This is a new game mode added to Global with 10.0.0 version on September 24th. (Previous game modes were the Story mode, Extra Isle, the Treasure Map, and the Kizuna Clash).
Short version[]
The Pirate Rumble is the most unique mode introduced in the game so far, and the closest the game gets to a real PvP. It allows you to make a team of up to 8 characters that you can match against a similar team of another player, three times a day (or more if you gem). The matches are done on 'auto' and you have no manual control over what will happen. Further, the game mechanics are seriously revamped - only base stats (attack, HP, RSV) carry over, there are no captains or captain abilities, all units have new rumble-only specials and 'sailor abilities' aka 'rumble abilities', which means you pretty much need to figure out how to build totally new teams. Rewards for winning include Rumble Tickets and items (flags) that give Rumble EXP that is the only way to level up your Rumble specials and abilities.
Key points:
- the autogenerated teams are weak, as they are based on stats and ignore synergies from rumble abilities and specials. Make your own teams ASAP. For attack, use the strongest teams you have, for defense, there is an argument for using mediocre teams so people attack you hoping to win and occasionally lose since if you have an OP defense team nobody will attack you except a rare random n00b. For more, see the team building section below.
- play three free matches every day, they are free, and even loosing generates some rewards from Chopperman Missions. Of course, winning is better
- clear the single matches against AI ASAP to get some idea of how the game looks like, doing so also unlocks facilities at the Gather Island. This is easy (well, if you fail against an AI with an authogenerated team than your units really suck... level them up and read the guides!).
FAQ[]
Q: How to get to the Championship bracket?
A: You need to rank under 5000 in either Block A, B or C when the block ends. When you are under 5000 during the block, the game tells you you're qualified, but you need to maintain under 5000 until the block ends. Those who got under 5000 in at least one of the 3 blocks get to the championship, the others get to the exhibition.
Gritty details[]
Team building:
- check the AsianGuy video below for overview of good (and bad) teams and units
- stats are based on normal unit stats, so make sure your units are max level (99), doh. +300+ CC on your best units won't hurt, either.
- There is a new stat called Speed. The higher it is, the faster your units are (I think). As of now, there is no way to level up or boost that stat through Rumble EXP, but it can be boosted in battle through some rumble specials and abilities.
- target priority and behavior pattern are mostly irrelevant, and resistance is also not very helpful. What makes or breaks the units are their rumble specials and abilities (and only those two elements can be leveled up).
- look for synergies based around types and classes. For example, one of the strongest early meta team is a slasher team, with units whose most abilities and specials boost other slashers.
- Dual units have no type, and only have the two classes of their dual form
- specials can, but don't always deal damage. The more damage, the better, hp cuts are good, fixed damage helps against high DEF enemies. They also have some ranges and shapes - best specials will hit all enemies, weaker ones will hit fewer.
- CT refers to the cooldown time, i.e. speed. Matches last about 90 seconds, so a special with CT 30 can be used ~2 times (since it needs to charge for 30s, then can be used, the needs to be recharged, but units won't use specials ASAP, they'll only use them on their 'turns', so you'll be wasting some time with units who have fully charged special but are not ready to act yet). Low CD and high speed is of course better.
- Crits are a new mechanic that gives 1.5x increase in regular (not special) attacks and is seen as roughly as good as ATK up boost. It is RNG based, so it triggers only sometimes.
- Guard is another new mechanic, the counterpart to crit, roughly seems to be an RNG chance to trigger a 50% decrease in damage.
- Knockback is another new mechanic. I haven't figured it out yet (please comment), it seems to briefly remove a unit from the battlefield, not sure how it affects speed/etc.
- HP up means increasing MAX HP and is not bad at all, since overall units can tank quite a few hits. ATK up increases the damage and is not bad but likewise, DEF up which reduces incoming damage is about as good. You can read much more details about those effects at this reddit guide.
- Healing is by no means bad, but RCV UP still sucks.
Main takeaway: make sure to synergize your units as much as possible.
Rankings and rewards:
- do the three daily battles for Chopperman Rewards!
- you need 100 matches and 50 wins over the course of 1 season (1 month of 3 preliminaries + finals) to clear the shop. About 20 or so battles and wins should give you materials to get the special unit and its LB materials.
- check rewards for details (placing high in Exhibition and Championship will give some gems and legend pulls), Challenge Top 5000k players that can clear the Challenge matches will go to the Championship with better rewards, others will go to Exhibition which is not terrible but does give fewer rewards. Your highest rank will also determine the max level of the resource facilities at Gather Island. Basically, try to get to the Championship at least once since even the lowest Championship rank > Highest Exhibition rank.
Other guides: