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Druid

From Hearthstone: Heroes of Warcraft Wiki
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Malfurion Stormrage represents the Druid icon.png Druid class in Hearthstone: Heroes of Warcraft.

Malfurion Stormrage-f.png

Contents

[edit] Background

Main article: Druid

Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones. Druids can also direct this power to heal wounds and restore life to fallen allies. They are deeply in tune with the animal spirits of Azeroth. As master shapeshifters, druids can take on the forms of a variety of beasts, morphing into a bear, cat, storm crow, or sea lion with ease. This flexibility allows them to fill different roles during their adventures, tearing enemies to shreds one minute and surveying the battlefield from the sky the next. These keepers of the natural order are among the most versatile heroes in Azeroth, and they must be prepared to adjust to new challenges on a moment’s notice.[1]

[edit] Hero power

Name Cost Description
Shapeshift 2 Mana icon.png Hero Power\n +1 Attack this turn. +1 Armor.


Shapeshift is the druid hero power. The armor gained by Shapeshift stacks with other armor effects and is not lost at the end of your turn; however, the attack bonus is only available for the turn the hero power is used.

Shapeshift(185).png

[edit] Unique mechanics

Choose One is an ability which allows you to choose one of two options when playing a card. These cards are only available to the druid class.

[edit] Strategy and gameplay

The druid class offers an immensely versatile style of play; capitalizing on the Choose One mechanic given to the druid is essential to make the most of the druid's potential.

A druid is unafraid of taking the offensive himself; the hero power Shapeshift allows him to deal minimal damage, while also gaining Armor to make up for health loss. Claw, Bite and Savagery can take this aspect further.

Druids have powerful damage spells that excel at removal and burn tactics; Wrath, Swipe, Starfall and Starfire. The combination of these cards means continuous board control. Spell damage can make these even more potent, with Swipe being the premier example as both single-target and board-wide damages are increased.

Another thing druids are very good at is fast mana growth through Innervate and Wild Growth. Two Innervates in your initial draw allows you to play a 5 mana (if playing first) or 6 mana (if playing second) creature on your first turn. If your opponent doesn't have any cards to nullify heavy-hitters (such as Polymorph or Execute) or lots of low-cost Taunts, this can potentially allow you to shave off half or more of their health in the first few turns.

The druid's unique minions are primarily geared towards the mid and late game, and embody the class's theme of flexibility. Druid of the Claw and Ancient of War are both bulky Taunt defenders for their cost, and can be also used in an offensive manner. Ancient of Lore is a potent source of card draw, but can also be used to heal in dire situations. Finally, Cenarius can summon Treants to rally a comeback, or empower the druid's army with a devastating buff to finish the game.

Druids are often considered to be the class least affected by RNG, due to the versatility of their Choose One effects, helping the druid to change strategy mid-game.

[edit] Druid spells

See Spell.


Name Rarity Cost Description
Excess Mana {0None 0 Mana icon.png Draw a card. (You can only have 10 Mana in your tray.)
Claw {0Free 1 Mana icon.png Give your hero +2 Attack this turn and 2 Armor. The claw decides who will stay and who will go.
Healing Touch {0Free 3 Mana icon.png Restore #8 Health. 8 Health, no waiting.
Innervate {0Free 0 Mana icon.png Gain 2 Mana Crystals this turn only. Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.
Mark of the Wild {0Free 2 Mana icon.png Give a minion Taunt and +2/+2. (+2 Attack/+2 Health) Not to be confused with Jim of the Wild.
Wild Growth {0Free 2 Mana icon.png Gain an empty Mana Crystal. Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!
Mark of Nature {2Common 3 Mana icon.png Choose One - Give a minion +4 Attack; or +4 Health and Taunt. Druids call it the "Mark of Nature." Everyone else calls it "needing a bath."
Moonfire {2Common 0 Mana icon.png Deal 1 damage. "Cast Moonfire, and never stop." - How to Be a Druid, Chapter 5, Section 3
Naturalize {2Common 1 Mana icon.png Destroy a minion. Your opponent draws 2 cards. Another one bites the dust.
Poison Seeds {2Common 4 Mana icon.png Destroy all minions and summon 2/2 Treants to replace them. "Poisonseed Bagel" is the least popular bagel at McTiggin's Druidic Bagel Emporium.
Power of the Wild {2Common 2 Mana icon.png Choose One - Give your minions +1/+1; or Summon a 3/2 Panther. Never look a panther in the eye. Or is it 'Always look a panther in the eye'? Well, it's one of those.
Savage Roar {2Common 3 Mana icon.png Give your characters +2 Attack this turn. What do they roar? Nobody can quite tell, but it sounds like "Elephant Macho Breeze". It's probably not that, though.
Soul of the Forest {2Common 4 Mana icon.png Give your minions "Deathrattle: Summon a 2/2 Treant." "Reforestation" is suddenly a terrifying word.
Starfire {2Common 6 Mana icon.png Deal 5 damage. Draw a card. Balance is important to druids. This card is perfectly balanced.
Swipe {2Common 4 Mana icon.png Deal 4 damage to an enemy and 1 damage to all other enemies. When a bear rears back and extends his arms, he's about to Swipe! ... or hug.
Wrath {2Common 2 Mana icon.png Choose One - Deal 3 damage to a minion; or 1 damage and draw a card. The talk around the Ratchet Inn is that this card is too good and should be a Legendary.
Bite {3Rare 4 Mana icon.png Give your hero +4 Attack this turn and 4 Armor. Chew your food!
Nourish {3Rare 5 Mana icon.png Choose One - Gain 2 Mana Crystals; or Draw 3 cards. Druids take nourishment from many things: the power of nature, the songbird's chirp, a chocolate cake.
Savagery {3Rare 1 Mana icon.png Deal damage equal to your hero's Attack to a minion. It is true that some druids are savage, but others still enjoy a quiet moment and a spot of tea.
Starfall {3Rare 5 Mana icon.png Choose One - Deal 5 damage to a minion; or 2 damage to all enemy minions. Is the sky falling? Yes. Yes it is.
Force of Nature {4Epic 6 Mana icon.png Summon three 2/2 Treants with Charge that die at the end of the turn. "I think I'll just nap under these trees. Wait... AAAAAHHH!" - Blinkfizz, the Unfortunate Gnome


Claw(532).png Healing Touch(258).png Innervate(548).png Mark of the Wild(480).png Moonfire(619).png Savage Roar(329).png Starfire(667).png Swipe(620).png Wild Growth(282).png Mark of Nature(149).png Naturalize(154).png Power of the Wild(165).png Soul of the Forest(311).png Wrath(633).png Bite(266).png Nourish(120).png Savagery(148).png Starfall(464).png Force of Nature(237).png

[edit] Uncollectible

The following spells are generated by other druid spells or effects, and are uncollectible.

Excess Mana(520).png

[edit] Druid minions

All classes can also use neutral minions in their decks. See Minion.


Name Name / Desc Rarity Subtype Cost Atk HP Description
Treant Treant {0None 1 Mana icon.png 2 Attack icon.png 2 Health icon.png
Treant Treant {0None 1 Mana icon.png 2 Attack icon.png 2 Health icon.png
Treant Treant {0None 1 Mana icon.png 2 Attack icon.png 2 Health icon.png Taunt
Taunt
Druid of the Claw Druid of the Claw {2Common 5 Mana icon.png 4 Attack icon.png 4 Health icon.png Choose One - Charge; or +2 Health and Taunt. Cat or Bear? Cat or Bear?! I just cannot CHOOSE!
Choose One - Charge; or +2 Health and Taunt. Cat or Bear? Cat or Bear?! I just cannot CHOOSE!
Druid of the Claw Druid of the Claw {2Common 5 Mana icon.png 4 Attack icon.png 6 Health icon.png Taunt
Taunt
Druid of the Claw Druid of the Claw {2Common 5 Mana icon.png 4 Attack icon.png 4 Health icon.png Charge
Charge
Ironbark Protector Ironbark Protector {2Common 8 Mana icon.png 8 Attack icon.png 8 Health icon.png Taunt I dare you to attack Darnassus.
Taunt I dare you to attack Darnassus.
Panther Panther {2Common Beast 2 Mana icon.png 3 Attack icon.png 2 Health icon.png
Treant Treant {2Common 1 Mana icon.png 2 Attack icon.png 2 Health icon.png Charge. At the end of the turn, destroy this minion.
Charge. At the end of the turn, destroy this minion.
Keeper of the Grove Keeper of the Grove {3Rare 4 Mana icon.png 2 Attack icon.png 4 Health icon.png Choose One - Deal 2 damage; or Silence a minion. These guys just show up and start Keeping your Groves without even asking.
Choose One - Deal 2 damage; or Silence a minion. These guys just show up and start Keeping your Groves without even asking.
Ancient of Lore Ancient of Lore {4Epic 7 Mana icon.png 5 Attack icon.png 5 Health icon.png Choose One - Draw 2 cards; or Restore 5 Health. Go ahead, carve your initials in him.
Choose One - Draw 2 cards; or Restore 5 Health. Go ahead, carve your initials in him.
Ancient of War Ancient of War {4Epic 7 Mana icon.png 5 Attack icon.png 5 Health icon.png Choose One - +5 Attack; or +5 Health and Taunt. Young Night Elves love to play "Who can get the Ancient of War to Uproot?" You lose if you get crushed to death.
Choose One - +5 Attack; or +5 Health and Taunt. Young Night Elves love to play "Who can get the Ancient of War to Uproot?" You lose if you get crushed to death.
Cenarius Cenarius {5Legendary 9 Mana icon.png 5 Attack icon.png 8 Health icon.png Choose One - Give your other minions +2/+2; or Summon two 2/2 Treants with Taunt. Yes, he's a demigod. No, he doesn't need to wear a shirt.
Choose One - Give your other minions +2/+2; or Summon two 2/2 Treants with Taunt. Yes, he's a demigod. No, he doesn't need to wear a shirt.


Ironbark Protector(238).png Druid of the Claw(587).png Keeper of the Grove(459).png Ancient of Lore(34).png Ancient of War(242).png Cenarius(605).png

[edit] Uncollectible

The following minions are generated through other druid spells or effects, and are uncollectible.

Druid of the Claw(408).png Druid of the Claw(45).png Panther(190).png Treant(272).png Treant(181).png Treant(337).png

[edit] Leveling rewards

As a hero reaches various levels they are awarded new cards, with each class having its own rewards. All cards awarded by gaining levels are soulbound, and cannot be crafted or disenchanted.

Levels up to 10 award new basic class cards, while levels after this award only golden versions of existing cards.

[edit] Starting cards

All druids start with the following class cards.

Claw(532).png Healing Touch(258).png Innervate(548).png Mark of the Wild(480).png Wild Growth(282).png

[edit] Level 2-10

Up to level 10, reaching each even-numbered level will reward the player with a new basic class card x 2. These cards are not obtainable through any other means.

Level 2 Level 4 Level 6
Starfire(667).png Savage Roar(329).png Moonfire(619).png
Level 8 Level 10
Swipe(620).png Ironbark Protector(238).png

[edit] Level 11-60

Above level 10, reaching certain levels will award golden versions of existing basic cards. As they are soulbound, it is not possible to disenchant these cards, making the reward purely cosmetic. Reaching each required level will award one golden card. Levels after 10 award golden basic class cards, whereas levels after 50 award golden basic neutral minion cards.

Level 15/20 Level 23/26 Level 28/30
Healing Touch(258) Gold.png Wild Growth(282) Gold.png Mark of the Wild(480) Gold.png
Level 32/34 Level 36/38 Level 40/42
Claw(532) Gold.png Innervate(548) Gold.png Moonfire(619) Gold.png
Level 43/44 Level 45/46 Level 47/48
Savage Roar(329) Gold.png Starfire(667) Gold.png Swipe(620) Gold.png
Level 49/50 Level 51/52 Level 53/54
Ironbark Protector(238) Gold.png Oasis Snapjaw(15) Gold.png Nightblade(184) Gold.png
Level 55/56 Level 57/58 Level 59/60
River Crocolisk(535) Gold.png Elven Archer(356) Gold.png Novice Engineer(435) Gold.png

[edit] References

  1. http://us.battle.net/wow/en/game/class/druid