Sunderfolk Arena Rumble One-Shot Walkthrough & Tips
This article was produced in collaboration with Valnet Inc’s sponsor, Dreamhaven.
Arena Rumble is a One-Shot released with Sunderfolk Patch 2.0, and a challenging series of combat trials that combine strategic elements with lots of action and difficult bosses on every stage.
Here’s a breakdown of Arena Rumble, and a full walkthrough that includes combat tips, best party members, and more.
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Mission 1 – Bow And Spear
Mission Overview: Players will have to defeat two waves of combatants in the arena. One is formed by regular monsters, the second has two bosses: one with a Bow, and the other with a Spear. When attacking any of the bosses, the other one will receive a buff. Starting from round 2 after the bosses spawn, the Arena will spawn Tables.
Both of the enemies in this fight have fairly long range, so don’t waste spell slots on abilities for dodging them. Skills that can weaken them, expose them, or buff your allies will give you the best chance in winning this fight. Also, tables can be thrown to stun them in the first phase, so choose cards with enough movement to take advantage of that.
|
Hazards |
Effect |
|---|---|
|
Slimes |
Stepping on a tile covered by this black goo will propel the unit into a random adjacent hex. |
|
Tables |
Players can interact with them to throw them to an empty hex on reach, causing damage and stunning nearby enemies. Upon landing, the Table breaks and becomes an obstacle with 3 HP. |
|
Boom Shrooms |
They explode the second any unit steps on that hex, causing damage to all adjacent tiles. |
|
Fire |
Lingering damage hazard, burns whoever steps on it. |
- Ogre: Moves 3 hexes and Stabs heroes with a single line attack. Squishy, but annoying in large numbers. Don’t let them pile up. It gains Strength when an adjacent monster receives damage.
- Archer: Moves 2 hexes and attacks heroes from a long range using a bow, causing 3 damage. It gains Shield when an adjacent monster receives damage.
- Archer Warrior – Boss: Has a Multi Shot attack that allows it to move 3 hexes, then Attacks for 3 Damage, and then creates 2 Boom Shrooms, 2 Slimes, or 2 Fire in targeted slots. After that, it repeats this attack once more. When the Spear Warrior is attacked, it gains 2 Shield. When the Spear Warrior is defeated, it turns to Avenger (receives a damage buff and attacks more frequently).
- Spear Warrior – Boss: Moves 3 hexes, then he and the Archer Warrior gain a random buff. Then attacks in a 4 hex straight line, piercing foes and causing 2 Weakness. When the Archer Warrior is attacked, it gains 2 Strength. When the Archer Warrior is defeated, it turns to Avenger (receives a damage buff and attacks more frequently).
The first wave consists of various Archers and Ogres, which players need to defeat to trigger the true encounter in this Battle Arena:
The second phase is the true challenge; players need to slay the Silver Brothers while also dealing with lots of obstacles generated by the Archer Warrior and the minions constantly spawning each round.
Sunderfolk Players need to keep the Spear Warrior at bay as much as possible, using the Berserker to taunt it with Bring it On or Bulwark, or the Vanguard to push it away using CC. If players line up, the Spear Warrior will have the absolute advantage and will be constantly dealing damage to them in a straight line, so keep the frontliners dealing with the bosses, and use ranged damage dealers to chip their HP away.
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Mission 2 – Unstable Fusion
Mission Overview: A second battle arena that pits Heroes versus Redcaps, gigantic shrooms that explode when they die, creating various Hazards and triggering chain reactions that damage everyone around. Tread carefully, as you might kill your own team in a slip of the blade.
The second Phase will spawn an Elite Unstable Redcap that divides into more enemies when defeated. It is a battle of attrition and against the environment.
The unstable redcaps have a massive, deadly AoE, a death explosion, and an explicit weakness for pushing. Abilities that push, slow, root, or create ground hazards will help you whittle them down and protect yourself from big area damage. (Charges can also be good, but be careful that you don’t kill them while you’re still in explosion range!)
|
Hazards |
Effect |
|---|---|
|
Boom Shrooms |
They explode the second any unit steps on that hex, causing damage to all adjacent tiles. |
|
Fire |
Lingering damage hazard, burns whoever steps on it. |
- Unstable Redcap: Parasitic Bite Moves 3 hexes, attacks dealing 6 damage on adjacent foes (7 hex circular AoE), and heals 3 HP for every target affected. – Subdivide: When pushed, it takes 2 damage. When defeated, it explodes (3 damage AoE) and 2 Smaller Unstable Redcaps, affected by Slow. Unstable Redcap copies have the same abilities and passives as the original one, but they heal less per unit targeted, and their AoE is smaller.
- Redcap: Maul – Moves 2 hexes, then Causes 3 Damage, Volatile – When pushed it takes 1 damage, when defeated, it explodes (3 damage AoE).
- Elite Redcap: Maul – Attacks for 1 Damage, Moves 2 hexes, then Attacks again for 3 Damage. Volatile – When pushed it takes 1 damage, when defeated, it explodes (3 damage AoE).
- Ogre: Minor spearmen enemies spawn during the second phase of the battle at regular intervals. They cause 4 damage in a straight line (1 hex reach). When an adjacent monster takes damage, it gains 1 Strength.
For the first phase, it is highly recommended that players use Bladefall from the Vanguard and Fling from the Berserker to keep Redcaps away from the team and to trigger chain reactions that will destroy the grouped enemies more quickly.
Keep your squishy Heroes away from the AoE blast, or you’ll regret it later. There’s only one Healing Shrine in the arena, and it can only be used once, so keep it for Phase 2 when you’ll need it the most.
During Phase 2, an Unstable Redcap will appear (Boss), and players will start a battle of attrition against this enemy that can heal the more enemies are around him. Boom Shrooms will also appear at the start of the first round of this Phase, so watch out for them.
Avoid grouping up on it, and attack from afar with the Pyromancer and the Ranger. In the meantime, keep it at bay with the Vanguard’s Knockback abilities or the Berserker’s Fling.
Players need to prevent the Unstable Redcap from getting in range; otherwise, it will keep healing itself with Parasitic Bite, and the battle will take a turn for the worse.
A good strategy consists of creating Vines with the Ranger’s Skill Cards, and rooting the Boss in place, while also pushing it away as far as possible.
Use the Pyromancer’s Ultimate – Inferno – To create Fire Hazard hexes that will slowly reduce the Health of Unstable Redcaps as they move to attack.
The Unstable Redcap will act between Heroes’ turns, so that makes it extremely dangerous and able to heal more than the party can damage it per turn.
Use the Pyromancer’s passive to accumulate Firepower by collecting Flames, then unleash devastating ranged magic on the Boss to chip down its health.
Finish it up with the Ranger’s Ultimate (Snipe) to make it blow up, then focus on damaging the two newly generated Redcaps.
These two Unstable Redcaps will still have the abilities of the original one, but will heal less per Parasitic Bite. The only problem is that there are now two to deal with. Corner them using terrain Hazards, Knockback, pushing them against the walls, then deploying Vines with the Ranger to diminish their mobility.
Once these Unstable Redcaps die, they will divide once more (4 enemies this time), and the process will start over. Fortunately, the lesser versions only heal for 1 since they can only hit a hex in front of them, so that helps a lot in dealing with the rest of the battle. Players are only 4 explosions away from a decisive victory.
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Mission 3 – The Champion
Mission Overview: Players will face the Arena Champion (Wurmbait himself) and claim the Champion Title in an extremely harsh combat field, plagued with Lava hexes, Boom Shrooms, and Slimes. The Champion empowers himself and their allies the more Ogres are present on the board, and causes tremendous ranged damage the more allies it has.
The Champion’s unique passive, Absolute Muscle, means that small damage and big damage are all the same for him. In addition, he will occasionally spawn in allies. As such, multi-attacks, AoE attacks, and ground hazards like fire or Boom Shrooms will help you burn through The Champion’s health in a snap.
|
Hazards |
Effect |
|---|---|
|
Slimes |
Stepping on a tile covered by this black goo will propel the unit into a random adjacent hex. |
|
Boom Shrooms |
They explode the second any unit steps on that hex, causing damage to all adjacent tiles. |
|
Fire |
Lingering damage hazard, burns whoever steps on it. |
|
Lava |
Hexes with Lava on them will cause 3-5 Damage to characters who begin their turns on them. |
- Ogre: Moves 3 hexes and Stabs heroes with a single line attack. Squishy, but annoying in large numbers. Don’t let them pile up. It gains Strength when an adjacent monster receives damage.
- Archer: Moves 2 hexes and attacks heroes from a long range using a bow, causing 3 damage. It gains Shield when an adjacent monster receives damage.
The Champion (Boss) has the following abilities:
Bombs Away: Moves 3 hexes, deals 3 damage (+1 extra damage per Ogre in his team) in an AoE circular hex pattern (7 Tiles). Creates 3 Boom Shrooms and or Slimes on available hexes.
Rally Up!: Attack for 3 damage in a 3 hex range (+1 extra damage per Ogre in his team), Leaps 4 hexes, Grants 2 Strength to every adjacent Monster.
Galvanize – Special: Jumps to each side of the arena, creating an Ogre (left), then an Archer (right). After that, it jumps in the middle (center) of the arena, pushing all Heroes away from itself.
Passive: Absolute Muscle – Gains damage resistance throughout the first phase. Breaks when reaching 0 Hp, then Heals for 14 Damage.
Make sure to equip the Arcanist with Golden Honeycomb and Volcanic Shell as trinkets. The honeycomb will grant enhanced survivability, and the Volcanic Shell, an extra 7 hex AoE attack.
This fight is pretty straightforward. Players must divide the party in two groups, making sure to focus on the Boss and its minions separately.
Use AoE Skill Cards from the Arcanist or Pyromancer to deal with groups of enemies, and focus on dealing lots of damage by making the Vanguard use Preparation, then Smash.
Dealing with a fully empowered Champion with lots of minions can be extremely dangerous, so focus on making sure the passive abilities from its Skill Cards are as low as possible.
For this, players should use every resource in their arsenal, targeting bundles of enemies with AoE attacks and the Volcanic Shell.
Use the Pyromancer’s abilities to fill all hexes with Fire, to ensure the Champion and his minions take damage as they move across the board.
When the Arena Champion hits 0 HP, he will lose Absolute Muscle, recover 14 HP and phase 2 will begin.
Now it will be time to finish it up using whatever means are at your reach. Once he falls, your party will be crowned Arena Champions.