Table of Contents
- Baron Rivendare
- Tirion Fordring
- Rend Blackhand
- Sylvanas Windrunner
- Old Murk-Eye
- Bloodmage Thalnos
- General Drakkisath
- Closing Words
Looking for the best Warcraft Rumble PvP decks? Look no further! We collaborated with a 9,000 rating player to bring you competitive decks for the top leaders right now, as well as a guide on how to play and adapt your decks around them.
Warcraft Rumble system can be difficult to navigate. Indeed, the cards you will level, and invest coins into to acquire talents, are not the same depending on if you want to go far in PvE, rank up with one specific leader, or play multiple leaders. I'll easily admit I'm struggling myself to find a balance, and generally am pretty awful at this genre of games. My first days on Warcraft Rumble were really fun, but being a PvE player first and foremost, I had my fair shares of struggles going into PvP mode, and quickly realized I had not picked the optimal talents, or cards for what its worth, in order to quickly rank up in the human mode.
Then, because I know I'm not really the pro player kind, and took a terrible start to my PvP journey, I asked a friend for advice in order to write this piece. They are much better than I am, and currently hovering around the 9,000 ranked score, with three leaders: , and . Obviously, as they have been playing since Beta, they have much more experience than I do, and a different vision of the game.
I think the valuable lesson I got from our different talks is to understand how important initiative is in a PvP match. I had a tendency to let my opponent progress on the field so I could fight with my base dealing damage as well, which I though would help me battle, as I had a free damage deal. However, doing so, I was also giving my opponent the whole field to play with, control the economy, and chip away at my base in the process, eventually leading to them summoning many more units than I could deal with.
Since our talks, I have started to be much more aggressive, look for units I could remove with my in my opponent's side of the field, and actively looked for ways to get to my opponent's base and keep them on their toes. Also, when it comes to deckbuilding, synergy around your leader is obviously important, but sometimes, it is just better to include strong standalone cards, especially if they lower the cost average in your deck.
In reality, some decks really are played with two or three cards you want to find on repeat, so just cycling through strong cards for cheap, which will contribute to the any match, is pretty valuable. I'll have a list of the best Minis to invest into shortly, but already, I can tell you that and other 2-gold Minis are great filler you will see a lot of on this list.
Let's dive in what an excellent player thinks now, and the decks he cooked for you all!
How to Play
is the epitome of trying to control the economy in a game, and simply constantly harassing the opponent with skeleton units all over the field.
With this deck, your focus should be on preventing your opponent from developing their game, and slowly overwhelming them as you simply have more resources than they do. While you can try to chip at the opponent's base with or the alone on a lane, you should spend most of your time scanning the field to make sure the mines and chest are under control.
If you happen to see a lot of units make it through and start pushing the opponent's base, you can use to go for the kill. Otherwise, let your opponent spend gold to defend, which will only grow your advantage over time.
is the flexible card in this deck, and really only comes into play as an answer to annoying ranged units, or once you really have a lot of gold to play with. Then, simply slam the tank on a lane you can build a behind to push for the small base of your opponent.
Both Skeleton spells are intended to bring some reactivity to the deck, both on offense or defense. The can push a ton of damage once it gains a few levels, and alongside can easily win the game if the opponent doesn't react on the spot. Combined with the , they give you plenty of options to remove opposing Kobolds trying to mine, or take care of opposing ranged units until you can amass enough gold for to take care of it.
If you feel like is too expensive for your gold income, you can try as a cheap tank for cycling purposes, or which is always great, especially if is around.
Similarly, if isn't a spell you find having success with (It does require having the talent to summon Skeleton Mages to be fantastic), feel free to include instead, which will push you to cut even more because of the average cost of your deck.
It is also possible to add a standalone strong card, or a specific answer to a recurrent card. for ground units, another spell to quickly deal with AoE units in the back lane, or as a cheaper tank.
can be a nice duo with to have two very fast units to play and be able to harass your opponent quickly from different angles.
How to Play
The whole point of this deck is to find a way to get multiple together, creating a group of units which will heal themselves constantly, and quickly become a nightmare for the opponent. In order to do so, we want to create a situation where we have ten gold, play Tirion, and rotate through our deck to find our leader again. It helps a lot if we know we are about to gain some gold with a chest or have a Kobold mining already.
In that sense, the deck is playing a lot of cheap units, which can be scary from a power perspective, but we are not trying to push the opponent's base early on. Instead, let your opponent try to pressure you, which you should easily answer with your different cheap options, and profit to deploy in your base if you can.
and will dominate the ground units, for the ranged ones, and if needed to keep the opponent busy while we find what we need.
The rest of the game plan is very much centered around the gold chests first and foremost, as managing to open one with will go a long way into getting you set up early on. should be used defensively, mostly to take care of opposing Kobolds and win an important fight for a Chest, as it basically makes the spell free in that scenario.
This deck can struggle to demolish an opponent's base quickly, as the idea typically is to take it slow and build a very resilient group of units. Then, it is important to keep our base safe if the game goes to overtime. Double Tirion plus a Stonehoof will get some damage done, so we can play the long game and win this way.
If you don't have the with the Pick Lock talent, the deck can have a bit of a harder time to cycle enough gold to achieve its main game plan. Maybe could replace with a similar purpose. You could also try or as cheap tanks.
Otherwise, is great alongside Tirion as well, and can replace , or be added to give the deck more of a defensive style. It pushes the deck towards more of a slower pace, but the duo is great to add some damage dealers behind it.
You could add to the deck as another unit able to chip away at the enemy base from another route than your main group, if you decide to go that route.
Spell wise, can work if you are confident you can dominate the gold in the game, as costing two more gold compared to can be quite the investment.
Also, you could run another solid cheap unit, .
How to Play
is a lot about pressuring the opponent with flying cards, typically annoying cards to defend against if you don't have their specific counter, and using or to push if needed. In particular, because and tend to demand the attention of your opponent, this opens a lot of space to build a solid economy, and make sure our assaults won't stop anytime soon.
Even if you don't get much damage to the enemy base on each attack, and the are also pretty solid defensive units, which allow us to play for the Overtime if needed, and capitalize on the chip damage we did along the way.
The amount of flying units isn't so high in this deck, largely because we really want to get himself a lot of the time, and , are enough to surround him in a lot of situations. Of course, is flexible, but the card helps against opposing ranged and flying units, which are our concern with . Plus, the card also helps to get gold chests quickly, alongside chip away at a base quickly if we need to.
Of course, including a five gold card raises the deck average cost by quite a bit, but this is exactly why is in the mix, to help us with the economy part of the deck, which is your focus in the early stages. Once you managed to create a stable flow of income, you can then cycle plus on a lane, while you use or to control the gold chest and small enemy units roaming the map.
are our best defensive tool in this deck, thanks to packing a ton of damage quickly, especially with Poison added through their talent. is mostly used to removed an important range unit and let us push the opponent's base, but can win a team fight easily as the would then flame all the sheeps pretty quickly.
is easily replaceable in the deck, particularly if you want to lower the average cost of your cards, or get another flying unit in the mix. Then you could include or especially if you have the Flame Burst talent (they could replace if you have that particular talent), or depending on how much you want the curve, and playstyle to adapt.
As always, a specific answer to a popular opponent works, consider flexible, although is kind of trying to do its own thing.
How to Play
is one of the easiest leaders to understand in my opinion, as it really only pushes to play solid cards overall, and lets her pierce through opposing defenses. With this in mind, we really just went for proven performers in this one, and invest our gold mostly into cards able to push the opponent's base if not answered. In the end, our goal is to play more than anything else, so we already have that expensive unit we want to invest into.
The trick with this deck, as there isn't a clear synergy to exploit, is to adapt to your opponent, and play to their weaknesses, in order to make Sylvanas as annoying as possible for them to deal with. If they are very agressive, keep your Sylvanas in defense, and let her die on their big tank to steal it from them.
If they aren't pressuring you, you can use and to control the gold chests, to remove opposing Kobols, and simply have and a on a lane to force them into a reaction.
You'll notice we have invested in utility talents except for Sylvanas herself, which is our damage dealer. and are made to chip away damage from a distance, while is our DPS removal basically.
Keep in mind the two gold Minis are made to cycle through your deck to find Sylvanas once again, so you should play your four gold ones with a purpose, otherwise simply invest into your leader.
Sylvanas is pushing for good but on the cheaper side kind of cards as she herself is already excellent, but quite expensive. Then, we need to surround her with solid cards more than anything. is probably the flexible card, which can be replaced by another one of the standalone good cards in the game, such as , , or a card with a specific purpose if you feel like there is something crucial you want to do with your deck. Particularly depending on the specifics of PvP at that time, Sylvanas Windrunner is amongst the leader with the most leeway to work with in order to adapt to the rules imposed to her.
Spell-wise as well, you can easily pick from different options, such as , , or even for some combo ability. If you don't have the with a talent, is pretty good alongside Sylvanas, as it will clear all the low health units for your to steal the opposing Tank, while helping remove Kobolds at the same time.
How to Play
The aggressive deck by default, the deck aims at overwhelming the opponent with cheap units on repeat, until they exhaust their spells and can only watch their base bleed to death. This one includes , mostly because of the Threatening talent, forcing opponents to focus on the card, rather than have their units remove our damage dealers.
With this deck, the important concept to understand is to build waves of aggression. You don't want to send a couple of units by themselves, which will quickly be removed in combat, and lead to your opponent controlling the field as it goes. Instead, we need to send enough for the opponent to feel pressure, and forced to react on the spot or lose significant health to their base. Also, once you have identified which spells or reactive units they are playing, make sure to space your units properly to play around it.
For example, if your opponent is playing , you might want to send two groups of units, one being sacrificed to a spell we have little agency against, and the other actually meant to deal damage once their defensive tool is gone.
With this in mind, our ultimate goal with this deck is to deal some damage every time we summon units, as we don't want the game to drag for too long. Indeed, as time passes, the opponent will gather more information about our cards, and might think of an optimal way to defend against us. Then, we need to start the game with a killer instinct, aiming for a big blow right off the gate, which will set up the rest of the match ideally for us.
The goal is to quickly pressure the opponent, and focus on their base more than anything. Here we have gathered some of the cheapest, most effective options in that regard, but other cards could also function well, such as , or if you like to control the gold flow a bit better.
Also, some people like to use as their leader for this kind of strategy, heavily focusing on the Stealth mechanic rather than the pure damage output of your cheap units thrown wave by wave.
If you don't have with the Threatening talent, you can either go for a full cheese deck, including as the last card, or play something like , which will contribute to the deck's overall goal while forcing the opponent to do something about it.
How to Play
is the master of the spells, looking to gain levels from their use, and become the strongest unit in play as a result. Then, we need to find the right balance between developing units and being able to have gold in store for Thalnos to grow when we decide to play him. As such, we are playing rather slow developing units, apart from the so it can contest gold chests at a cheap price thanks to the Lone Wolf talent. Otherwise, this deck will be looking to dominate a team fight through the use of spells, get a high level in the process and then push the enemy base.
From a game play standpoint, this deck isn't looking to be aggressive, it has two units which can control the field and leverage gold for us, but many players I talked to consider Thalnos to simply be a worse forced to play spells. While it is hard to deny the mighty power of the other Undead leader, Thalnos at least provides a different game play with the spell synergy, even if it is arguably more difficult to leverage.
really requires Spells more than anything, opening various choices when it comes to the units you can play alongside him. With that in mind, the usual suspects when it comes to solid cards apply.
However, remember that can be quite expensive to play if you intend to use multiple rounds of it. Then, in order to have some gold saved when going into battle, you probably don't want to play cards worth more than four gold, except if you are confident you can dominate the economy part of the game.
How to Play
deals damage like no other can, and if you can land a few hits on the opponent's base, you might be able to melt its health very quickly. However, the leader also has a few glaring weaknesses, such as flying units, or being extremely slow.
Then, in order to respect the Elemental theme the card pushes for, we will try to mostly capitalize on spells, which are aimed at damaging both the enemy base and their units, preferable at once if we can force them into defending under base. is the damage dealer of choice, mostly because of its price compared to other units at four gold. Indeed, we have a leader which will cost us five gold, so we have to make some sacrifices on the deck.
Then, with being forced into a specific gameplay, we have to accept to play this leader in a certain way. Slow, methodological building of your troops, and ultimately aiming to get in range of the opponent's base to create a mess. It is not always easy, especially against decks with a lot of flying units or able to rush to our base quickly. Still, it is important to have that slow and steady mindset when it comes to building our army.
Already, we need nine gold for and , and then we need to support this duo so they progress across the map. Because of the important cost of this set up, focusing on the economy early on will be clutch so we don't fall behind early, and we have to deal with way too many units until we can reach the enemy base with our leader.
is great to disrupt enemy kobolds while is solid for chests in that regard. is cheap enough to serve as support to the going against a group of small units typically used to counter it.
As for our leader and its main support, develop them in your base and give them time to travel, and build around them in the process. can be a great defensive tool with or ready to go as well.
A lot of cards in the game deal Elemental damage, which gives us quite a lot to pick from. , or even are valid inclusions as units to hide behind your leader.
Feel free to replace if you want to include more damage, but the card is pretty solid to charge at ranged units, and serve as a tank for our leader as well.
Same for the spells - we have the cheap ones here to give the deck some flexibility, but if you have a talent on another card, you could easily include or in this deck.
and are two cards I would think about including in this deck. for defensive purposes, as he can be deployed alongside and summon to absorb enemy charging units. helps with Flying units if you really are struggling in that department.
Warcraft Rumble is only in its early stages, with just a few players who played the beta and have a head start on everyone else. However, we can already take inspiration from similar games, such as Clash Royale, to have an idea of what will work and what won't, at least in theory.
From the look of things, Warcraft Rumble is pushing for a very dynamic gameplay, looking to gain initiative and stop the opponent in their tracks. The map is big enough that we have time to wait for our opponent's unit to move, but being able to win a fight on their side of the field usually leads to a lot of damage to their base.
The economy, and understanding which units serve as important pieces of our assaults, compared to the supporting cast, mostly included to disrupt popular opponents, or cycle through our deck, is the important crucial trait of Warcraft Rumble. Several leaders, such as or will multiply their power if you can create a group of the same Minis, and make it near impossible for your opponent to stop you. Unfortunately, it is much easier said than done, which is why we need to keep in mind what our goal is when building our deck, and accepting the sacrifices that come with it.
I hope these decks helped you get a better grasp of the PvP mode. I know most of you don't have all the cards nor their talents yet, and I am in the same boat. Try to understand the direction of these decks and how they try to build around their Leader. Then, you can always complete your deck with a few strong standalone inclusions!
Good Game everyone.