Table of Contents
- Tier List Explanation
- S Tier
- A Tier
- B Tier
- C Tier
- D Tier
What are the best Minis in Warcraft Rumble and what are the best talents to invest in? With limited resources, these are important decisions you must make when playing the game and building decks! For a breakdown on the best leaders, check out our Leader Meta Tier List.
Tier List Explanation
- S - Elite Tier: These minis stand at the pinnacle of excellence, often considered the absolute best and widely favored in both PvE and PvP.
- A - Outstanding Tier: These minis are remarkable in their own right, and their value shines even brighter when used with synergistic minis.
- B - Solid Tier: Opting for these minis won't leave you disappointed, and they often display synergistic potential with minis.
- C - Average Tier: These minis are generally competent but start to constrain your strategic options as you progress.
- D - Limited Tier: At best, these minis are suitable for specific situations, and their versatility is notably limited. Plainly speaking, they need a buff.
Blizzard is an awesome spell, great for both offense and defense, but particularly useful for the latter. If the enemy overcommits their army, drop a blizzard on them for lots of value. It doesn't cost that much, and along with its talent, can give you ample time to mount a counter-attack. It shines in both PvE and PvP content.
|Cold Snap BEST|
Freeze enemy troops in place.
Summons an additional Blizzard at your Base.
Enemies within take 30% additional damage from Physical sources.
Arcane Blast is a great low-cost spell to clear waves of enemies, especially effective in PvP where players often deploy Baron Riverdare decks to overwhelm opponents with numerous minions. The spell increases in power every time it is cast and can also be used on structures to deal that last bit of damage at the end of the round. Acquiring the Arcane Power talent makes it powerful right from the start.
Sequential taps increase radius by 1.
|Arcane Power BEST|
Spell sequence starts at rank 3 and ends at rank 4.
Gain a level after casting Rank 4.
Defias bandits are amazing minis capable of generating value depending on the mini they're up against. They deploy stealthed, so the enemy doesn't even know they are coming. They stun upon hitting, and they are especially effective when used near a tower, allowing the tower to land hits while the enemy is stunned. They can also stun bosses, making them quite useful, especially if the boss has a lot of range.
Unlocking their poison talent increases their damage, further demoralizing enemy players who see their high-cost mini go down to a 1-cost mini. Additionally, they can be used to pick up chests and for cycling minis at a very low cost.
|Deadly Poison BEST|
|Pick Lock |
Earn an extra +2 Gold when opening chests.
On death, Stun the target for 3 seconds.
Earth Elemental is one of the best 3-cost minis in the game. Though it only attacks towers and bosses, it excels at what it does. It can also redirect the opposing player's army by dropping it right behind them. It will walk towards the nearest enemy structure, allowing you to hit the enemy army from behind, essentially dealing free damage. It is an unbound unit, meaning you can backdoor towers, structures, or bosses. They are fairly hard to kill, requiring elemental damage to inflict significant harm to them.
|Ready to Rumble|
Taunt on deploy.
Destroying a tower deals damage to nearby enemies.
|Obsidian Shard BEST|
On death, split into two smaller Earth Elementals.
Harpies are a 3-in-1 mini. They can be split up into two lanes for flexibility. They absolutely tear up their targets if they manage to reach them. If you see your opponent deploying their anti-air minis, it's time to deploy these ladies in another lane. They deal even more damage when you unlock their poison talent. They are a mainstay in all my decks and are especially great in Rend decks.
|Infectious Swipes BEST|
Gain the Miner trait. Cost increased by 1.
Deal double damage on 1st attack.
Polymorph is a spell that fits well into any deck. It enables players to easily handle high-threat minions and large armies. Mastering the timing required for casting it takes practice, but once you do, this spell can generate a lot of value. Choose the 'Golden Fleece' as its talent to gain gold when eliminating the Golden Sheep.
|Golden Fleece BEST|
One sheep becomes golden. Killing it grants +1 gold.
Killing a sheep Damages nearby enemies.
Lasts twice as long, but sheep regenerate health very quickly.
The Quilboar is a top-tier unbound mini with numerous uses. It can collect faraway chests, distract bosses from your advancing army, deny gold from enemy Kobolds, and tank towers. Unlocking its 'Tunnel Vision' talent enables faster deployment, providing a significant advantage. Its versatility allows it to excel in any deck, contributing to its high-tier ranking.
Deal a small amount of damage to Melee attackers.
|Tunnel Vision BEST|
Deploy much more quickly.
Inflict Poison on nearby enemies when emerging.
"The S.A.F.E. Pilot serves as one of your starter minions, making it easier to upgrade to uncommon—requiring one less duplicate to purchase from the G.R.I.D. It stands as a top-tier unbound unit capable of easily decimating enemy backlines. Unlock its 'Stealth and Ambush' talent to amplify its damage output. This versatile unit can be used to one-shot gold chests, backdoor towers alongside the Quilboar, or deny enemy Kobolds from acquiring gold. It performs exceptionally well and can be effectively deployed in any deck.
|Gnomish Cloaking Device BEST|
Deploy from the explosion with Stealth and Ambush.
|Comin’ In Hot!|
Deploy twice as fast and Burn nearby enemies.
Polymorph the first blaster target.
"The Stonehoof Tauren is a premium mid-cost tank that charges at other minis to swiftly close the gap. It particularly excels in Horde decks where it can be equipped in Horde bonus slots. Acquire the 'Momentum' talent to enable her to charge a second time if the initial charge connects.
After connecting a charge, Stun the target for 3 seconds.
After connecting a charge, immediately charge a second time if possible.
After connecting a charge, Taunt nearby enemies.
Whelp's Eggs are top-tier defensive minis that compel enemies to reconsider breaking them. Countering them demands a few steps. You could use a Blizzard spell or a combination of melee and anti-air units. Placing them near gold mines protects your Kobolds or deters enemy Kobolds. Acquiring the 'Flame Burst' talent further enhances their value as they inflict damage upon hatching. They are highly recommended in any deck and particularly effective in a Rend deck due to the cost reduction.
When one egg hatches, the others hatch immediately.
|Flame Burst BEST|
Damage nearby enemies when hatching.
Eggs gain Taunt.
The Darkspear Troll is one of the best anti-air units in the game. It boasts excellent range and damage, often one-shotting flying units. Additionally, it is surprisingly bulky, thanks to its regeneration talent.
|Big Bad Voodoo BEST|
Regenerate 10% health every second.
On kill, increase Attack and Movement speed by 10%. Stacks to 50%.
The Abomination is a great tank for undead-based decks, especially when paired with a Necromancer at the back. It quickly hooks its target, closing the gap so it doesn't have to walk far to deal damage. It's effective for both PvE and PvP content. However, it can be easily countered by polymorph and Defias Bandits.
|Noxious Presence |
Poison nearby enemies every 3 seconds.
On deploy and at 50% health, stun nearby enemies for 5 seconds.
After hooking a target, deal double damage on the next attack.
Deep Breath is somewhat unique in that it can't be bought from the G.R.I.D. You have to defeat Onyxia in order to obtain this mini. It's a really good spell, especially when you unlock the two-direction talent.
Allies caught in the effect gain Resist.
|Melting Point |
Damaging Armored enemies removes their Armor.
|Double Dragon BEST|
Cast a second wave in the opposite direction.
Frostwolf Shaman is an amazing mini capable of both dealing damage and healing. When you unlock its ability to buff minis with the armored trait, it becomes even more incredible. It provides great value at a cost of 4 and performs exceptionally well in Horde decks, as most of the leaders there are melee frontline units. It can be used in any deck; however, it also excels in Tyrion decks for a double healer composition.
Once per deploy, place a totem that partially heals a nearby tower or base.
Ranged attack chains to 3 nearby targets.
|Earth Shield BEST|
Grant Armored to a nearby ally. Ability has 1 charge.
The Gryphon Rider is one of the starting minis, bringing you one step closer to upgrading it to uncommon. Its 'Mighty Throw' talent is absolutely amazing, significantly extending its attack range. It's also a great cycling unit. Pair it with a sturdy frontline unit so it can endure longer and throw more hammers.
Periodically drop a potion, Leveling Up the first ally to touch it.
|Mighty Throw BEST|
Gain +3 Range.
The Huntress is a top-tier, high-cost mini because of its ability to clear multiple minis. It requires a sturdy frontline unit to protect it from damage so it can dish out its own. However, when facing elemental minis, it can withstand numerous hits thanks to its resistant trait. All of her talents are quite useful, so pick one depending on your playstyle.
Glaive bounces an additional 3 times.
|Elven Might BEST|
Deal 50% additional damage to the initial target.
Gain Stealth and Ambush.
The Necromancer can generate a significant amount of value if not promptly dealt with. Pair it with a capable tank, such as the Abomination or the Ghoul, in an undead deck. Its best talent is 'Jeweled Skulls,' which replaces the skeleton warriors with mages.
|Cult of the Damned|
On kill, summon a Skeleton.
|Jeweled Skulls BEST|
Summon Skeletal Mages instead of Skeletons.
|Breath of the Dying|
On death, summon 5 Skeletons.
The Prowler is an excellent tank, especially in Beast decks. It synergizes well with other Beast minis like Harpies and Quilboar, particularly when you unlock its aura talent that increases nearby Beast damage. It's also suitable for rush decks due to its 'fast' trait.
|On The Prowl|
Gain Stealth, and stun the target when attacking from Stealth.
Grants nearby Beast allies 30% additional Damage.
|Predatory Instincts BEST|
Deal double damage to enemies who are at more than 75% health.
The Pyromancer is a top-tier ranged elemental damage dealer. Acquire the 'splash area increase' talent to decimate armies with her flames. Pair her with a capable tank to ensure her survival, such as Rend Blackhand or Drakkisath. Additionally, consider utilizing the Flame Elemental. While it excels in Drakkisath decks, it can be incorporated into any deck requiring elemental damage.
Splash area is doubled.
Deal triple damage on the first attack.
|Blaze of Glory|
Damage and Burn nearby enemies on death.
The Banshee is a good counter to high-cost solo minions, especially useful in PvE content. However, its utility is limited in PvP because players are aware of how to play around the Banshee. The best talent heals the possessed minion for more value.
Possessed targets detonate on death, damaging nearby enemies.
|Unholy Frenzy |
Possessed targets gain Bloodlust for 10 seconds.
|Will of the Necropolis BEST|
Fully Heal the possessed target.
The Bat Rider is great against melee squads, particularly in Drakkisath decks. However, it is easily countered by anti-air minions, and it can't hit other flying minions, which is a major downside.
Flaming pool reduces enemy’s speed by 30%.
|Enchanted Vials BEST|
Increase the size of the flaming pool by 30%.
“Accidentally” leave vials on the ground, Burning nearby enemies that touch them.
Chain lightning, like Arcane Blast and Blizzard, is a great spell for clearing waves of minions. However, it's not as potent as the previous two spells because it can't damage structures, making it a bit rigid. Before you unlock the jump distance talent, it's mediocre.
On deploy, Stun enemies within for 1 second.
|Storm’s Reach BEST|
Dramatically increase jump distance between targets.
Can be cast a second time.
Core Hounds are really annoying to deal with after unlocking their unlimited resurrection talent. This is especially effective in Tyrion decks, where he can heal them to keep them alive longer. However, they are costly to deploy at 6 gold and can leave you vulnerable to a counter-attack on a different lane.
On Resurrection, damage nearby enemies.
|Guard Dog |
Deal 50% additional damage near friendly towers and meeting stones.
|Eternal Bond BEST|
Resurrection range is unlimited.
Dark Iron Miner
The Dark Iron Miner is somewhat redundant with the Kobold Miner. While it does shine in some PvE content, it doesn't justify a slot in PvP. If you can make space for it in your deck, it provides excellent map control, especially when the proximity mine talent is unlocked.
|Dark Iron Armaments |
After Mining, gain Armored.
|Gold Mine BEST|
After Mining, drop a proximity mine. Damages nearby enemies when touched.
|Dwarven Ambition |
Firehammer requires a sturdy frontline mini to achieve its highest potential. However, it can still be easily countered by a well-placed S.A.F.E. pilot in the backline or a Quilboar deployed next to it, which is why it holds a low rank. When it gets going, though, it deals a substantial amount of damage, particularly to armored minis.
Deal 50% more damage to Flying enemies.
|Blazing Speed BEST|
Fury builds up to 40% higher.
Level up upon reaching full Fury.
Flakewaker is a good frontline unit in Drakkisath decks because it takes advantage of the elemental damage boost. However, in other decks, it doesn't perform well, hence the tier rating.
Damaging enemies Dazes them.
Successive attacks increase flame wave distance. Resets on movement.
Gargoyle works best in rend decks where it can benefit from the cost reduction. It's a good mini for split pushing, as it won't easily succumb to tower damage. If left unchecked, it can take down a tower on its own. However, it's easily countered by Darkspear Troll, which costs 2 less than it. Additionally, it flies very slowly, allowing the enemy to prepare for it. Unlocking the move speed talent can remedy that.
|Wing Buffet BEST|
Increases move speed by 33%.
On death, summon a statue with Taunt. Lasts until destroyed.
Incoming damage from Flying minis is reduced by 50%.
The Gnoll Brute is a good tank mini capable of dealing AoE damage. It is one of the starter units, making it easier to upgrade to an uncommon copy. The Rabid talent makes it even cheaper to deploy, and it can be used in many decks if you don't have stronger tanks yet.
Reduce deploy cost by 1 and gain the Cycle trait.
Deal Siege damage.
The Goblin Sapper can perform well when paired with a sturdy tank to protect them from counters. They ignore other units and focus solely on attacking towers and structures. Due to this behavior, they excel in rush decks, allowing you to sneak them into an undefended lane, particularly when equipped with the Rocket-Powered Turbo Boots talent.
Deploy an additional +1 Goblin Sapper.
|Rocket Powered Turbo Boots BEST|
Move twice as fast and gain the Fast trait.
On death, Burn nearby enemies.
The Harvest Golem is a good, cheap, sticky tank that can generate even more value when you unlock its 'Trojan Chickens' talent. It pairs well with the S.A.F.E. pilot to keep enemies at bay while the pilot attempts to crash her plane on them. Additionally, it's beneficial to pair with healers like Tyrion and Frostwolf Shaman to gain more value from the revived version.
|Trojan Chickens BEST|
On death, spawn 4 Angry Chickens.
On death, Stun nearby enemies for 3 seconds.
On death, apply a Heal over time effect to nearby allies.
Meat Wagon is a good long-range siege mini, especially when you unlock its 'Fleet Trebuchet' talent, which increases its range. Make sure to protect it with a sturdy frontline unit so it doesn't fall too easily. It is countered by the S.A.F.E. Pilot, which is quite popular.
|Meat And Bones|
Every other attack summons a Skeleton instead of dealing damage.
|Filet Trebuchet BEST|
Increase Bombard Range by +2.
Murloc Tidehunters serve as excellent backline support minions. All of their talents are viable, so choose one depending on your playstyle. However, they are weak against AoE attacks and area-clearing spells, which makes them not as effective as the Darkspear Troll.
|Safety Bubble BEST|
Deploy with a bubble that blocks the first attack.
Gain +2 Range.
Deploy with +1 additional Murloc.
The Ogre Mage is an excellent support mini that excels in Horde decks. Since most leaders in the Horde faction are slow, they greatly benefit from the movement speed buff provided by Bloodlust. However, one downside to the Ogre Mage is its high cost, so it's crucial to plan its deployment carefully.
Burn enemy targets.
Gain Bloodlust when Bloodlusting an ally.
Raptors excel in swarming strategies. Tapping them multiple times grants an extra raptor for each tap. Acquiring the 'Strength in Numbers' talent increases their damage for each additional raptor. However, they are vulnerable to AoE clears and flying enemies. It's crucial to support them with ranged minions in the backline for added protection.
|Strength In Numbers BEST|
Deal 10% more damage for each other Raptor nearby.
On kill, heal a small amount of damage.
Gain Bloodlust while a chest or gold vein is nearby.
The Skeleton Party is a top-tier unbound mini, though not as formidable as the S.A.F.E. Pilot and Quilboar. Nevertheless, it performs exceptionally well when you unlock its talent for summoning more skeletons when deployed near a tower. However, it's important to note their vulnerability to area spells and AoE damage, so avoid overextending your deployment.
One Skeleton gains Armor, one gains Resist, and one gains Stealth.
If deployed near a Tower or Meeting Stone, deploy +2 additional Skeletons.
Drake is an interesting mini. It sounds strong on paper but not in actual use. I find it really easy to counter, and because of its high cost, it's demoralizing to see it go down to a DarkSpear Troll. When you unlock Mother Drake, it provides a lot of value, especially if you can keep it alive with a quality frontline unit or healing. Does really well in Rend or Drakk decks since it has reduced cost or increased elemental damage.
|Mother Drake BEST|
Periodically summon a Whelp Egg.
Damaging enemies Burns them.
Perch on top of a nearby tower, staying there to defend it.
Fire Elemental performs well in Drakkisath decks, but considering Drakk isn't very popular, Fire Elemental gets little use. There aren't a lot of armored high-cost minis it can counter. There's the Earth Elemental, but it's a 3-cost, so bringing a 4-cost against it results in lost value. It could perform great against Footmen, a 5-cost mini, but those also aren't very popular.
|Immolation Aura BEST|
Periodically Damage nearby enemies.
On death, summon a pool of lava, Damaging enemies within.
|Fan The Flames|
Taking Elemental damage increases Damage dealt by 10%. Stacks to 30%.
Footmen are costly, slow, and easily countered by elemental AoE minis, which generally cost less than them. They can be situationally good in content where there is no elemental damage and perform exceptionally well when paired with Tyrion or other healing minis. They are hard to kill without elemental damage.
Periodically Stun the target for 1 second.
Gain 30% extra empty Health.
Armor increases to 75% damage reduction when no other Footmen are nearby.
Ghoul is a nice, cheap undead tank that slots in well in undead decks. Its talents are all conditional, hence the low tier rating. It is particularly useful for leaders who don't have a tank army slot but have an undead slot, like Baron Rivendare.
|Bone Shield BEST|
Cannibalizing grants Armored for 10 seconds.
Cannibalizing grants Bloodlust for 10 seconds.
|Taste for Blood|
Deal 50% additional damage to enemies who are below 50% health.
The Mountaineer differs from another 6-cost mini, the Molten Giant, as it combines two minis in one. The Sniper heals the bear and, upon unlocking the talent, also heals nearby beasts like the Harpies. It could provide a lot of value, but the mini is costly to deploy and easily countered by hitting the Sniper with the S.A.F.E. Pilot and attacking the bear with flying units.
When the Bear or Mountaineer die, the other gains Bloodlust.
|Mend Pets BEST|
Heal up to 3 additional nearby Beasts when healing the Bear.
Bear gains Taunt.
The Skeleton Party is a costly unbound mini when compared to the top-tier unbound minis in the game, such as the Quilboar and S.A.F.E. Pilot. However, it does shine when you unlock its '5-man' talent, particularly in Maeve decks. Its usefulness is rather niche, which contributes to its low tier rank.
Summons a Skeleton Tank, Rogue, Priest, and 2 Mages.
Gain +1 level for each deploy after the first. (Maximum +3 levels)
|Ritual of Rime|
Summon 5 Skeleton Mages who guard the deploy location.
Spiderlings excel at countering armored melee minis. However, they are vulnerable to elemental attacks and area-clearing abilities, which has limited their usage.
Explode on death, Poisoning nearby enemies.
Deal twice as much Poison damage.
Warsong Grunts are slow and costly to deploy. They can be easily countered by flying minions, so it's advisable to protect them with a ranged backline unit. Their talents are mediocre; however, if I were to choose, I would opt for the 'Command' talent, which grants increased damage to beast allies.
When a Grunt dies, the other gains Bloodlust.
Remain at deploy location until entering combat.
Nearby Beast allies deal 30% additional Damage.
The Warsong Rider excels at besieging towers, especially when the 'Razing Focus' talent is unlocked. It performs well in Horde decks but might require precise deployment timing due to this mini's 'fast' trait.
Damaging a tower reduces its damage dealt by 50% for 3 seconds.
|Razing Focus BEST|
Become a Siege unit, ignoring troops.
Damaging an Armored enemy removes their Armor.
The Worgen is proficient at eliminating backline minions, but there are superior options available, such as the S.A.F.E. Pilot and Quilboar.
On deploy, grant +1 gold if no allies are nearby.
Increase Ambush damage by 50%.
On kill, gain Bloodlust for 10 seconds.
Angry Chickens are strong against single-target minis but are very vulnerable to AoE attacks and spells. Picking the Walking Crate talent helps with their survivability. However, I wouldn't invest resources in upgrading them as there are better minis available.
Nearby Beast allies can consume a Chicken to heal themselves.
|Walking Crate BEST|
Deploy in a protective crate. When destroyed, Chickens emerge.
Cheat Death costs too much to be effective at what it does. You want to cast it on high-cost, high-value minions, so you might need to wait for 8 to 10 gold before you can use it. Alternatively, you could cast it on a bunch of minions, but that still requires a lot of gold to deploy a big army. It's just too slow and clunky to be of much use.
Affected minis gain Bloodlust, but die when the effect ends.
Affected minis are Healed when dealing damage.
Affected Skeletons Resurrect at your base when they die.
Execute isn't useful just by itself. It needs minis deployed on the map or minis deployed after it is cast. Its 3-cost is also a negative, as you would need more gold to achieve the desired combo. It is also highly situational, being highly effective on high-cost minis and mediocre against low-health minis.
Bloodlust allies within spell area for 10 seconds.
|Killing Spree |
If an enemy is killed, the next Horde mini costs 1 less.
Knock enemies away from the cast location.
Holy Nova is a costly spell with several conditions to meet for it to provide value. It's beneficial to have in elemental decks like Drakkisath decks, as one of its talents doubles its effects on elemental minis. However, in other decks, it is mediocre. You can simply equip Blizzard for just 1 cost more to achieve more predictable and effective results.
|Inner Fire BEST|
Affected allies gain Armored and Resist for 5 seconds.
Also adds a heal over time to allies.
Effects are doubled on all Elemental minis.
Living Bomb is an unbound mini that costs 6 gold to deploy. It's absolutely not worth a slot in the deck. It's way too clunky to play and doesn't provide a lot of value.
|Burden Of Fate|
Affected enemies are Dazed.
|Chain Reaction BEST|
Splash damage inflicts Living Bomb.
Also burn enemies within 10.
The Molten Giant is slow, costly, and easily countered. A single polymorph and a damage-dealing mini can handle it easily. It's not worth a slot in the deck unless you truly want to face a disadvantage.
|Blood Of The Mountain BEST|
On death, explode, Damaging nearby enemies.
Heal when destroying a tower.
The Plague Farmer is simply inferior to other 2-cost ranged units like Murlocs. It doesn't even target flying units, so it's more advantageous to equip the Darkspear Troll instead.
On death, summon a pumpkin. When touched, it Poisons nearby enemies.
On kill, Poison enemies near the target.
|Splashing Pumpkins BEST|
Increase Range by+1 and double the Splash area.
Smoke Bomb has niche utility, particularly in Maeve decks, but it lacks significant usefulness in other deck types, contributing to its low tier rank.
|Strangers in the Night|
Effects apply to enemies as well.
|Band Of Thieves|
Grant +2 levels to Cycle minis within.
|Through The Shadows BEST|
Affected minis Move 50% faster until unstealthed.
Vultures are inexpensive flying minis that multiply upon consuming dead minis. In my experience, they aren't particularly worth a slot. They are notably weak, and other flying units like Harpies tend to be more effective.
Attacks Daze enemies for 3 seconds.
The flock gains Bloodlust for 5 seconds when spawning a new Vulture.
All additional Vultures spawn at your base.
For a summary of the Tiers and Talent picks for all units including Leaders, Troops, and Spells, check out our Warcraft Rumble Tier List!