them being truly mystical, Hooktusk is up to tricks as usual.

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* TheLastOfTheseIsNotLikeTheOthers: None of the names of the Rogue Shrines mention Graal, the presumed source of their power. It might imply that, rather than them being truly mystical, Hooktusk is up to tricks as usual.
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[[center: [-[[Characters/HearthstoneHeroesOfWarcraftBosses Bosses]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftDungeonRunBosses Dungeon Run]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftMonsterHuntBosses Monster Hunt]]-] | [-'''Rumble Run'''-] | [-[[Characters/HearthstoneHeroesOfWarcraftDalaranHeistBosses Dalaran Heist]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftTombsOfTerrorBosses Tombs of Terror]]-]]]

Rumble Run is a unique game mode. You play as Rikkar, and choose between one of three randomly selected Shrines at the start of the run. Shrines are powerful minions with game-warping effects. You and your opponent have one, which determine the flow of the game. Whenever a Shrine would be destroyed, Silenced, removed from the board, or otherwise incapacitated, it instead goes dormant for three turns, giving the attacker a moment to rest.

Regardless of the class and shrine you take, your opponents in the Rumble Run are all the same characters, with the only difference being their deck, based on the Shrine they control. Tropes for this game mode cover the Shrines rather than the other trolls themselves.

[[foldercontrol]]

!!General Tropes
* TheComputerIsACheatingBastard: While the player will have to build a deck on the fly using the bucket system and random followers, the AI will always have a perfect deck to synergize with their Shrine. This can also be a WeaksauceWeakness for them though - killing their Shrine will have cataclysmic effects on their deck quality, while the player can gear their's toward more generally good cards.
* ForcedTutorial: On the first run, the first boss will have a Shrine that simply has 1 health and Taunt. It's there to get you used to the mechanics. King Rastakhan will also chime in with hints and clarifications throughout your first playthrough. Averted on future playthroughs, where Rastakhan is absent and even the first boss has a full-power Shrine.
* KeystoneArmy: The game will not stop reminding you that Shrines are the keystone of most Rumble Run strategies, and killing them should generally be your top priority.
* UnusableEnemyEquipment: Totally averted. Every shrine and exclusive minion in the mode can be drafted and used by the player.

[[folder:Druid Shrines]]
!!Gonk's Armament
A 5-health Shrine that refreshes your mana crystals whenever you gain Armor.
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* GatheringSteam: In the early game, the Shrine won't have much mana to cheat out. The later you get however, and the more powerful the bonus becomes.
* SequenceBreaking: Taken UpToEleven. Whenever you gain armor, you get a full reset on your turn. This can happen as many times per turn as you have Armor generation. Also keep in mind that this includes the Druid hero power.

!!Gonk's Mark
A 3-health Shrine that gives any minion you summon +1/+1.
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* ZergRush: The Shrine encourages swarming tactics, spreading its small buff to as many minions as possible.

!!Bonds of Balance
A Shrine with 7 health that gains Attack equal to your hero's Attack at the end of your turn.
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[[/folder]]

[[folder:Hunter Shrines]]
!!Halazzi's Trap
An 8-health Shrine that puts a random Hunter Secret into play whenever you cast a spell.
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* TrapMaster: Halazzi's Trap will fill the board with the maximum number of Secrets rather quickly. It pairs especially well with the special minion which puts another random Secret into play whenever a Secret is triggered.

!!Halazzi's Hunt
A Shrine with 5 health that gives your minions an Overkill effect that reduces the cost of every card in your hand by 1.
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!!Halazzi's Guise
A 6-health Shrine that gives your Beasts Rush, Taunt, or Poisonous at random.
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[[/folder]]

[[folder:Mage Shrines]]
!!Jan'alai's Mantle
A 5-health Shrine with +1 Spell Damage for every card in your hand.
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* ExplosiveOverclocking: The typical result of a board clear that hits both sides. While the boosted Spell Damage will almost certainly blow everything up, the Shrine itself isn't immune to spells.

!!Jan'alai's Flame
An 8-health Shrine that reduces your Hero Power's cost to 0 and refreshes it whenever it kills something.
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!!Jan'alai's Progeny
A 7-health Shrine that adds a Frostfire to your hand whenever you Freeze a minion. Frostfire is a 0 mana spell tha deals 1 damage.
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* WeakButSkilled: The Shrine may look bad on paper, but Mage has a multitude of ways to abuse the effect, including Archmage Antonidas, Flamewaker, any Spell Damage, or a Rumble-exclusive that casts a free Fireball every time you cast a spell.
[[/folder]]

[[folder:Paladin Shrines]]
!!Shirvallah's Protection
A Shrine with 4 health that gives your minions Divine Shield after they take damage.
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* AchillesHeel: The Shrine is totally defenseless against big damage, which will kill friendly minions before they have a chance to be protected.
* SingleUseShield: Provides one of those each time a minion is hit, greatly extending their staying power. This can ruin any DeathOfAThousandCuts strategy.

!!Shirvallah's Vengeance
A Shrine with 5 health that deals 5 damage to the enemy hero whenever your hero takes damage.
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* AchillesHeel: This Shrine loses nigh-instantly to Hir'eek's Hunger. When the Hunger user takes damage on their turn (which can be achieved by simply using Life Tap), the damage is instead dealt to the holder of Shirvallah's Vengeance, which attempts to deal damage to the Hunger user, which then reflects it back to the Vengeance user, [[CycleOfHurting and so on and so forth]].
* CounterAttack: Abused. The Shrine can wear on any opponent who tries to chip you down, but it really gets powerful when paired with cards that damage your own hero.

!!Shirvallah's Grace
Another 5-health Shrine, this casts a copy of any spell you play on a friendly minion onto itself.
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* PowerCopying: It doubles up any buffs you cast, stacking another on itself.
[[/folder]]

[[folder:Priest Shrines]]
!!Bwonsamdi's Sanctum
A 3-health Shrine that causes your Deathrattles to trigger two additional times.
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* ExactWords: The Shrine causes Deathrattles to trigger three times, but unlike other cards with that effect, the wording lets it stack with other Deathrattle-boosters (including itself!).

!!Bwonsamdi's Tome
A Shrine with 5 health that adds a random Priest spell to your hand whenever you cast a spell.
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!!Bwonsamdi's Covenant
An 8-health Shrine that causes healing effects to damage enemies.
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* DamageDiscrimination: Your healing effects will only damage enemies, not allies. For example, this turns Circle of Healing into a 0 mana Flamestrike that also heals your own minions. For extra fun, Priest has a special minion whose Battlecry restores all minions to full health. [[KillEmAll You can just about guess what this means for the opponent.]]
* ExactWords: Note the wording of the Shrine's effect: "Healing enemies damages them instead." It does not specify that it only works for ''your'' healing effects. Normally it's not too big a deal since non-Priests rarely get healing effects in Rumble Run anyway, but when the RandomNumberGod gets involved, [[https://youtu.be/586TlRy-f2A?t=572 all bets are off]].
* HealingShiv: This Shrine lets you use healing effects to nuke down enemies.
[[/folder]]

[[folder:Rogue Shrines]]
* TheLastOfTheseIsNotLikeTheOthers: None of the names of the Rogue Shrines mention Graal, the presumed source of their power. It might imply that, rather than them being truly mystical, Hooktusk is up to tricks as usual.

!!Bottled Terror
A unique 2-health Shrine that gives all your minions permanent Stealth. When the Shrine is destroyed, your minions gain +2 Attack.
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* MechanicallyUnusualClass: The most unique Shrine of the bunch. It has a strong active effect, but it also features a powerful Deathrattle. It's the only Shrine where ''never'' killing it can be a solid option.
* SadisticChoice: You want to force the opponent into one of these. Do they kill the Shrine and suffer an attack boost, or weather the assault from a horde of stealthed Pirates?

!!Treasure From Below
This Shrine also has two health, and steals a card from your opponent's deck at the start of your turn, reducing its cost by 2 in the process.
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* WeakButSkilled: With only 2 Health, it doesn't take much to destroy this Shrine. But if you don't destroy it, have fun being run to fatigue as your opponent plays half your deck against you at a discount.

!!Pirate's Mark
A 5-health Shrine that casts a copy of whatever spell you cast (on the same target).
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[[/folder]]

[[folder:Shaman Shrines]]
* CoveredInGunge: Upon breaking a Shaman Shrine, Rikkar remarks that it was sticky.

!!Krag'wa's Lure
A Shrine with 2 health that gives your minions attack equal to whatever you Overload, similar to a board-wide Tunnel Trogg.
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* SupportPartyMember: While its attack buffs affect itself, the Shrine's low health make it bad for actually trading. Generally you'll want to protect it with Taunt minions (especially the ones with Overload attached).

!!Tribute from the Tides
A 3-health Shrine that causes your Battlecries to trigger two additional times.
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* ExactWords: Just like the Priest Shrine above, the wording allows the extra Battlecries to stack.

!!Krag'wa's Grace
A 10-health Shrine that reduces the cost of your spells by two.
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[[/folder]]

[[folder:Warlock Shrines]]
!!Blood Pact
A Shrine with 10 health that causes your spells to cost health instead of mana.
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* CastFromHitpoints: As long as the Pact remains, all of your spells will be this.

!!Dark Reliquary
A 4-health Shrine that summons a random Demon every time you discard a card.
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* LuckBasedMission: Demons are notoriously varied in power level. Your Doomguard could summon Mal'Ganis and a Voidlord, or you could get two Blood Imps. Somewhat downplayed since summoning anything with your discard is still pretty good.
* MinionMaster: Dark Reliquary fills the board with demons quite quickly.

!!Hir'eek's Hunger
An 8-health Shrine that makes it so that when you take damage on your turn, the enemy takes it instead.
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[[/folder]]

[[folder:Warrior Shrines]]
!!Akali's Champion
A 0/8 by default, this Shrine's Attack is always equal to your Armor.
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!!Akali's War Drum
Another 8-health Shrine, it reduces the cost of all Dragons in your hand by 1 whenever you play a Dragon.
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!!Akali's Horn
A 5-health Shrine that gives your minion "Overkill: This can attack again".
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[[/folder]]

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