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A hero with 2 Armor

Armor is a form of secondary Health available only to heroes, gained through certain spells, Hero Powers and minions. Damage taken will always be deducted from Armor before Health. Only when a character has 0 Armor will they lose Health from a damaging attack. Armor can effectively extend a hero's Health far beyond the 30 points otherwise allowed. All regular heroes enter play with 0 Armor, although bosses and Tavern Brawl heroes often start with some Armor.

Sources of Armor include the warrior Hero Power Armor Up!, the druid Hero Power Shapeshift, the mage Secret Ice Barrier and the warrior minion Armorsmith. Some cards have more novel relationships with Armor, such as Shield Slam, which uses a warrior's Armor to deal damage to a target minion.

When present, Armor is shown on the centre right of the hero, just above the Health icon, set against a silver, unbroken shield.

Armor is most strongly associated with the warrior class, followed by the druid class.

Notes[edit | edit source]

  • Armor is persistent, and will last until removed through damage. Unlike Health, Armor cannot be affected by enchantments, and there are currently no effects which directly set a hero's Armor total.
  • Like Health, Armor will not prevent or mitigate any effects other than damage.
  • Armor has no known maximum limit. A programming limit is presumed to exist, but reaching this level may be impossible given the game's 89 turn limit and the selection of cards currently in the game. Amounts as high as 45,779 Armor have been recorded in-game.[1]
  • Damage taken while protected by Armor still counts as taking damage for game purposes. For example, a Water Elemental will Freeze any hero it damages even if the hero loses only Armor from the attack. Likewise, Floating Watcher's triggered effect will activate from the controlling hero taking damage on their turn even if they only lose Armor.

Sources of Armor[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Armor Up! None Hero Power Warrior 2 Hero Power
Gain 2 Armor. 
Kazakus Potion None Spell Mage, Priest, Warlock 1
Kazakus Potion None Spell Mage, Priest, Warlock 5
Kazakus Potion None Spell Mage, Priest, Warlock 10
Shapeshift None Hero Power Druid 2 Hero Power
+1 Attack this turn. +1 Armor. 
Claw Free Spell Druid 1 Give your hero +2 Attack this turn and 2 Armor. The claw decides who will stay and who will go.
Shield Block Free Spell Warrior 3 Gain 5 Armor. Draw a card. Shields were invented because Face Block is USELESS.
Feral Rage Common Spell Druid 3 Choose One - Give your hero +4 Attack this turn; or Gain 8 Armor. Let's be honest. One option is a lot ragier than the other.
Ice Barrier Common Spell Mage 3 Secret: When your hero is attacked, gain 8 Armor. This is Rank 1. Rank 2 is Chocolate Milk Barrier.
Iron Hide Common Spell Warrior 1 Gain 5 Armor. Week 6. I remain covered head to toe with scales. They do not yet realize that I am not a dinosaur.
Ironforge Portal Common Spell Warrior 5 Gain 4 Armor. Summon a random 4-Cost minion. Come to beautiful Ironforge! Where irons are forged and the forges are iron!
Alley Armorsmith Rare Minion General Warrior 5 2 7 Taunt Whenever this minion deal damage, gain that much Armor. The rent is cheap and she passes the savings onto YOU!
Ancient Shieldbearer Rare Minion General Warrior 7 6 6 Battlecry: If your C'Thun has at least 10 Attack, gain 10 Armor. Back in her day, each shield weighed two tons and she had to carry four of them on each arm!
Armorsmith Rare Minion General Warrior 2 1 4 Whenever a friendly minion takes damage, gain 1 Armor. She accepts guild funds for repairs!
Bite Rare Spell Druid 4 Give your hero +4 Attack this turn and 4 Armor. Chew your food!
Earthen Scales Rare Spell Druid 1 Give a friendly minion +1/+1, then gain Armor equal to its Attack. You can make your own Earthen Scales at home. Step 1: Roll around in the dirt. Step 2: Magic.
Gluttonous Ooze Epic Minion General Any 3 3 3 Battlecry: Destroy your opponent's weapon and gain Armor equal to its Attack. Three time winner of the Un'Goro weapon eating contest.
Kun the Forgotten King Legendary Minion General Druid 10 7 7 Choose One - Gain 10 Armor; or Refresh your Mana Crystals. Aya siphons a bit of Kun's soul to animate each golem in her Jade army. To his credit, he's being a great sport about it.
Showing all 18 cards
Armor Up!(253).png
Kazakus Potion(49798).png
Kazakus Potion(49803).png
Kazakus Potion(49804).png
Shield Block(493).png
Feral Rage(35210).png
Ice Barrier(672).png
Iron Hide(55572).png
Ironforge Portal(42064).png
Alley Armorsmith(49663).png
Ancient Shieldbearer(33122).png
Earthen Scales(55548).png
Gluttonous Ooze(55488).png
Kun the Forgotten King(49628).png

Wild format

Wild icon.png  This section contains information exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Dire Shapeshift None Hero Power Druid 2 Hero Power
Gain 2 Armor and +2 Attack this turn. 
Tank Up! None Hero Power Warrior 2 Hero Power
Gain 4 Armor. 
Bash Common Spell Warrior 3 Deal 3 damage.
Gain 3 Armor. You might think bashing doesn't take a lot of practice. It doesn't.
Shieldmaiden Rare Minion General Warrior 6 5 5 Battlecry: Gain 5 Armor. She has three shieldbearers in her party to supply her with back ups when she gets low on durability.
Showing all 4 cards
Dire Shapeshift(22481).png
Tank Up!(22495).png

Related cards[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Shield Slam Epic Spell Warrior 1 Deal 1 damage to a minion for each Armor you have. "What is a better weapon? The sharp one your enemies expect, or the blunt one they ignore?" - The Art of Warrior, Chapter 9
Showing the only card
Shield Slam(50).png

Wild format

Wild icon.png  This section contains information exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Siege Engine Rare Minion Mech Warrior 5 5 5 Whenever you gain Armor, give this minion +1 Attack. Wintergrasp Keep's only weakness!
Showing the only card
Siege Engine(12275).png

Strategy[edit | edit source]

While Armor serves as a substitute for Health, loss of Armor will not reduce the summoning cost of Molten Giant. Warriors with Shield Slam can likewise benefit from Armor more than from Health, and Armor is not affected by Alexstrasza's Battlecry, making it an effective defence against this card. A low Health or damaged status can also be useful for cards like Battle Rage and Mortal Strike.

For these reasons, Armor is generally considered to be superior to Health. Where possible, it is usually therefore preferable to take any damage before gaining armor, such as by attacking with your hero before then using Armor Up!. This way the player can benefit from Zombie Chow's Deathrattle, having its hero's health restored and keeping the previously gained armor.

References[edit | edit source]