The other parlor + pillage puzzle is the rumble. Not only the puzzle itself, but also the interaction with the opponent is different to the swordfight.
How to team
Teaming in rumble is almost the same as teaming in swordfighting, but with a few key differences:
How to stall
Due to the size and shape of strikes, stalling is less effective in rumble than it is in a swordfight; try to cut diagonally across the board if you can, to drop an entire side at once. If you're close to death, take as much time as you can: if you die while strikes are queued up on you, those strikes don't go to your teammates, who then in turn have extra time to strike.
How to fight effectively
As with swordfight, the power in rumble comes from the combo strike. When you start a fight, team quickly and start building your combo. Hold the button or key down to charge a ball; when a charged ball lands against 2 or more balls of the same colour, you've started building your combo. Remember which group you made first! As soon as you have a ball of the same colour in either of your fists, stop using that fist and keep making more charged sets with the other fist, taking care not to block the first group.
Don't worry too much about efficiency - just make pairs where you can, and add a charged ball. When you've built about 15 charged groups, or if you get an attack warning - use the ball you've saved up to break the first group! This will make such a lovely strike that your opponent will get a zigzag that reaches all the way to the bottom of his screen. Congratulations! Just a little topup damage with easy breaks to make sure they can't clear, and you've killed them.
Clear some space, then do it again. You don't need even 15 groups, as the enemy will already have damage: 8 or so is enough.
If for whatever reason you can't break your first group, try to reach the groups you created earlier rather than the latest ones. When you break a charged ball, only the charged balls that were created after that ball get broken.
Key points
How to team
Teaming in rumble is almost the same as teaming in swordfighting, but with a few key differences:
- Teams of 4-5 are effective in rumbling! Bots don't stall as quickly
- Bots actually have real boards. Your hits are more effective - yay!
- Because of this, weapons are actually important against bots in rumble. Thankfully, fists are reasonable weapons, unless you're with a lot of people with the same skin colour. Avoid fish! They actively give the opponent live balls.
- You can click on a teammate to defend them. Use this to your advantage - if you know someone is a better rumbler than you are, you can defend them. This gives them the opportunity to combo freely, and you can clear everything you can see without it being a waste.
How to stall
Due to the size and shape of strikes, stalling is less effective in rumble than it is in a swordfight; try to cut diagonally across the board if you can, to drop an entire side at once. If you're close to death, take as much time as you can: if you die while strikes are queued up on you, those strikes don't go to your teammates, who then in turn have extra time to strike.
How to fight effectively
As with swordfight, the power in rumble comes from the combo strike. When you start a fight, team quickly and start building your combo. Hold the button or key down to charge a ball; when a charged ball lands against 2 or more balls of the same colour, you've started building your combo. Remember which group you made first! As soon as you have a ball of the same colour in either of your fists, stop using that fist and keep making more charged sets with the other fist, taking care not to block the first group.
Don't worry too much about efficiency - just make pairs where you can, and add a charged ball. When you've built about 15 charged groups, or if you get an attack warning - use the ball you've saved up to break the first group! This will make such a lovely strike that your opponent will get a zigzag that reaches all the way to the bottom of his screen. Congratulations! Just a little topup damage with easy breaks to make sure they can't clear, and you've killed them.
Clear some space, then do it again. You don't need even 15 groups, as the enemy will already have damage: 8 or so is enough.
If for whatever reason you can't break your first group, try to reach the groups you created earlier rather than the latest ones. When you break a charged ball, only the charged balls that were created after that ball get broken.
Key points
- Bigger teams (max 5)
- Defending skillful teammates (remember to target an enemy if you're going to fire a strike though)
- Charged balls!
- Combooooo
- Nice easy insta's!