Our Hearthstone Dungeon Run guide contains boss details, tips, strategy advice and details of the Treasure and Passive upgrades available.
A new single-player mode for Hearthstone called Dungeon Run was announced at BlizCon this year. The brand-new mode will be added to the game with the release of the new Kobolds and Catacombs expansion, due out in early December.
Although firm details were rather thin on the ground at the keynote announcement, we've since learned quite a bit more about how this new component for the game will actually work. In the fourth of our Dungeon Run guide, you'll now be able to lay your hands on every last scrap of information that's been confirmed about the new single-player content for Hearthstone.
We're a long way from being finished as well! We expect more Dungeon Run details to emerge in the weeks that lie between now and the release of Kobolds and Catacombs. The moment we have that new information, we'll get it added into the guide, and once the new set is live we'll have loads of tips, tricks and strategies for beating every boss.
In the latest version of our Dungeon Run guide we've added a sort of tier list rating of the Treasure cards. Check that section of the guide for the full details. We'll be back with another update later on this week which considers the Passive cards you'll pick up along the way.
Use the following links to quickly navigate to the section of the guide you're most interested in right now!
Dungeon Run General FAQ
Here's the basic overview of everything we currently know about Dungeon Run.
- The mode will be completely free to play and you won't need a single card in your collection to enjoy it.
- Blizzard has described the new mode as a rogue-like component for the game.
- It's been described as the most replayable content ever released for Hearthstone.
- At the start of the run you'll only have 15 Health and just 10 cards in your deck.
- You'll earn new cards for your deck as you attempt to beat eight bosses drawn from an overall pool of 48!
- When you beat a boss, you'll be presented with three card bundle options containing three cards each. The cards within each group will have a certain synergy with one another. The card pack you choose is then added to your existing deck list.
- The eight bosses are randomly chosen at the start of any given run. If you get beaten before you've eliminated all eight, you'll lose all of the cards you've accumulated and get kicked back to the start!
- If you do manage to beat Dungeon Run with all nine classes, you'll receive a special Candle King card back.
What is a roguelike?
In case you're unfamiliar with the term, a roguelike is an RPG containing a huge amount of random variation. Every time you play through, you can expect things to be very different based on the enemies you encounter and the loot (ie cards and bonuses - see below) that you accumulate along the way. Permanent death is a core feature of the game type, which means when you die you start all over again!
How will the difficulty change as you beat bosses?
In terms of difficulty, note that the bosses you face as you head deeper into the dungeon will bcome more difficulty. It's not yet clear whether certain bosses are easier to defeat than others by design, or whether the stats get tweaked the deeper you go. We'll update this section of our guide with more detail just as soon as we have it.
To ensure that you maintain some kind of edge in these encounters, Blizzard is introducing a number of extra boosts that you'll be able to unlock during each run. Some of these are passive - and so provide an automatic background advantage - while others will have to be used strategically, as and when the best moment to do so presents itself.
What decks do you receive at the start?
A little bit more information about the nature of starting a Dungeon Run has emerged since Blizzcon.
Most importantly of all, we've learned that each class will have its own set of ten starting cards as the foundations of the deck. You shouldn't expect this to be a particularly powerful collection of cards, but it will contain a mixture of cards suitable for the class in question. We know that the Priest will have Mind Blast, for example, while the Mage has Fireball.
Although you'll start off with these initial cards, it's important to note that the actual run itself will be different on each attempt. For this reason, you'll need to carefully craft your deck around the card options you're presented with after beating each boss.
Achieving a balanced deck sounds like it will be quite difficult, so you'll instead be looking to shore up your weaknesses and build a somewhat synergistic deck by the sounds of things. In this sense, and although we don't believe you'll know the name and nature of upcoming bosses, it's a bit like trying to craft a solid Arena deck.,
That's all the extra insight we have on the start of each run for now, but we'll continue updating our Dungeon Run guide between now and the run-up to launch. Stay tuned for more details on what to expect once you've stepped inside Hearthstone's new PVE content!
Dungeon Run Passive Upgrades
You'll have the chance to unlock two passive upgrades across the entirety of each run. These might boost up your minions, weaken the opponent's, or provide some other benefit.
A few examples were provided at the BlizzCon panel, but the rest have emerged since:
- Captured Flag. Passive. Your minions have +1 / +1.
- Justicar's Ring. Passive. Your Hero Power is upgraded and costs (1).
- Khadgar's Scrying Orb. Passive. Your spells cost (1) less.
- Glyph of Warding. Passive. Enemy minions cost (1) Mana more.
- Mysterious Tome. Passive. At the start of the game, play 3 random Secrets.
- Potion of Vitality. Passive. Double your starting Health.
- Small Backpacks. Passive. At the start of the game, draw 2 cards.
Dungeon Run Treasures
You'll also unlock two Treasures over the coure of your run. Here are all nie of the confirmed options you'll be able to choose between during each attempt:
- Bag of Coins. 0 Mana. Fill your hand with Coins.
- Boots of Haste. 1 Mana. Your minions cost (0) this turn.
- Gloves of Mugging. 1 Mana. Steal 3 cards from your opponent's hand.
- Horn of Cenarius. 2 Mana. Recruit 3 minions.
- Rod of Roasting. 10 Mana. Cast Pyroblast randomly until a hero dies.
- Vorpal Dagger. 2 Mana. A 1 / 4 weapon. Poisonous. Mega-Windfury (Can attack four times a turn.)
- Wand of Disintegration. Silence and destroy all enemy minions.
- Wax Rager. Deathrattle: Resummon this minion.
- Wish. 10 Mana. Fill your board with Legendary minions. Fully heal your hero.
Here's an interesting video which attempts to rank the individual Treasure cards, so you can choose the correct one when you set foot in Dungeon Run yourself.
As this is based on pre-release theorycrafting it's subject to change, but it should nevertheless provide you with some interesting insight into the most powerful Treasures in Dungeon Run. We've summarised the rankings just below the video which we've embedded right here:
9. Rod of Roasting. A very expensive card with an effect which might just as easily destroy your own hero. Late into a Dungeon Run if you lose, you're losing the whole run - it's just too risky. Yes you can double your health with the Potion of Vitality, but for the most part this is a case of too much risk, not enough reward (on average).
8. Bag of Coins. At the end of the day, adding lots of Coins is great but at the start of the game it only means you can play a big card or two, and in doing so likely empty your hand and lose card advantage. There are better ways, using other Treasures, to bring extra minions into play. It's powerful, but not nearly as powerful as the other options.
7. Vorpal Dagger. The ability to remove up to four minions in any given turn with your weapon, and sacrificing only your Health to do so, is incredible but not as good as some of the other Treasures. Consider also that you may have to hit some extremely beefy minions and leave your hero very exposed to lethal damage. Again, it's not that this is bad, just that there are even better options!
6. Boots of Haste. Very powerful, but not quite Top 5 material. Much like the Bag of Coins it provides tempo advantage, but you need to have a solid hand to gain value from it. Note also that if the opponent can clear the board after you've just emptied your hand, you are losing a huge amount of card advantage. Very risky until we know more about all of the bosses contained in Dungeon Run.
5. Wax Rager. The Deathrattle on this minion is the secret sauce because every time you sacrifice it, you get it returned to the board for use all over again. Only Silence effects are going to stop this creature from doing its thing, and so it represents insane amounts of value over the course of a game.
4. Gloves of Mugging. Note the use of the word Steal here - you not only get the opponent's cards, you deny them the use of those cards at the same time! It's a huge power swing, and remember that AI bosses often have disgustingly overpowered minions. The card advantage alone makes this incredibly useful, and could combo well with Boots of Haste.
3. Horn of Cenarius. This will allow you to develop lots of minions on the board without starving your hand of resources. Even though it costs a bit more than Boots of Haste, it represents more value over the long run, and is less risky when it comes to exposing yourself to enemy board clears.
2. Wand of Disintegration. A fantastic card that clears out the enemy's board presence, silencing any Deathrattle effects first and guaranteeing board advantage. When you consider the roguelike nature of Dungeon Run (where one mistake can end your attempt), having this kind of tool in your backpocket will likely be a huge deal.
1. Wish. The text for this card speaks for itself, and there is simply nothing else in this list that provides more value. It's like Reno Jackson on steroids, bringing you back from the brink of disaster and filling your board with Legendaries. Yes you might get some duffs in the mix, but odds are you're going to get at least half a board of awesome stuff!
Dungeon Run Boss List
BlizzCon attendees have been lucky enough to have hands-on access to Dungeon Run way ahead of release.
As a result, we know about the following bosses you'll run across. There are 48 in total, so this list is by no means exhaustive! Expect more updates to this section of our guide as we learn more.
This boss possesses a Hero Power which causes Battlecry effects to go off twice!
Hero Power: 0 Mana. Transform a minion into a random one that costs 1 more.
Hero Power: Charge! 1 Mana - Give a minion charge.
Hero Power: Dampen Mage - 2 Mana. Put a Counterspell Secret into the battlefield.
Hero Power: 2 Mana. Freeze a minion
Hero Power: Rat Race - 2 Mana. Summon two 1 / 1 Rats.
Hero Power: Giant Stomp. 2 Mana. Deal 1 damage to all enemy minions.
Hero Power: Unstable Explosion. 1 Mana. Deal 1 damage to two random enemies.
Room of Traps
At the Hearthstone panels, the developers described this encounter as one of the hardest ones you'll dread to come across. It's so difficult, in fact, that it's been tweaked to show up less often than the others!
This boss has a Hero Power which creates 1 / 1 copies of minions on the field. Name and Mana cost details are still TBC.
If you manage to beat Dungeon Run with all nine heroes, you'll unlock the special Candle King card back. Here's what it looks like!
Dungeon Run Gameplay Video
Here's a video of Disguised Toast playing the new content straight from the BlizzCon showfloor. Note that there's no commentary here, and it's naturally full of spoilers so if you're hoping to go in blind, best to look away.
We've also uncovered a little gameplay footage from the Hearthstone Inn-vitational that was held at BlizzCon a couple of weekends ago. Here's the Grimestreet Grifters setting foot inside their very first Dungeon Run:
Finally, here are some screenshots of the Dungeon Run UI that were released by Blizzard over the BlizzCon weekend.
That's everything we've got for now! Expect many updates to this guide in the weeks between now and the launch of Kobolds and Catacombs at the start of December.