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      [Guide] Warcraft Rumble – Leaders Talents Suggestions

      Lucas by Lucas
      2 years ago
      in All, Android, Guides, iOS, Mobile Games
      Reading Time: 1 min read
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      Warcraft Rumble Leaders Talents

      Unedited Image Credit: Blizzard Entertainment

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      With Warcraft Rumble launching its door globally, here we have a guide where we give recommendations of specific Talents for the Leaders.

      Talents are essentially passive skills that a mini can have access to, with each mini having three talents players can choose from.

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      It’s paramount that you pick the right Talents for the leaders as it can significantly change how they work in battle. In order to access the 1st talent, players will need to have at least 3 stars for that unit in order to upgrade. It costs 120 hero gold and with 3 stars, it means 360 gold, which stacks up to a total of 480 gold cost.

      It’s worth noting that if you pick the wrong talent, unlocking the next talent slot will need 10 stars, and unlocking the third talent will need 25 stars. It also costs 1200 gold if you choose to buy it off the store, which would take a lot of gold and time to wait for the grid to reset.


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      That is why here we suggest the talents for you so you don’t need to go through the process of picking a wrong talent and needing to spend 1200 or 3000 gold in order to unlock another talent slot

      Do note that each talent costs 250 gold, so it’s important to pick the right talents.

      • We also have a tier list of the leaders where you can check it out here.
      Leader Talents Suggestion
      Flaming Soul: Cast Living Bomb upon dismounting, damaging nearby enemies. We suggest picking up the Flaming Soul talent considering it you can cast Living Bomb every time Rend dismount. Making him perfect for wave clearing.
      Rend Blackhand Scale and Steel: Gain Resistant while flying and Armored while dismounted Scale and Steel is pretty good as it gives Resistant to the Drake while also granting Rend the Armored effect, making them more survivable.
      Legionnaire: Dismount when first taking damage. The Drake continues fighting. Legionnaire isn't as useful as the other talents considering it might be more beneficial to summon a normal Drake and Stonehoof Tauren instead.
      Black Arrow: Pierce through enemies in a line, dealing Elemental damage. We recommend Black Arrow as it makes Sylvanas into a straight line elemental AoE DPS, and being able to deal damage to both the backline and frontlines.
      Sylvanas Banshee's Wail: Scream on Death, Stunning nearby enemies for 3 seconds. Banshee's Wail is a bit more situational, where it might only be good in certain PvE fights.
      Forsaken Fury: Horde and Undead near Sylvanas gain Fury. Forsaken Fury might not be as useful considering how she needs 6 gold to play and you'll have to play a few more horde or undead units to make use of it, which is situational.
      Enveloping Shadows: Cast Smoke Bomb on deploy, Stealthing nearby allies. Pairs well with Worgen, Defias Bandits, Shadowmeld Huntress and On The Prowl Prowler, as casting Stealth on them will trigger stealth breaking effects. However, this also means you have less unbound units in your deck, so you won't be able to deploy her for cheap often.
      Maiev Shadowsong Shadowstep: Periodically teleport to a Ranged attacker when hit. Relatively situational considering how Maiev is already an Unbound unit, meaning that you can deploy here wherever.
      Remorseless: Deal double damage for 2 seconds after killing an enemy. Remorseless gives double damage for 2 seconds after killing an enemy. This is the best talent by far if you can trigger the Fan on Knives to kill something when Maiev spawns. With a good timed Smoke Screen you can trigger Maiev to Fan on Knives again by turning her stealth just as soon as she finishes Fan on Knives, with this talent means she will be able to deal 2x AOE damage.
      Reincarnation: After death, Resurrect at 50% health, once. We recommend picking Reincarnation has it always has value as it gives Cairne another fighting chance after dying once.
      Cairne Bloodhoof Plainsrunning: Move 50% faster and gain the Fast trait. Plainsrunning gives a 50% movement speed boost and makes Cairne moves a lot faster. As fast or if not faster than Prowler. This will make it easier for you to stack up multiple Cairnes to chain CC dungeon bosses. It can be a better pick up than Reincarnation.
      Aftershock: When Stun expires, affected enemies are Dazed for 5 seconds. Aftershock isn't as an important pick up, as it's better to just bloodlust Cairne instead and let him stun more often.
      Mine Is Money, Friend: Gain the Miner trait. Mine is Money, Friend is the least useful talent, as it's better to give miner traits to Harpies and let them do the mining.
      Sneed Lead with Greed: Gain an additional +2 Gold when Sneed triggers Sneed Before Greed. Lead with Greed can be good depending on the map since it lets you summon Sneed for free.
      Land Grab: Gain a level whenever non-passive Gold is earned. We suggest Land Grab as it's universally useful, as long as a siege unit grabs a chest/tower/meeting stone as Sneed will level up.
      Chromatic Scales: Grants nearby allies the Resistant trait. We recommend Chromatic Scales has it provides the backline much needed spell resistant, so they won't be overwhelmed by a S.A.F.E Pilot or Flamewalker.
      General Drakkisath Piercing Blows: Attacks pierce through enemies in a line. Piercing Blows lets Drakkisath deal a straight AoE elemental damage, and could potentially damage the backline as well.
      Lasting Legacy: On death, drop a banner. Nearby enemies take 50% additional Elemental damage. Lasts 10 seconds. Not as useful as other talents as it only triggers when Drakkisath is dead, and if the army moves away from the banner.
      Death Pact: Periodically sacrifice a nearby Skeleton to be Healed. Death Pact is a nice pick up as it makes Rivendare more tanky.
      Baron Rivendare Skeletal Frenzy: Nearby allied Skeletons gain Bloodlust. Skeletal Frenzy is not recommended due to the small size of the Bloodlust aura, and it only applies to skeletons which makes your deck less flexible.
      Chill of The Grave: Summon Skeletal Mages instead of Warriors. We recommend Chill of The Grave, as it turns your skeletal warriors into mages, which will become a ranged unit that's able to dish out soft cc in the form of a slow.
      Bane: Playing a Spell increases Attack Speed by 30& for 5 seconds. We recommend Bane as it gives a free attack speed boost everytime you cast a spell, making him more powerful.
      Bloodmage Thalnos Drain Life: Gain Lifesteal Drain Life was originally strong but after it's nerfed, it doesn't heal as much. It's better to pair Thalnos with a healing shaman instead.
      Dominance: Spells costing 4 or more grant an additional level. Dominance is not as important as it only activates if you play spells like Blizzard, level 4 Arcane Blast, and Living Bomb.
      Bladestorm: Gain an AoE bladespin ability that damages all nearby enemies. Bladestorm gives Grom a periodic AoE damage, which makes him good at wave clearing.
      Grommash Hellscream Mirror Image: Summon two fragile mirror images when entering combat. We recommend Mirror Image, while it's not being mentioned in the tooltip, everytime the 2 images were summoned, they can taunt, which can take off pressure from Grom, making him more survivable.
      Savage Strikes: Deal double damage to enemies who are below 50% health. Savage Strike is a more niche pick up but can be useful on downing damaged bosses or towers.
      Ham Hock: Hogger also gains +10% max health each time he is played. We recommend Ham Hock, because it makes Hogger tankier everytime he's being summoned.
      Hogger Spoiled Meat: Gain Poison Generally better than Fatal Frenzy because it will always trigger, and it also increases Hogger's DPS.
      Fatal Frenzy: On death, Bloodlust nearby Beasts. Fatal Frenzy is a very niche pick, as it forces you to play a beast deck, and the effect only triggers if Hogger dies first.
      Tip of the Spear: Tidehunters spawn at Old Murk Eye's location instead. Very niche pick unless you have a dedicated deck to support Old Murk-Eye. It's better to focus on other talents.
      Old Murk-Eye Marathon Of The Murlocs: March of the Murlocs lasts an additional 5 seconds longer after deploying. We suggest Marathon Of The Murlocs, as it extends March of the Murlocs' time frame from 5 to 10, so you can summon more additional murlocs.
      Electric Eels: Attacks briefly Stun enemies. Electric Eels is your next best choice as Old Murk-Eye can deal damage to multiple enemies, which also can provide plenty of short CCs.
      Divine Shield: Gain a magical shield at 30% health, absorbing all damage for 5 seconds We recommend Divine Shield as it makes him unkillable for 5 whole seconds.
      Tirion Fordring Consecrate: Regularly consecrate the ground, Damaging enemies within. Niche pick, but might be worth it if you want more DPS.
      By The Light: Heal the primary target for twice as much. Relatively situational, but might be worth if you want more support.
      Blink: Periodically teleport away from attackers. We recommend Blink, as whenever Jaina is damaged, she will blink herself away from danger, which makes her more survivable.
      Jaina Proudmoore Clearcasting: Spells cost Gold 1 less (but no less than 1 Gold) if played immediately after Jaina. Niche pick as the condition you need to trigger is casting spells after deploying Jaina, and it doesn't apply to spells that cost 1 gold.
      Flurry: Frostbolts burst on impact, Frosting enemies near the target. Flurry only applies the Frost effect, but not the damage and only makes Jaina a better utility support rather without boosting her DPS.
      Nature's Grasp: Root two additional nearby targets, but deal half damage. Nature Grasp lets you root 2 additional nearby targets, but the problem lies with the fact that if your attack animation starts, then the enemy minis walk by and they won't be rooted. Also lowers his already disappointing damage.
      Charlga Razorflank Cavernous Mists: Deploy cost reduced by 1 Gold. We recommend Cavernous Mist as it lowers Charlga's gold cost to 1, and increases the chance to summon minis for 1 gold cost due to Spirit Tangle.
      Spirit Passage: Minis played for 5 Gold gain a level and deploy in Stealth. Too RNG based, very hard to utilise.

      Hopefully this guide will aid you in picking the best option to make use of each leader in Warcraft Rumble.

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      Weeb extraordinaire and consumer of anime and games. Tends to lean towards turn-based strategy games such as the mainline Pokemon series and Fire Emblem. Currently addicted to the critically acclaimed MMORPG FFXIV Online.

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