Charge

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For the card of the same name, see Charge (card)

Charge is an ability allowing a minion to attack the same turn it is summoned.

Charge is available to all classes, but is most strongly associated with the warrior and hunter classes. Warrior cards involving Charge include Charge, Kor'Kron Elite and Grommash Hellscream. Hunters have access to powerful Charge cards such as Huffer, Unleash the Hounds, Tundra Rhino and King Krush.

Notes[edit | edit source]

  • Minions with Charge will not suffer the exhausted effect when first put into play. While usually played directly from the hand, this also applies when the minion is brought into play through means, such as a Summon effect or Faceless Manipulator's Transform effect.
    • The Charge ability effectively suppresses a newly-summoned minion's exhaustion, but does not remove it. If Charge is removed from a newly-summoned minion through a Silence, the minion will become exhausted.[1]
  • If a friendly minion can only attack because it has temporary Charge from Tundra Rhino, the Tundra Rhino does not have to survive until the actual combat happens (for example, if it dies to Explosive Trap, the combat will not be cancelled).[2]

Strategy[edit | edit source]

  • Charge is a very useful ability for dealing instant damage, and often features as part of a deck's burst damage potential. Cards like Doomguard can be held until the opportunity arise to quickly defeat the opponent using the cards left in the hand.
  • Charge can be granted through cards like Tundra Rhino, allowing minions which do not usually possess the ability to make use of it. This can be key in making powerful plays with vulnerable or precious minions such as Raging Worgen, or simply a flurry of regular minions. Unleash the Hounds is a strong example of the power of a sudden group of minions, heavily dependent on Charge.
  • Charge minions frequently feature decent Attack but relatively low Health. This ensures that they will be defeated upon attacking most targets, and otherwise can be easily dispatched by the opponent, serving to balance their ability to immediately attack with a low likelihood of surviving into the next round.

Cards with Charge[edit | edit source]

This section lists all cards which possess or provide a source of Charge.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Charge Free Spell Warrior 1 Give a friendly minion Charge. It can't attack heroes this turn. "Guys! Guys! Slow down!" - some kind of non-warrior minion
Reckless Rocketeer Free Minion General Any 6 5 2 Charge One Insane Rocketeer. One Rocket full of Explosives. Infinite Fun.
Stonetusk Boar Free Minion Beast Any 1 1 1 Charge This card is boaring.
Wolfrider Free Minion General Any 3 3 1 Charge Orcish raiders ride wolves because they are well adapted to harsh environments, and because they are soft and cuddly.
Argent Horserider Common Minion General Any 3 2 1 Charge
Divine Shield His horse's name is Betsy.
Bluegill Warrior Common Minion Murloc Any 2 2 1 Charge He just wants a hug. A sloppy... slimy... hug.
Druid of the Claw Common Minion General Druid 5 4 4 Choose One - Charge; or +2 Health and TauntCat or Bear? Cat or Bear?! I just cannot CHOOSE!
Druid of the Saber Common Minion General Druid 2 2 1 Choose One - Transform to gain Charge; or +1/+1 and StealthThat's saberTEETH, not like curved pirate blades. That's a different kind of druid. Druid of the Curved Pirate Blades.
Kor'kron Elite Common Minion General Warrior 4 4 3 Charge The Kor'kron are the elite forces of Garrosh Hellscream. Let's just say you don't want to run into these guys while wearing a blue tabard.
Potion of Madness Common Spell Priest 1 Gain control of an enemy minion with 2 or less Attack until the end of the turn. You'd be insane NOT to drink it!
Southsea Deckhand Common Minion Pirate Any 1 2 1 Has Charge while you have a weapon equipped. Pirates are into this new fad called "Planking".
Stormwind Knight Common Minion General Any 4 2 5 Charge They're still embarrassed about "The Deathwing Incident".
Tanaris Hogchopper Common Minion General Any 4 4 4 Battlecry: If your opponent's hand is empty, gain ChargeThe Hogchoppers are well-known throughout Kalimdor for being a real, actual group.
Tundra Rhino Common Minion Beast Hunter 5 2 5 Your Beasts have ChargeTundra rhinos are often mistaken for kodos. Or am I mistaken?
Unleash the Hounds Common Spell Hunter 3 For each enemy minion, summon a 1/1 Hound with ChargeYou must read the name of this card out loud each time you play it.
Alexstrasza's Champion Rare Minion General Warrior 2 2 3 Battlecry: If you're holding a Dragon, gain +1 Attack and Charge"Put more spikes on her. No, more spikes. What part of 'more spikes' do you not understand? MORE SPIKES!" - Alexstrasza
Argent Commander Rare Minion General Any 6 4 2 Charge
Divine Shield The Argent Dawn stands vigilant against the Scourge, as well as people who cut in line at coffee shops.
Armored Warhorse Rare Minion Beast Any 4 5 3 Battlecry: Reveal a minion in each deck. If yours costs more, gain ChargeYep. It's a horse... wearing armor... going to war.
Doomguard Rare Minion Demon Warlock 5 5 7 Charge. Battlecry: Discard two random cards. Summoning a doomguard is risky. Someone is going to die.
Polymorph: Boar Rare Spell Mage 3 Transform a minion into a 4/2 Boar with ChargeIt's always Huffer.
Shadow Madness Rare Spell Priest 4 Gain control of an enemy minion with 3 or less Attack until end of turn. You can rationalize it all you want, it's still a mean thing to do.
Spiked Hogrider Rare Minion General Any 5 5 5 Battlecry: If an enemy minion has Taunt, gain ChargeDid you know the Hogchoppers compete every year at the Mirage Raceway? They do. It's a real group.
Leatherclad Hogleader Epic Minion General Any 6 6 6 Battlecry: If your opponent has 6 or more cards in hand, gain ChargeThe Hogchoppers, the terrors of Tanaris, can always be found at one tavern or another in Gadgetzan, refueling for totally real and legit adventures that they go on.
Al'Akir the Windlord Legendary Minion General Shaman 8 3 5 Windfury, Charge, Divine Shield, Taunt He is the weakest of the four Elemental Lords. And the other three don't let him forget it.
Grommash Hellscream Legendary Minion General Warrior 8 4 9 Charge
Enrage: +6 Attack Grommash drank the tainted blood of Mannoroth, dooming the orcs to green skin and red eyes! Maybe not his best decision.
Icehowl Legendary Minion General Any 9 10 10 Charge
Can't attack heroes. This massive yeti just closes his eyes and charges at the nearest target. The nearest Target is a couple blocks away and has sick deals on skateboards.
King Krush Legendary Minion Beast Hunter 9 8 8 Charge The best defense against King Krush is to have someone you don’t like standing in front of you.
Leeroy Jenkins Legendary Minion General Any 5 6 2 Charge. Battlecry: Summon two 1/1 Whelps for your opponent. At least he has Angry Chicken.
Patches the Pirate Legendary Minion Pirate Any 1 1 1 Charge. After you play a Pirate, summon this minion from your deck. What do sailors yell when Patches steals their treasure chest full of laws and other things being transported to parliament for a vote? "The Eyes have it!"
Skycap'n Kragg Legendary Minion Pirate Any 7 4 6 Charrrrrge
Costs (1) less for each friendly Pirate. What's more boss than riding a parrot with a jawbone for a shoulderpad while wielding a giant hook-lance-thing and wearing a pirate hat? NOTHING.
Showing all 30 cards
Charge(646).png
Reckless Rocketeer(560).png
Stonetusk Boar(76).png
Wolfrider(174).png
Argent Horserider(22301).png
Bluegill Warrior(289).png
Druid of the Claw(587).png
Druid of the Saber(22307).png
Kor'kron Elite(130).png
Potion of Madness(49630).png
Southsea Deckhand(103).png
Stormwind Knight(603).png
Tanaris Hogchopper(49688).png
Tundra Rhino(162).png
Unleash the Hounds(317).png
Alexstrasza's Champion(22333).png
Argent Commander(463).png
Armored Warhorse(22312).png
Doomguard(507).png
Polymorph- Boar(22396).png
Shadow Madness(442).png
Spiked Hogrider(49687).png
Leatherclad Hogleader(49686).png
Al'Akir the Windlord(335).png
Grommash Hellscream(643).png
Icehowl(22338).png
King Krush(194).png
Leeroy Jenkins(674).png
Patches the Pirate(49624).png
Skycap'n Kragg(22260).png


Uncollectible[edit | edit source]

The following minions are generated by other cards or effects, and are uncollectible.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Boar None Minion Beast Mage 3 4 2 Charge 
Druid of the Claw Common Minion Beast Druid 5 4 4 Charge 
Druid of the Claw Common Minion Beast Druid 5 4 6 Charge, Taunt 
Hound Common Minion Beast Hunter 1 1 1 Charge 
Huffer Common Minion Beast Hunter 3 4 2 Charge 
Sabertooth Lion Common Minion Beast Druid 2 2 1 Charge 
Tiger Form Common Minion Beast Druid 2 3 2 Charge, Stealth 
Showing all 7 cards
Boar(22420).png
Druid of the Claw(408).png
Druid of the Claw(35256).png
Hound(290).png
Huffer(369).png
Sabertooth Lion(22445).png
Tiger Form(35366).png


Wild format

Click to view Wild format cards
Wild icon.png  This section contains information exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Gnomeregan Infantry Common Minion General Any 3 1 4 Charge

Taunt The gnomes are valiant and ready to return to their irradiated, poorly ventilated homeland!

Old Murk-Eye Legendary Minion Murloc Any 4 2 4 Charge. Has +1 Attack for each other Murloc on the battlefield. He's a legend among murlocs. "Mrghllghghllghg!", they say.
V-07-TR-0N Legendary Minion Mech Any 8 4 8 Charge

Mega-Windfury (Can attack four times a turn.) 

Showing all 3 cards
Gnomeregan Infantry(12286).png
Old Murk-Eye(217).png
V-07-TR-0N(12362).png

Related cards[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Warsong Commander Free Minion General Warrior 3 2 3 Your Charge minions have +1 Attack. The Warsong clan is such drama. It's really not worth it to become a commander.
Showing the only card
Warsong Commander(193).png


Design[edit | edit source]

Charge is historically one of if not the most problematic abilities in Hearthstone. This is due to the potential for Charge minions to be combined with Attack-increasing buffs and copy effects, producing excessively powerful burst combos, in the worst cases resulting in one turn kills.[3] This lack of interactivity makes Charge a concern for the developers, who have consequently become increasingly reluctant to print new minions with unqualified Charge, as well as nerfing numerous cards critical to Charge-based combos.

Designer Max McCall clarifies that the ability itself can be positive, such as for allowing players to catch up when behind on the board, helping to counter the strength of consistently developing the board.[3] However, when a Charge card is cheap enough to combo with other effects, or it is otherwise viable to achieve a one turn kill using it, the ability "becomes a problem".[3] One solution to this could be to restrict the availability of buffs and other key combo pieces, but these types of effect offer a larger design space, with the result that restricting them would detract from the game far more significantly than simply restricting the availability of Charge.[3]

More recently the designers have experimented with conditional Charge effects, and are considering adding more expensive Charge minions in the future, as they "figure out what's safe".[3]

References[edit | edit source]

  1. When BM goes wrong ft. Forsen (2). (2014-10-23). 
  2. https://www.youtube.com/watch?v=JVCX1zt0E4E Tested in Patch 3.1.0.10357 (Mech War Tavern Brawl patch)
  3. 3.0 3.1 3.2 3.3 3.4 Max McCall Talks About Charge and Taunt - Concerns, Experimentation, and Execution. (2017-02-13).