With the arrival of Whispers of the Old Gods and game formats, the wiki has switched over to Standard format.
The preferred format for new and advanced players alike, most card lists will from now on only show cards valid in Standard format, making it easier for readers to find the information they're looking for.
For those interested in Wild format, Wild listings can now be found on subpages, such as Deathrattle/Wild format, linked just above main card listings, and Wild strategy and tips are still featured in our articles.
Battlecry: Deal 3 damage.
He can never take a bath. Ewww.
How to get[edit | edit source]
Fire Elemental x 2 are a reward for raising a shaman to level 10.
Strategy[edit | edit source]
With a very potent Battlecry, the Fire Elemental makes for one of the shaman's best mid-to-late-game options. The 3 damage on play can be used to remove or soften up enemy creatures, while its high stats demands a swift answer from the opponent.
Lore[edit | edit source]
- Fire elementals are elemental creatures made of fire elements. The Fire elementals are led by Ragnaros in their home on the Elemental Plane known as The Firelands. While many fire elementals are controlled by the elemental lords, some are minions of the elemental spirits of Outland.
- Fire elementals are beings formed of blazing flames held together to create the appearance of a muscular humanoid torso. Black metal bracers encircle the thing's arms, and its torso trails off into a fiery tail. Fire elementals are beings of hate and cruelty. They enjoy causing pain. Fire elementals ignite all that they touch and consume the air around them. Fire elementals prefer close combat, where they can set their opponents alight and take no damage from the resulting blaze. They initiate combat by suffocating to weaken their enemies before engaging in melee. Cunning foes, fire elementals lure their opponents into dangerous areas, such as dry forests the elemental can set alight. Fire elementals are intelligent enough to attack only those who seem easy targets, and they usually flee when the battle turns against them.