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Revision as of 03:41, 18 November 2020
Dungeon Run is a free single-player game mode added with the release of the Kobolds & Catacombs expansion on December 7, 2017.
Rules
- The objective of the Dungeon Run is to defeat eight bosses of increasing difficulty to win the run.
- If the player beats the run with a given class, the class is given a crown on the selection page.
- Once the player has beaten the run with all nine classes, the player is rewarded with the Candle King card back!
- The player begins with a collection of ten cards, consisting of different cards for each class.
- The player starts on 15 Health, and gains an additional 5 Health per defeated boss, up to 50 Health for the eighth, and final boss.
- After rounds 1 and 5, the player receives a Passive buff, selected from one of three random passive buffs from the pool of Passives. (listed below)
- These passives give a permanent effect to the player for the rest of the run. These are applied at the start of the match, meaning some buffs that affect cards will not affect cards added to your hand or deck later in the game.
- After rounds 3 and 7, the player receives a Treasure card, selected from one of three random cards from the pool of Treasure cards. (listed below) These are very powerful cards, and often have low mana costs.
- After each round, the player is offered three bundles of three cards each. The player can only select one of these three bundles. This allows the player to increase their deck size in tandem with the boss' decks increasing in size.
- The bundles are often themed or synergize well with each other. Many of these bundles are class specific, feeding into the popular archetypes available to that class up to the release of Kobolds and Catacombs.
- For example, Mage is often rewarded with bundles that encourage spell synergy, fire themed cards, and frost themed cards, among others. You can find more below.
- The bundles are often themed or synergize well with each other. Many of these bundles are class specific, feeding into the popular archetypes available to that class up to the release of Kobolds and Catacombs.
- Should a game end in a tie, the player will encounter another boss of the same difficulty level.[1]
- The player always goes first. The enemy also does not get The Coin. On the final round, the boss starts with 2 mana crystals.
Starting Cards
Upon starting a fresh Dungeon Run, a player is given a deck of 10 cards. These decks are always the same for that class. Each deck runs one copy of each of the cards in the below lists.
Druid |
---|
Enchanted Raven |
Power of the Wild |
Tortollan Forager |
Mounted Raptor |
Mulch |
Shade of Naxxramas |
Keeper of the Grove |
Savage Combatant |
Swipe |
Druid of the Claw |
Hunter |
---|
Hunter's Mark |
Stonetusk Boar |
Dire Wolf Alpha |
Explosive Trap |
Animal Companion |
Deadly Shot |
Eaglehorn Bow |
Jungle Panther |
Unleash the Hounds |
Oasis Snapjaw |
Mage |
---|
Arcane Missiles |
Mana Wyrm |
Doomsayer |
Frostbolt |
Sorcerer's Apprentice |
Earthen Ring Farseer |
Ice Barrier |
Chillwind Yeti |
Fireball |
Blizzard |
Paladin |
---|
Blessing of Might |
Goldshire Footman |
Noble Sacrifice |
Argent Protector |
Equality |
Holy Light |
Earthen Ring Farseer |
Consecration |
Stormwind Knight |
Truesilver Champion |
Priest |
---|
Holy Smite |
Northshire Cleric |
Potion of Madness |
Faerie Dragon |
Mind Blast |
Shadow Word: Pain |
Dark Cultist |
Auchenai Soulpriest |
Lightspawn |
Holy Nova |
Rogue |
---|
Backstab |
Deadly Poison |
Pit Snake |
Sinister Strike |
Gilblin Stalker |
Undercity Huckster |
SI:7 Agent |
Unearthed Raptor |
Assassinate |
Vanish |
Shaman |
---|
Air Elemental |
Lightning Bolt |
Flametongue Totem |
Murloc Tidehunter |
Stormforged Axe |
Lightning Storm |
Unbound Elemental |
Defender of Argus |
Hex |
Fire Elemental |
Warlock |
---|
Corruption |
Mortal Coil |
Voidwalker |
Knife Juggler |
Sunfury Protector |
Drain Life |
Imp Master |
Dark Iron Dwarf |
Hellfire |
Doomguard |
Warrior |
---|
Warbot |
Amani Berserker |
Cruel Taskmaster |
Heroic Strike |
Bash |
Fiery War Axe |
Hired Gun |
Raging Worgen |
Dread Corsair |
Brawl |
Treasure Cards
Passive
Active
Card Bundles
Note to editors: The data for this section is available at this reference: Hearthpwn source. All we need to do is copy it into our format.
After each win, the player gets to choose three cards to add to their deck. The three cards chosen belong to the same bundle, being selected from it randomly; the player then chooses one selection of three cards from three options. Each selection may contain multiple copies of the same card.[2]
Unique packs of Mage, Priest and Warlock contain all existing cards of these classes including the newer expansions.
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
Bosses
Most bosses have a proper class associated with them, and it's very unlikely that they will use a different class's cards in their own deck, save for boss-unique cards like Looming Presence.
Boss | Encountered in Round | Hero Power | Notes | |
---|---|---|---|---|
first | last | |||
Bink the Burglar | 1 | Coin: "Gain 1 Mana Crystal this turn only." (0 Mana, autocast) | The rarest round 1 boss. | |
Giant Rat | 1 | Rat Race: "Summon two 1/1 rats." (2 Mana) | ||
Wee Whelp | 1 | Baby Breath: "Deal 2 damage." (2 Mana) | ||
A. F. Kay | 4 | Idle: "Do nothing" (2 Mana) | Does nothing until Turn 6, then plays Boots of Haste to flood the board with 8/8 minions. | |
Battlecrier Jin'zo | 4 | 5 | Battle Totem: "Battlecries trigger twice." (Passive) | |
Blackseed | 4 | 5 | Evolvomancy: "Transform a minion into a random one that costs (1) more." (0 Mana) | Plays a Token Druid deck. |
6 | 7 | Greater Evolution: "Transform a minion into a random one that costs (3) more." (1 Mana) | ||
Brimstone Warden | 4 | Dispel Ward: Silence your minions. (5 Mana) | Starts with four Stone Golems and summons more from his hand (Letting him silence them is an almost immediate defeat). | |
Bristlesnarl | 6 | 7 | Hunter’s Call: Reduce the cost of cards in your hand by 1 (3 Mana, autocast) | Plays a midrange Hunter deck. |
Candlebeard | 2 | 3 | Charge!: "Give a friendly minion Charge." (1 Mana) | Plays an aggressive Pirate deck. |
6 | 7 | Charrrge!: "After you play a minion, give it Charge." (Passive) | ||
Chronomancer Inara | 7 | Stolen Time: Destroy 3 of your mana crystals. Take an extra turn (10 Mana, autocast) | Deck contains Medivh's cards | |
Elder Brandlemar | 2 | 3 | Dampen Magic: "Put a 'Counterspell' Secret into the battlefield." (2 Mana, autocast) | |
Elder Jari | 4 | 5 | Mystic Barrier: "Gain 3 armor." (1 mana) | |
Frostfur | 2 | 3 | Freeze: "Freeze a minion." (2 Mana) | |
Fungalmancer Flurgl | 4 | 5 | Fungal Infection: "Give your minions +1/+1." (2 Mana) | Plays a Murloc deck. |
George and Karl | 6 |
|
30 HP each. Starts with George and switches to Karl on defeat. The boss can also swap between George and Karl in the middle of the game. Both play swarm-based Paladin decks. | |
Gnosh the Greatworm | 6 | Swallow Whole: "Destroy a random minion with the highest attack." (2 Mana, autocast) | If the Hero Power kills a Poisonous minion, Gnosh automatically dies. | |
Graves the Cleric | 2 | 3 | Light's Will: "Restore 2 health to all minions" (0 Mana) | |
Gutmook | 4 | 5 | Digest Magic: "Whenever your opponent casts a spell, summon a Tunnel Trogg." (Passive) | Plays an Overload-themed Shaman deck. |
6 | 7 | Metabolized Magic: "Whenever your opponent casts a spell, draw a card. It costs (1)". (Passive) | ||
Ixlid | 6 | Sprouting Spore: "Summon an extremely deadly spore." (2 Mana, autocast) | Spore is a 1 mana 1/1 that is poisonous to heroes. Additionally, Ixlid always starts with 20 health, despite most round 6 bosses having 50 health. | |
Jeeru | 6 | 7 | Three Wee Wishes: Both players draw 3 cards (1 Mana, autocast) | Plays a Druid mill deck, but ironically equally susceptible to her own milling. |
Kraxx | 4 | 5 | Giant Stomp: "Deal 1 damage to all enemy minions" (2 Mana) | |
Lava-Filled Chamber | 6 | 7 | The Floor is Lava: "After a minion is played, deal 2 damage to it." (Passive) | Plays mostly burn spells and minions that deal direct damage, also has Flamestrikes to clear the board. |
Lyris the Wild Mage | 4 | 5 | Arcane Infusion: "Add an Arcane Missiles to your hand." (1 Mana) | Deck contains mostly Flamewakers, as well as Arcane Giants and Arcane Intellects |
Mushhuckster Max | 4 | 5 | Mushroom, Mushroom: "Craft a custom mushroom potion." (2 mana, autocast) | Custom potions are 1-Mana Kazakus Potions |
Overseer Mogark | 2 | 3 | Cruel Words: "Deal 1 damage to a friendly minion and give it +2 attack" (1 Mana) | |
5 | 7 | Searing Lash: "Deal 1 damage to a friendly minion and give it +5 attack" (1 Mana) | ||
Pathmaker Hamm | 2 | 3 | Unstable Explosion: "Deal 1 damage to 2 random enemies" (1 Mana, Autocast) | A bomb-themed deck with Mad Bombers, Madder Bombers, and Bomb Squads. His Hero Power can only hit each target once per turn, so if your Hero is the only target, you'll only sustain a single hit of 1 (or 2) damage. |
5 | 7 | Unstable Demolition: "Deal 2 damage to 3 random enemies" (2 Mana, Autocast) | ||
Russell the Bard | 4 | 5 | Alluring Tune: "Gain control of an enemy minion with 2 or less attack" (2 Mana) | If you wait a while before ending your turn, he will start to sing the Kobolds and Catacombs theme song. |
Seriona | 2 | 3 | Fading Light: "Give a minion -1 attack" (2 Mana) | Dragon Priest deck; contains multiple Duskbreaker and Blackwing Corruptor |
Spiritspeaker Azun | 4 | 5 | Totem of the Dead: All deathrattles trigger twice (Passive) | Plays an Awaken the Makers deck |
Tad | 6 | Catch and Release: Summon a random minion from your deck (0 mana, autocast) | Rare. Has no hand. Tad will not draw cards, and therefore will not fatigue. He will not play cards even if given them (e.g.: by Mulch). Minions are not summoned randomly but in cost order, unless they are returned to his deck via cards like Psychic Scream. If Tad takes no damage (including from his own minions) then on turn 11 he will summon a "Sunken Chest" which, when killed, it adds Tad's Pole to your deck. | |
Thaddock the Thief | 4 | 5 | Tactical Retreat: "Return a friendly minion to your hand" (1 Mana) | Plays The Caverns Below deck |
The Mothergloop | 7 | Gloop: "Give minions in your hand +1/+1." (2 Mana, autocast) | Deck consists of many self-duplicating cards to make the most of its handbuffs. | |
Trapped Room | 6 | 7 | Alarm: "Whenever you reveal a Secret, summon a 3/3 Sawblade." (Passive) | Deck consists of many secrets, as well as some Secretkeepers and Ethereal Arcanists.
One valid strategy is to do nothing other than clearing/controlling the board. Boss' hand will be clogged up with secrets and eventually it will die to fatigue. |
Treasure Vault | 6 | 7 | Doors are Closing: "End the game" (5 mana, auto-cast) | Starts the game with seven 0/10 Treasure Coffers, and has no health, deck, or hand. Destroying the Coffers puts a random playable Treasure in the player's deck for the current Run. There is no way the player can lose on this boss (other than conceding). (only encountered on rounds 6 and 7 so far, but supposedly you can encounter it in round 2-5 aswell (source?)) |
Voodoomaster Vex | 6 | 7 | Chaos Totem: All Battlecries and Deathrattles trigger twice. (Passive) | |
Waxmancer Sturmi | 3 | 5 | Sculpt Wax: "Summon a 1/1 copy of a minion." (1 Mana) | Plays a Deathrattle-themed Hunter deck. |
6 | 7 | Harden Sculpture: "Summon a copy of a minion." (3 Mana) | ||
Whompwhisker | 4 | 5 | Join the Fray: "Both players Recruit a minion." (2 Mana, autocast) | Plays a deck filled with high-cost minions and tough Taunts, relying on his Hero Power to cheat them out. |
Azari, the Devourer | 8 (final boss) | Devour: "Remove the top 2 cards of your opponent’s deck." (0 Mana, autocast) | Plays a demon-themed Warlock deck. | |
King Togwaggle | 8 (final boss) | Magic Candle: "Find a Treasure!" (3 Mana) | Treasures found are mostly playable Treasures the player could obtain during their Dungeon Run.
Occasionally deals 4 damage to a random enemy at the start of his turn. | |
The Darkness | 8 (final boss) | Encroaching Darkness: "Summon a 5/5 Darkspawn." (0 Mana, autocast) | Players start with 3 Luminous Candles in their hand. Runs a Priest deck filled with darkness-based removal spells to control the board while its Darkspawn attack. | |
Vustrasz the Ancient | 8 (final boss) | Vindictive Breath: "Deal 1 damage to all enemies for each missing Master Chest." (0 Mana, autocast) | Starts with 5 Master Chests in play. | |
Xol the Unscathed | 8 (final boss) | Beam Me Up: "At the end of the turn, add a Beam card to your hand." (passive) | Plays a Lakkari Sacrifice deck.
Xol's voice line indicates which beam has been chosen: Fatality (destroy all damaged enemy minions), Fatigue (destroy one of your opponent's mana crystals), Fear (shuffle a random enemy minion into your opponent's deck), Flame (deal 2 damage to all enemy minions), Flummox (take control of a random enemy minion), Frost (freeze a random enemy minion and the minions next to it) |
Tips
- For all loading screen tips for Dungeon Run, see Tips#Dungeon Run
- Don't worry if you die on one of the first few bosses. It happens sometimes. Reconsider your strategy, and try again!
- Beware of picking only late-game minions, even with the Scepter of Summoning upgrade. A number of boss abilities make it extremely difficult to stabilise mid-game, even with an amazing taunt deck, so playing on curve is important.
- Great go-to Passive Treasures regardless of your class of choice are the Captured Flag, Justicar's Ring, Potion of Vitality, and Scepter of Summoning. Only in niche situations would they be less favorable than other options. (e.g. Justicar's Ring doesn't offer much for Hunter, Scepter of Summoning offers little for spell-heavy decks)
- You get your first Passive before you get your first bundle, so try and pick your Passive based on what bundles could come up for your class. For instance, the Battle Totem is particularly potent if your class gets access to Jade or C'thun bundles.
- Try and grab combos of synergistic cards from your bundles. For example, if you grab a C'Thun bundle, grab more C'Thun bundles later!
- One combo in particular: Wax Rager synergizes incredibly well with Frost Lich Jaina. The Rager is an elemental, so it gains the lifesteal buff. In addition, Jaina can use her hero power to kill the 1-health Rager, thus summoning a Water Elemental, and the Rager's deathrattle immediately resummons it.
- Unless another playable Treasure is very convincing, pick up the Blade of Quel'Delar or Hilt of Quel'Delar, and hope to find the other half. The Blade is still a useful cheap weapon, while the Hilt is nice for buffing your Taunt minions. Assembling Quel'Delar is always something to behold, especially when it'll trivialize the final boss.
Videos
References
Dungeon Run | ||
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Level 1 | ||
Level 2 | ||
Level 3 | ||
Level 4 | ||
Level 5 | ||
Level 6 | ||
Level 7 | ||
Level 8 |
Missions | |
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Standard | |
Wild |