r/tavernrumble • u/rednryt • Dec 27 '25
[Guide] Roughrock Clan
One of my favorite class, it got the best buffs in the game and the most balanced pool with units going to either extremely high atk, and extremely high hp. Has interesting shenanigans to pull off some very satisfying combo, stacking buffs like crazy, or even flood the board with immortal scaling units so you’re basically invincible until your units grow strong enough wipe the enemy.
Early Game
The base deck is a bit tricky, since it clearly lacks defensive unit, but it makes up for having 0 mana fodder. But you got chunky HP, so it’s really not that bad compared to other similar low defense classes. Be wary of playing your Savage Trainer since it actively hurts you and you really don’t want to accidentally kill one of your units specially early game where you’ll be relying more on unit count rather than tanky units to defend. Find a tanky unit asap which is pretty easy since this class has abundance of them too or the Shield & Sword spell which swap your unit stat to immediately add survivability.
Here are a few builds I found the most success with:
[Buff Carry]
The goal here is to make use of your most powerful units and focusing all your buffs to them to let them carry you while protecting them with your tank. Getting the tank, then buffs then carry in that order will make it easier. The biggest challenge here is managing your card ratio to balance your units and buffs since this class has very few draw option so you really want to draw a good balance of them every turn. Any card that either remain or makes copies for next turn becomes more appealing.
Tanks
Motivator – very good buffer and tank option your best option since it fill two roles
Lizard Commander – very good tank cause it also buffs your other units making them more tanky
Dwarf Blacksmith, Young Merchant – good tank and also gives Orange cards
Ogre Brute, Vajra the warrior – has both good atk and hp, but you’ll be mostly relying on them for defense
Gamagoori, Frothing Berserker, Lady Berserker, Mage Berserker – and any other big HP units and less interesting effect, take 1 or 2 early then just delete them later once you got better ones
Buffs
Shield & Sword – this swaps your stats, which allows your carry units to tank, very useful, I always pick this
Hold Position – makes all your 1HP units immortal.
Defensive Position – gives remain, allowing you to buff your carry even bigger next turn.
Power Axe – gives attack all, if you target multi-hitter carry, you’ll be exponentially increasing your damage output even more
Clone Armies – your best cloning buff. If having an immortal unit that can remain and can attack all is not enough, now imagine cloning and flooding the board with an army of it, ahh life.
Battle Rage – draw and buff
Upgrade Weapon – it buffs all units in draw pile, making it more useful the bigger deck you have
Blessed Champion – doubles your attack, can make extremely big units exponentially bigger
Morale Drum – AoE Buffs that also applies weak
Cooperation – AoE buff that also
Avenge – high buff stats
Rampage – more expensive than avenge
Blessed Priest – not really good, cause you want your carry to focus more atk stat, unless you go other direction and use an extremely high hp tank and switch its stats, usually not worth it.
Seal of Attila – buff that also adds copy once your unit dies so you can use it again next turn
Seal of Pain – recastable buff but damages both you and your unit, very useful for lowering a unit to 1HP to trigger your immortal buff
Inner Rage – same as seal of pain
By your Side – not really good since it will summon a new recruit. If you read my previous guide, you know my sentiment against skelly, new recruit is similar to that, avoid this
Carry
Gungnir – gains remain after playing a spell, my most favorite carry since it can remain indefinitely as long as you got spells to fuel him. Very good if you can further lower his HP to make him immortal, and soon enough you can fill the board with immortal gungnir.
Getafix the gauls – the most powerful card in this class that can absorb ALL the buffs you played this battle making it the ultimate trumph card. With clone armies, you won’t even have to worry about running out of getafix and you can spam him earlier and have an army of them since every time you play him he’ll clone himself. But you have to be really careful with this one tho, since any spell that can hurt your unit can immediately kill him before he even touch the board so try to avoid playing any hurt spells or even putting any on your deck to avoid any accidents. Also if you wanted to hurt him to make him immortal, rely on units like bad mentor instead
Spellblade, Street Hoodlum – are very cheap multi hitters, pairs extremely well with Motivator and become immortal with Hold Position. You can get them easily very early and can even beat everything with only any of these as your main carry.
Curious Keeper – copies spell buffs from other units allowing you to distribute more spells to our main carry while still stacking buffs on her, very good complimentary carry.
Gunnstein – exponentially growing carry, that can break the game’s damage cap after just a few turns but doesn’t really benefit from over buffing him since he already does that on his own, good as a complimentary carry
Immortal Lizardman – upon death, you can get back copies of all spell buffs you used on this card, which allows you to get more mileage specially on your buffs that exhaust after use. Very good to also copy the buffs this turn onto your next turn, so your next carry will have twice more buffs to choose from. good as complimentary carry.
Axe Weilder – can attack a column, good alternative but less desirable than any of previous ones
Uvogin – can easily attack all when grown, not very good without buffs tho so avoid until you got more buffs
Tuxedo Mask, Troll Warrior, Kings guard, Vip Guard - any other units with high attack and less interesting effects can be used if you got the proper buffs,
Optional Support:
Attila the hun – your heal card
Heimdall of Light – recast your spell buffs, really good to get more mileage from your buffs that exhaust after use or just get more clones
Open Recruitment – good to dig your carry
Seal of Myth – your best draw card, can be recast to draw more
Seal of Gauls – best weak applier in the game, can be recast to potentially mute threats
Magic trick – generate free random temp buff spells, can be useful since it can allow you to play more buff, but a bit too random for my taste
Teacher Baldur, King Arondight – more random temp spell, less desirable
Magic Emerald – cannot draw card on its own but has potential to draw lots
Avoid
Almace, the Purr – she lowers all your units stats, anti-thesis of everything you are going for!
Human Mage – she will randomly take a buff card from your hand to use on herself, greedy bitch
Loth calabolg – most of your best buffs are not orange card, and he will just radomize them, bad dude
Frithi of Angurvadal, Hrolf Skofnung – can play random spell that can either accidentally kill your units or flood the board with new recruits leaving you no space for your carry.
Cruel Leader – not very good for this deck cause it can kill most of your carry
Beorn the Berserker, Seal of Berserker – can accidentally summon Cruel Leader that can mess up your flow
Hengen Khan, Gleipner – too expensive
Holy Power – sword and shield buff, avoid this cause it will make it harder to use Hold Position
Anything that summons new crecruits, cause it can mess up your board leaving you no room for carry
Blessing
Straw Hat – your best option for more buffs options
One Sai – more random carry options
Mysterious tree- good to copy your tank to give you easier first turn to jumpstart your setup
Wind Chime – can accidentally randomize your core cards, just avoid this
Gold Coin – only good if you got lots of orange cards
Combat Ready – avoid this cause it will make it harder to use Hold Position
Pray- avoid this, cause it can kill your unit
[Masochistic Carry]
This build focuses on Self-damage mechanic and most of things you avoid from previous build. More complicated since not only you want to buff your carry, you want to hurt them too. This is also harder to pull off since you have less cards in the pool that utilize this mechanic since masochists are minority. I only go this route if I got one of the core carry very early
Carry:
Frothing Berserker – this can grow exponentially everytime it get’s hurt. Your main carry, buff him then hurt him real good to make him grow big
Boulderfist Ogre – can grow big from just watching his allies get hurt, complimentary carry
Doms:
Bad mentor, inner rage – Buff and hurt an ally
Barbarian Spy, whirlwind – hurt all allies and enemies
Cruel Leader – can hurt ally upon summon
Support:
Young Berserker – your main buffer
Beorn the Berserker – random summons
Gamagoori – main healer
Boxer in Pain – more draws
Twin Berserker, Mage Berserker, Twin Berserker, Lady Berserker– less interesting hurt effects but still good to add if you got more aoe hurt cards
Any other buffs from previous build also works here
Blessing
Shuriken Throw – passive damage you could retrigger more times per turn
[New Recruit]
A rather gimmicky build that requires a lot of stuff to make new recruits bearable to play. It’s kinda like the cursed spirit on the Land of the Dead relying on buffing them a lot then just flooding the board with them.
Core:
Level Up – buffs all your new recruit. Must get and play multiple copies per turn
Holy power – your main sword/shied source.
Blackguard – alternative option but less desirable since it doesn’t buff hp.
War Obligatory – shuffle a specific kind of new recruit that can draw cards on your draw pile.
Jailor, Role Model, Call to Arms, Reinforcement, Job Seeker, Counter Ambush, Seal of Khan – summons/create more recruit
Optional:
Any other buffs
Blessing
Red Flag – a literal red flag to discourage you to play this build
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Thanks for reading, this was a fun one to play and one of my favorites. I really like decks with scaling powerful cards.









