Disclaimer – This write-up is based the Rumble events held to date. In the event that Rumble mechanics are changed in an update this guide may become useless. Use any advice herein at your own risk!
The purpose of this write up is to provide players with the best possible chance to score a perfect 100 during Rumble events. Using these tips I was able to achieve a perfect 100 for 90% of my matches. Your mileage may vary.
* Aim for good deck synergy. Split of 12/13 (characters/items) that should combo with most (or all) other cards in your deck
* Target a deck size of 25 cards. Running a large deck minimizes the chances you will draw cards / combos that you need.
* Ensure you are taking both damage and support cards and include a healing source in your deck. Goto modifiers (in the order listed) should be: Punch, Sturdy, Heal, Motivate, Cripple, Shield All, Leech. Craze can be a mixed bag in Rumble because if kill the opponent too quickly you may not get enough time to heal all your cards before the match ends.
* Try and avoid pre-combo’d cards. I know this sounds counter intuitive, but when you play against heros that have payback, the fewer cards you have on the play field, the less healing you have to do. Ensuring that every card you play needs a combo means you’ll have fewer cards on the field to damage.
* Avoid falling into the trap of “It’s purple, I must play it”. Many of the F2P legendaries are subpar to their epic counterparts and you should avoid putting less than optimal combos into your deck. Additionally, they are much harder to obtain and more expensive to fuse.
If you are having troubles finding cards with good synergy, I recommend the following starter deck composition that is easily farmable (assumes cards that are at least double fused, max upgraded):
Amy x3, Bob x3, Peggy x3, Stan x3
Rifle x3, Vitruvian Man x3, Wresting x3, Golden Turd x3
1 bonus card, make it good!
There are a few options available here, I’ll list them in order of preference and discuss each of them.
Tina – My go to hero for Rumble. Max Tina has Heal 4 and Cripple All 2. This keeps your cards health topped off and reduces the incoming damage to hopefully keep your heal:damage ratio in the positive.
Bobby – Bobby is a decent alternative to Tina. Because you should be trying to play the least number of cards during a Rumble his Shield 3 and Cripple 2 will help mitigate damage before it gets to you. Healing will need to come from elsewhere though.
Consuela – Deserves a tip of the hat. While not really F2P, if you do have a maxed Consuela she may be worth using in place of Tina. IMHO, she is still worse as her heal (while heal all) is only heal 2, not enough to heal to full from most payback heros.
Dale / Fry / Roger – Listed in order of preference, these are more of an anti-Rumble hero. Because of their payback ability, any unprotected cards striking these heroes will take hitpoint damage, potentially reducing your opponent’s score. You should swap to these characters when you are not actively playing a match in Rumble to minimize your opponent’s total points.
I want to briefly touch on leveling heroes as this is a key component to your victory outside of Rumble. You should always concentrate on leveling at least two heroes at a time in arena. To do so, you refresh tokens until your selected heros come up in the chance pool. I recommend choosing an offensive and defensive hero (such as Tina and Dale). Choosing two heros will also minimizing the amount of gold that you need to spend in the arena to get the character tokens you need. To ensure you have enough coins to complete all your daily quests I recommend completing the the following order: 5x Adventure, 5x Arena, 5x Combo, 3x Pack Purchase, 3x Card Upgrades.
Always ensure that autoplay is turned off. Even in low level Rumbles every point counts, don’t risk the AI costing you valuable points. If it helps you remember, always do an arena battle first. This way you can ensure your deck and hero are in order.
When a Rumble event starts you should first switch to your defensive hero (Dale / Roger / Fry) and only switch to your offensive hero when you are ready for your match. This ensures that your deck will be dealing the most damage possible to the Rumble opponents.
Since in a Rumble match you always go first, my first play is always a setup for a punch card with the highest available damage output available (Punch + Regular DMG). In most cases this will take out the opposing player’s first card and prevent them from ever really gaining an advantage. My second slot is usually a motivate that will combo into another punch (ensuring first slot superiority) and my third slot is a heal. I usually don’t have to play further out than three slots, but if you do you should aim for healing / sturdy in your further slots to try and keep your card health as high as possible.
I also try and avoid pre-combo’d cards as I want to stay in within the three slot sweet spot to avoid payback damage as much as possible. Three slots means I’ve played 6 cards, which is usually enough to win the match. Your first slot will rarely take payback damage as you do not take damage if you kill a card before damaging the hero. Your second and third slots will need healing when playing a payback hero. The best closing outcome you can hope for is a player kill with the first or second card slot as you also won’t take damage if the player dies from damage. A kill with the third (or further out) slot usually means you will end with less than 100 points from the match as you will be taking payback damage.
If you are playing a deck that favors playing into more than 3 card slots (such as pre-combos), there are some additional strategies you can employ to maximize your points and protect your cards. By playing a card with Shield All 3 in your first slot (Super King, Powderpuff, Roller Derby Haley are all good examples) you can protect latter cards from hero payback, punch, or bomb. This first card will typically be vulnerable to damage so it is advisable to have extra protection in your latter cards such as Shield / Cripple (All) / Heal (All). Additionally, by using a card with Shield in your second spot, it has been observed that your first card will get Shielded because of the AI propensity to Shield all cards on the play field (if Shield All is played in first slot, that only leaves first slot un-Shielded and therefore the only valid target for the AI)
Unconfirmed Scoring Theories
I’m going to briefly talk about some unconfirmed scoring theories. These are just that, UNCONFIRMED, putting stock in these theories may cost you valuable points if you are not careful. That being said, these are based on current observations so any feedback or collaborating evidence is appreciated. PM me on Line if you see any of these in action or would like to discuss.
Overhealing – This has been observed by at least two players. The theory is there is a damage taken pool and a healing done pool for each deck. If the damage taken pool is every larger than the healing done pool, you are deducted points. Damage take is fairly obvious, it shows up on your cards and on your hero. However, healing done is less obvious. Lets use an example. If you have two cards both are down 3 hp from a payback attack, but you’re in luck, you have a strong healer that heals one of your cards for 15 hp and then the match ends, leaving one card down 3 hp, however you still score a perfect 100. Observation says you actually only healed the card for 3 hp (the amount it was down) but I believe that you get credit for the full 15 hp heal which is why you are able to still score perfect 100.
Destroyed Cards don’t count against your point total – This has been observed by at least three players. One card was fully destroyed but their remaining cards were at 100% health when the match ended. They still scored a perfect 100.
Debunked – Leaving cards on the table –
This has been observed by at least one player. Leaving the opponent with cards on the table (aka not 100% clearing their cards) causes a decrease in your maximum point total even if your cards are at max health.