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Blackfathom Deeps is a Dungeon in Warcraft Rumble. Read on to learn more about Blackfathom Deeps, the bosses encountered in the dungeon, the best relics to use, the best builds to mobilize, how to beat this dungeon, and the rewards for beating Blackfathom Deeps.
List of Contents
Blackfathom Deeps Dungeon Info | |
---|---|
Starting Period | November 26, 2023 |
Ending Period | December 2, 2023 |
Modifiers Available | None |
Featured Family | Beasts |
Leader | Leader Ability |
---|---|
Charlga Razorflank | Spirit Tangle Your Minis in hand share the same cost. What??? |
Hogger | Relentless Hogger's movement and attack speed increase 35% each time he is played. More bones to gnaw on... |
Old Murk-Eye | March of the Murlocs For 5 seconds after deploying, summon a Murloc Tidehunter for each Gold spent on other minis. |
All Rewards | ||
---|---|---|
XP |
Arc Energy |
Army Upgrade Slot |
Dungeon Bosses | ||
---|---|---|
Grglmrgl |
Baron Aquanis |
Aku'mai |
Relic | Description |
---|---|
Aegis of Primal Rage | Beasts Minis near your Leader deal 30% more damage. |
Aegis is a very good pick in this deck build as it gives a 30% damage buff to your Beast Minis that surround Hogger. As this is a Rush-style deck, Minis will be close to Hogger as they push down a lane.
Relic | Description |
---|---|
Thief's Whistle | Playing your Leader summons 2 Defias Bandits. |
Thief's Whistle is great to pair with Hogger, giving him two Defias Bandits as bodyguards to help him push down a lane. Defias Bandits can help stun enemy Minis to extend Hogger's survivability.
Relic | Description |
---|---|
Leeching Poison | Your Melee Minis gain lifesteal. |
Leeching Poison is arguably the Relic that pulls this deck build together as most of the Minis in the deckbuild are melee. Coupled with Aegis, the lifesteal of your melee Minis increases by a sizable amount.
Hogger Rush Deck Build | |||
---|---|---|---|
Hogger | Gnoll Brute | Quilboar | Dark Iron Miner |
Pyromancer | Harpies | Holy Nova |
You can complete the Blackfathom Deeps Dungeon by following the set of objectives below:
The first stage will be against Grglmrgl, a murloc tidehunter that focuses on spawning ranged murloc units at certain points in the map. Defeat them by bringing unbound minis, tank minis, and securing the right-side turret first.
Grglmrgl will periodically spawn ranged murloc units to ambush lanes. This can be difficult because they station themselves in positions where some Minis can't reach.
To alleviate this problem, bring Unbound Melee Minis (e.g., Quilboar), to contest these areas where they position themselves in.
Unbound Minis allow you to place a unit on the same area where the murlocs are that would otherwise be inaccessible to regular Minis.
Unbound Trait Guide: List of Unbound Minis and Effects
This stage will spawn many ranged units that deal high damage from afar, so it is advised to bring tanky melee units as a defensive frontline to survive the onslaught.
Not only are Murloc Tidehunters a problem, but Ogre Mages can also clear Squad Minis.
Quilboars are an effective Mini to bring as they can easily ambush Ogre Mages and murlocs from behind and have enough health to sustain themselves.
The right-side tower of this stage is a key strategic area as it will block off murloc units spawning from the right-side from ambushing the left lane.
The tower will also cover a gold vein from enemy Kobolds, and prevent pressure from the opponent.
The second stage will be against Baron Aquinis, a water elemental that has coated their towers in poisonous terrain.
Defeat him by securing the right tower and focusing your push down the middle lane, taking the left tower by using Flying and Unbound Minis, and bringing Anti-Flying Minis for defense.
The tower on your right-side would be strategic to take as it opens up the middle lane for a frontal attack on Baron Aquinis. It is also the only tower in the map that isn't coated in poison.
Doing so will secure a foothold for ground Minis to start assaulting the boss safely without becoming poisoned as well as claim a gold vein for early gold generation.
This is where a majority of your Minis will push against Baron Aquinis as there are no hazards to impede your Army.
When the right-side tower is taken, focused efforts on the left-side tower can begin.
The path is coated in deadly poison that will slowly chip away at your ground Minis' HP. So, sending regular ground Minis is not recommended as they will die even before they can reach the tower.
Send in some Flying Minis in the left lane to avoid the poison, and before they can reach tower range, spawn an Unbound Melee Mini to soak tower shots.
This left-side tower is near a gold vein, so you can send a Dark Iron Miner to mine the gold while also soaking tower shots to cover your Flying Minis.
While it has not been secured, the enemy towers will spawn Flying Minis like Bat Riders, Drakes, and Gargoyles to attack your main base.
The Gargoyles can cause serious damage to your tower. We recommend having a ranged Mini like a Pyromancer to defend the base from these attacks.
The third stage will be against Aku'mai, a hydra that possesses a map-wide presence using its three heads.
The stage will start off with the enemy already having deployed units. So, it is recommended to prepare to defend your base for the incoming attack.
The Minis that will attack your base will be a mix of Murloc Tidehunters and Raptors, so AoE Minis like Pyromancers and Gnoll Brutes are highly recommended for this encounter overall.
The tower on the left-side lane is the nearest spawn point for enemy Minis and is a priority location to take.
Aku'mai Red will be on this lane, so be sure to clear out the Murloc Tidehunters first before waking it. Then, send in a frontline Melee Mini to soak damage and ranged units to deal high damage to it.
There are a total of three hydra heads that will appear on different points in the map. Each head has its own unique ability:
It is recommended to focus on one hydra head at a time. First, deal with Aku'mai Red on the left-side to start your assault on the left-lane tower.
After that, focus units on the right lane to take down Aku'mai Green and claim the Meeting Stone near it. Then lastly, finish off Aku'mai Blue by sending Minis from the left-lane tower that was just secured.
When all Hydra heads are defeated, a section of the map will open up and the three heads will line up together, open for an attack.
In this final area, the three heads must be defeated one last time to achieve victory. Like before, focusing on one head will be the key to defeating them.
It is recommended to choose one lane to push as when a Hydra head is defeated, the Minis will continue attacking the head nearest to it.
Dungeons | |
---|---|
Blackfathom Deeps | Dire Maul |
How to Beat Blackfathom Deeps Dungeon
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