Rumbol Game Guide

Rumbol is a physics fighting game for your browser. Pick a fighter, choose which way it launches, and watch the balls collide, bounce and battle it out on their own, like the ball-fight videos you've seen on TikTok, except you choose the fighters. This guide covers how to play, the game modes, ranked play, and all 30 fighters and 6 arenas.

How to play

  1. Pick your fighters. Each fighter is a ball with its own weapon or power, from spinning swords and bows to boomerangs, drones and tornadoes.
  2. Pick an arena. Each one changes the fight: bumpers, pillars, lava, black holes.
  3. Aim. Drag on the arena to set the direction your ball launches in. That's your only input, so it matters: a good angle reaches the enemy first, or builds speed off the walls.
  4. Fight! Physics decides the rest. Every fighter gets stronger as it lands hits, and the walls close in over time, so every fight ends.
  5. Watch the replay. The final knockout plays back in slow motion, and you can watch it again from the results.

Game modes

How an online match works

Ranked and seasons

Your first 5 ranked matches are placements; after that you're shown a tier based on your rating. Ranked seasons last 6 weeks, and 1v1 and 2v2 each have their own ladder.

TierRatingSeason reward
Bronze-Infinity+100 coins
Silver1300+200 coins
Gold1450+350 coins
Platinum1600+500 coins
Diamond1750+800 coins
Master1900+1200 coins
Champion2050+1500 coins

The season reward is for the highest tier you reached during the season, so a late loss streak never costs you your reward. A new season moves every rating partway back toward the middle.

Coins, gems and capsules

Full odds are shown in the game on each banner's "Odds & rules" panel.

All 30 fighters

Every fighter is tested in thousands of simulated fights and tuned so it wins roughly half of all its fights. Some matchups favour one side, but no fighter is strong against everyone, and the starters are just as strong overall as the fighters you unlock. Each one grows stronger with every hit it lands.

Starter fighters

Every player has these 10 from the start.

Sword

Spinning-blade duelist · Melee · 110 HP

A long orbiting sword that knocks enemies back. Blades that meet clash and reverse spin.

Grows: +3 damage per hit

Dagger

Twin blades, ever faster · Melee · 100 HP

Two short daggers. Faster spin means more hits, and every hit spins them faster.

Grows: +spin speed & +0.5 damage per hit

Spike

Armored pincushion · Melee · 120 HP

Spikes hurt anything that gets close. Short reach, heavy armor.

Grows: +2 damage & longer spikes per hit

Bow

Heavy arrows, volley on cooldown · Ranged · 90 HP

Shoots a heavy arrow about every second. Every 6s it looses a fanned volley of light arrows. Blades knock arrows down; shields reflect them.

Grows: +1 volley arrow & +arrow damage per hit

Bomb

Lobs growing explosives · Ranged · 100 HP

Throws bouncing bombs that blow up on a fuse or on contact. Blades can bat them away.

Grows: +1 damage & bigger blast per hit

Vampire

Latches on and drains · Melee · 105 HP

Bites on contact and latches on, draining the enemy 3 times and healing each time. Big knocks, stuns, hooks and shields shake it off.

Grows: +1.5 bite & +0.5 drain per bite

Hammer

Slow, heavy, stunning · Melee · 120 HP

A heavy hammer. Smashes through blade clashes, knocks back and stuns (longer every hit).

Grows: +3 damage & a longer stun per hit

Shield

Turns defense into offense · Melee · 105 HP

A spinning shield that blocks hits on its face, stops blades and reflects arrows; blocked stuns, chills, freezes and poison bounce back. Every 7s it turns to the enemy and charges: a Shield Bash that knocks them far. The shield gets wider with every block and bash.

Grows: +bash damage & a wider shield per bash or block

Zapper

Static that builds to thunder · Ranged · 95 HP

Charges up, then zaps the enemy with lightning if in range. Briefly stuns. Every zap leaves a static charge; the third calls down a thunderbolt: a heavy, unblockable hit with a long stun.

Grows: +1 damage & more range per hit

Titan

Grows with every slam · Melee · 130 HP

No weapon, just mass. Slams on contact and grows bigger, heavier and slower.

Grows: +2 damage & +size per hit

Second Wave

Arena Legends. Unlocked from the Second Wave capsules, or bought directly.

Boots

Speed is damage · Melee · 105 HP

Winged boots. Kicks on contact for damage based on its current speed going into the kick: faster after bounces and bumpers, weaker when slowed.

Grows: +speed per hit (faster = harder kicks)

Hook

Get over here! · Ranged · 105 HP

Throws a chain hook where the enemy is heading, swings them round and flings them. Hitting a wall or pillar while swung or flung hurts.

Grows: +1 hook, +2 wall slam & more range per hit

Fire Ring

A ring that keeps on growing · Melee · 100 HP

A ring of fire that flicks on and off and burns anything inside it while lit. Every burn makes the ring wider.

Grows: +4 ring size (up to triple) & +burn damage per hit

Gun

Ricochet rounds, then more barrels · Ranged · 95 HP

Fires bullets that can ricochet once off walls. Blades knock bullets down; shields reflect them. Starts slow but keeps firing faster, then fires 2 and 3 bullets at once.

Grows: +fire rate per hit, +1 bullet per shot every 14 hits (max 3)

Apple

An apple a day… · Ranged · 105 HP

Drops apples. The enemy touching one takes damage; picking one up yourself heals. Golden apples do double.

Grows: +1 apple damage per hit

Poison

Every hit keeps hurting · Ranged · 100 HP

Spits poison globs and poisons on touch. Poison stacks and ignores armor and shields.

Grows: +poison strength per hit

Fire Trail

Leaves the floor burning · Melee · 100 HP

Leaves a trail of fire behind it. The enemy takes burn damage crossing it.

Grows: +burn damage & longer trail per hit

Reverse

Your damage, returned · Counter · 90 HP

The next hit it takes is fully reversed back onto the attacker, status effects included (it also flips its own poison, chill and stun onto them). Then a cooldown: 5s at first, 0.2s shorter every reverse (down to 3.8s). Bashes on contact.

Grows: +1 bash & a faster recharge per reverse

Frost

Chill, then freeze solid · Ranged · 100 HP

Holds a frost nova until the enemy is close, then blasts it: damage + a heavy slow. A nova that hits an enemy who is still chilled freezes them solid in a block of ice: no moving or attacking until it shatters.

Grows: +1 damage & bigger nova per hit

Berserker

Angrier when hurt · Melee · 115 HP

A double axe. Damage and spin speed rise the lower its HP gets (rage).

Grows: +2 damage per hit, up to 2.2× from rage

Wild Frontier

Beasts & the outback. Unlocked from the Wild Frontier capsules, or bought directly.

Snake

Longer with every bite · Melee · 130 HP

Bites on contact and drags a solid body behind it that hurts whatever touches it. Every hit grows a new section; heavy hits knock the tail off.

Grows: +1 body section per hit (max 12)

Mitosis

Hit it and there are two · Melee · 158 HP

Engulfs on contact. Every hit splits it into two cells that share its HP (half each), up to 3 cells. Smaller cells are faster but hit softer.

Grows: +1 engulf damage per hit

Australian

It always comes back · Ranged · 100 HP

Throws a fast, curving boomerang that hits on the way out and again on the way back, then catches it and throws again. Every hit makes the boomerang bigger.

Grows: +1 damage & a bigger boomerang per hit

Tornado

Everything gets sucked in · Melee · 110 HP

A whirlwind full of flying debris: rocks, planks and bricks orbit inside it and hit any enemy that gets close. It drags enemies in, bends their shots, and flings out whatever touches the eye. Blades and shields knock debris away.

Grows: +1 piece of debris per hit (max 7), then harder debris

Turtle

Slow and steady, then spinning · Melee · 110 HP

Plods along biting, then pulls into its shell: takes 60% less damage and spins off the way it was heading (no aiming), smashing into whatever it hits.

Grows: +2 shell smash & +0.5 bite per hit

Neon Future

Synthwave sci-fi. Unlocked from the Neon Future capsules, or bought directly.

Rocket

Lock on, blast off · Melee · 105 HP

Parks to lock on to the enemy, then blasts off in a straight line for a heavy hit (no steering once it launches). Crashing into a wall hurts it and stuns it. Cools down between launches.

Grows: +3 impact damage & faster lock-on per hit

Portal

Hit and vanish · Melee · 100 HP

Every contact hit teleports it to the safest spot in the arena, far from every enemy, then it heads straight back in.

Grows: +1.8 hit damage per hit

Chakram

Bounce, bounce, bounce · Ranged · 95 HP

Throws bladed discs that keep bouncing around the arena for up to 7 seconds (8 bounces) off walls, pillars and balls, cutting whatever they pass. Three in the air at once.

Grows: +disc damage per hit

Single Target

Three drones, one target · Ranged · 95 HP

Three small drones pick one enemy and fly straight at it for light hits, bouncing off after each. Blades and shields swat drones (they rebuild).

Grows: +0.15 drone damage per hit

Laser

A laser grid that keeps growing · Ranged · 90 HP

Charges up while tracking the enemy, then fires a beam that bounces off walls and stays lit for a moment as a laser grid: anything touching it gets hit. Every 2 hits it bounces once more (up to 6). Shields block it.

Grows: +1 bounce every 2 hits, +beam damage & faster charge per hit

Arenas

In every arena the walls start closing in after a while, so stalling never wins.

Tips

Questions

Is Rumbol free?

Yes. Everything can be earned by playing. Gems are optional.

Do I need to sign up?

No. Your first visit creates a guest account automatically. Add a username and password, or link Google, from your profile if you want to play on another device.

How do I play with a friend?

Go to Online, create a room, and send your friend the room code or link.

Something's wrong. Who do I contact?

Email myces.software@gmail.com with your player ID (the # code on your profile).