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The Shaman icon.png Shaman is one of the nine classes in Hearthstone: Heroes of Warcraft, represented by Thrall.

Heroes[edit | edit source]


Background[edit | edit source]

Main article: Shaman

Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them.

These masters of the elements can also call upon elemental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder. The experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile heroes and valued members of any group.[1]

Hero Power[edit | edit source]

Totemic Call(316).png

Hero Powers are unique abilities, specific to each class, usable used once each turn.

The shaman's Hero Power is Totemic Call, which randomly summons 1 of 4 possible Totem-type minions, each with different stats and abilities: Healing Totem, Stoneclaw Totem, Searing Totem, or Wrath of Air Totem.

Healing Totem(275).pngSearing Totem(98).pngStoneclaw Totem(298).pngWrath of Air Totem(365).png

Totemic Call always summons a Totem the hero does not already have in play in the battlefield; if the shaman already has all 4 different Totems in play, the Hero Power cannot be used until one of them is removed. Enemy Totems and Totems in the hand are irrelevant to this determination. Totems are created directly by the Hero Power, not played from the hand or drawn from the deck. Most Totems start with 0 Attack but cards like Bloodlust or even Raid Leader can turn a board of weak Totems into a force to be reckoned with.

Strategy and gameplay[edit | edit source]

Shamans excel at field control with removal and crowd control spells such as Lightning Storm and Hex. Shamans can also play very strong spell and minion cards with Overload for very little mana at the cost of losing available mana the subsequent turn.

Bloodlust and Windfury are also very strong cards which will allow for game winning turns with buffed minions.

Counters[edit | edit source]

  • Totems will be a continuous part of the game when playing against a shaman. Try to control the number of totems, since they can give the shaman strong beneficial effects along with minion count. The totems can range from being 1/1, 0/2, or 0/3 so they are quite fragile and nonthreatening by themselves, but totems like Mana Tide Totem which allow an extra draw per turn will give an enormous advantage if left unchecked. Totems are treated as minions and can be buffed with increased attack as well as health so leaving too many on the field at once may become dangerous if the shaman plays cards like Raid Leader or Bloodlust. You may also be able to use the totems against the shaman if you play cards like Sea Giant or Flesheating Ghoul which benefit with more minions on the field. Good methods of removing totems are low cost spells like Arcane Shot from hunters and Shiv from rogues or if there are a large amount of totems then field wipes like Hellfire or Holy Nova can be used. The druid's Swipe can also be extremely effective against totems, especially when paired with cards that boost spell damage.
  • Bloodlust and Windfury can allow the shaman to abruptly win the game if they have lots of minions on the field, so make sure to keep the number of minions the shaman has to a minimum. This includes 0-Attack Totems and other seemingly unthreatening minions.
  • When you play large drop cards, remember your opponent might have Hex. Try and bait out this card by playing threatening monsters before playing your big monsters or strong buffing spells, and keep in mind there are only 2 maximum in a deck (outside of Arena). Shamans also have Lightning Storm, so try to not have a large field when your opponent hasn't played them yet. Lava Burst is a strong low cost nuke that deals 5 damage for only 3 mana so in long games try to keep your health above 10 because they may be saving it for unexpected burst.

Unique mechanics[edit | edit source]

Overload is an ability which reduces the amount of mana available the next turn by the stated amount. Most cards with Overload have a lower printed mana cost than similar cards from other classes (for instance, compare Forked Lightning and Cleave). This allows powerful spells and minions to be played for a low mana cost, allowing the shaman to gain a great amount of value in a turn at the cost of being able to play fewer cards the next turn. The shaman has many cards allowing him to put massive power into the board in one turn, such as Bloodlust, Lightning Storm, and Lava Burst. You can also overload more mana than you will have the next turn. Cards with this ability are limited to the shaman class.

Spells[edit | edit source]

For Wild format listings, see Shaman/Wild format

See Spell.

Name / Desc Rarity Class Cost Description
Ancestral Healing Free Shaman 0 Restore a minion to full Health and give it TauntI personally prefer some non-ancestral right-the-heck-now healing, but maybe that is just me.
Frost Shock Free Shaman 1 Deal 1 damage to an enemy character and Freeze it. FROST SHOCK!
Hex Free Shaman 3 Transform a minion into a 0/1 Frog with TauntIf you Hex a Murloc... it really isn't much of a change, is it?
Rockbiter Weapon Free Shaman 1 Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
Windfury Free Shaman 2 Give a minion WindfuryWindfury is like Earthfury and Firefury, but more light and airy.
Ancestral Knowledge Common Shaman 2 Draw 2 cards. Overload: (2) MOMMMMMYYYYYYYYY!!!
Bloodlust Common Shaman 5 Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
Earth Shock Common Shaman 1 Silence a minion, then deal 1 damage to it. Earth Shock? Shouldn't it be "Azeroth Shock"?
Forked Lightning Common Shaman 1 Deal 2 damage to 2 random enemy minions. Overload: (2) If you combine it with Spooned Lightning and Knived Lightning, you have the full dining set.
Lightning Bolt Common Shaman 1 Deal 3 damage. Overload: (1) Lightning Bolt! Lightning Bolt! Lightning Bolt!
Primal Fusion Common Shaman 1 Give a minion +1/+1 for each of your Totems. Golce and Dabbana have a new line of Earth Totems available at vendors everywhere this holiday season.
Stormcrack Common Shaman 2 Deal 4 damage to a minion. Overload: (1) WARNING: DO NOT TOUCH THE PURPLE BALL OF LIGHTNING
Totemic Might Common Shaman 0 Give your Totems +2 Health. Totem-stomping is no longer recommended.
Ancestral Spirit Rare Shaman 2 Give a minion "Deathrattle: Resummon this minion." It was just a flesh wound.
Everyfin is Awesome Rare Shaman 7 Give your minions +2/+2.

Costs (1) less for each Murloc you control. Everyfin is cool when you're part of a murloc team!

Evolve Rare Shaman 1 Transform your minions into random minions that cost (1) more. So you say you want an evolution. Well, you know. We all want to change the board.
Feral Spirit Rare Shaman 3 Summon two 2/3 Spirit Wolves with Taunt. Overload: (2) Spirit wolves are like regular wolves with pom-poms.
Healing Wave Rare Shaman 3 Restore 7 Health. Reveal a minion in each deck. If yours costs more, Restore 14 instead. Favored by shaman who study the art of restoration and healing, this spell would feel smug, if it had feelings.
Lava Burst Rare Shaman 3 Deal 5 damage. Overload: (2) It's like an ocean of liquid magma in your mouth!
Lava Shock Rare Shaman 2 Deal 2 damage.
Unlock your Overloaded Mana Crystals. Chocolate lava cake is shockingly delicious.
Lightning Storm Rare Shaman 3 Deal 2-3 damage to all enemy minions. Overload: (2) An umbrella won't be effective, I'm afraid.
Elemental Destruction Epic Shaman 3 Deal 4-5 damage to all minions. Overload: (5) I'm not a shaman or anything, but isn't Elemental Destruction the opposite of what they want to do?
Far Sight Epic Shaman 3 Draw a card. That card costs (3) less. Drek'thar can't see, but he can see. You know what I mean? It's ok if you don't.
Showing all 23 cards
Ancestral Healing(216).pngFrost Shock(233).pngHex(270).pngRockbiter Weapon(491).pngWindfury(146).pngAncestral Knowledge(22319).pngBloodlust(256).pngEarth Shock(77).pngForked Lightning(530).pngLightning Bolt(10).pngPrimal Fusion(35234).pngStormcrack(35227).pngTotemic Might(367).pngAncestral Spirit(526).pngEveryfin is Awesome(27224).pngEvolve(35232).pngFeral Spirit(214).pngHealing Wave(22340).pngLava Burst(679).pngLava Shock(14440).pngLightning Storm(676).pngElemental Destruction(22345).pngFar Sight(107).png

Minions[edit | edit source]

For Wild format listings, see Shaman/Wild format

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

Name / Desc Rarity Subtype Class Cost Atk HP Description
Dust Devil Common General Shaman 1 3 1 Windfury. Overload: (2) Westfall is full of dust devils. And buzzards. And crazed golems. And pirates. Why does anyone live here?
Fire Elemental Common General Shaman 6 6 5 Battlecry: Deal 3 damage. He can never take a bath. Ewww.
Fireguard Destroyer Common General Shaman 4 3 6 Battlecry: Gain 1-4 Attack. Overload: (1) Ragnaros interviews hundreds of Fire Elementals for the position of "Destroyer" but very few have what it takes.
Flametongue Totem Common Totem Shaman 2 0 3 Adjacent minions have +2 Attack. Totemsmiths like to use the rarest woods for their totems. There are even rumors of totems made of Ironbark Protectors.
Flamewreathed Faceless Common General Shaman 4 7 7 Overload: (2) He's on fire! Boomshakalaka!
Rumbling Elemental Common General Shaman 4 2 6 After you play a Battlecry minion, deal 2 damage to a random enemy. He's a very hungry elemental.
Totem Golem Common Totem Shaman 2 3 4 Overload: (1) What happens when you glue a buncha totems together.
Tunnel Trogg Common General Shaman 1 1 3 Whenever you Overload, gain +1 Attack per locked Mana Crystal. Sure, they're ugly, but they live in tunnels. You try your beauty routine without natural light.
Tuskarr Totemic Common General Shaman 3 3 2 Battlecry: Summon ANY random Totem. Turns out the tuskarr aren't real choosy about their totems.
Unbound Elemental Common General Shaman 3 2 4 Whenever you play a card with Overload, gain +1/+1. Unlike bound elementals, Unbound ones really enjoy a night on the town.
Windspeaker Common General Shaman 4 3 3 Battlecry: Give a friendly minion WindfuryIs there anything worse than a Windspeaker with halitosis?
Draenei Totemcarver Rare General Shaman 4 4 4 Battlecry: Gain +1/+1 for each friendly Totem. It's nice to find a real craftsman in this day and age of mass-produced totems.
Mana Tide Totem Rare Totem Shaman 3 0 3 At the end of your turn, draw a card. It is said that some shaman can say "Floatin' totem" 10 times, fast.
Master of Evolution Rare General Shaman 4 4 5 Battlecry: Transform a friendly minion into a random one that costs (1) more. Will be really useful in the new "Hearthémon" game.
Thing from Below Rare General Shaman 6 5 5 Taunt. Costs (1) less for each Totem you've summoned this game. Just can't resist the opportunity to hang around with a bunch of totems.
Thunder Bluff Valiant Rare General Shaman 5 3 6 Inspire: Give your Totems +2 Attack. Allowing totems to attack is not cheating. I mean, there isn't anything in the rule books about it.
Earth Elemental Epic General Shaman 5 7 8 Taunt. Overload: (3) Nothing beats rock.
Eternal Sentinel Epic General Shaman 2 3 2 Battlecry: Unlock your Overloaded Mana Crystals. Just try to avoid eye contact.
Al'Akir the Windlord Legendary 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.
Hallazeal the Ascended Legendary General Shaman 5 4 6 Whenever your spells deal damage, restore that much Health to your hero. Hallazeals all your dallazamage.
The Mistcaller Legendary General Shaman 6 4 4 Battlecry: Give all minions in your hand and deck +1/+1. Calling the mist doesn't sound all that great. "Ooooh, it is slightly damp now!"
Showing all 21 cards
Dust Devil(129).pngFire Elemental(636).pngFireguard Destroyer(14455).pngFlametongue Totem(390).pngFlamewreathed Faceless(35226).pngRumbling Elemental(27244).pngTotem Golem(22265).pngTunnel Trogg(27246).pngTuskarr Totemic(22270).pngUnbound Elemental(51).pngWindspeaker(151).pngDraenei Totemcarver(22269).pngMana Tide Totem(613).pngMaster of Evolution(33160).pngThing from Below(33159).pngThunder Bluff Valiant(22271).pngEarth Elemental(124).pngEternal Sentinel(35231).pngAl'Akir the Windlord(335).pngHallazeal the Ascended(33131).pngThe Mistcaller(22349).png

Uncollectible[edit | edit source]

For Wild format listings, see Shaman/Wild format

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

Name / Desc Rarity Subtype Class Cost Atk HP Description
Twilight Elemental None General Shaman 3 4 2
Healing Totem Free Totem Shaman 1 0 2 At the end of your turn, restore 1 Health to all friendly minions. 
Searing Totem Free Totem Shaman 1 1 1
Stoneclaw Totem Free Totem Shaman 1 0 2 Taunt 
Wrath of Air Totem Free Totem Shaman 1 0 2 Spell Damage +1 
Frog Common Beast Shaman 0 0 1 Taunt 
Spirit Wolf Rare General Shaman 2 2 3 Taunt 
Showing all 7 cards
Twilight Elemental(35278).pngHealing Totem(275).pngSearing Totem(98).pngStoneclaw Totem(298).pngWrath of Air Totem(365).pngFrog(115).pngSpirit Wolf(451).png

Weapons[edit | edit source]

For Wild format listings, see Shaman/Wild format

Shamans have access to a limited range of weapons.

Name / Desc Rarity Class Cost Atk HP Description
Stormforged Axe Common Shaman 2 2 3 Overload: (1) Yo, that's a nice axe.
Charged Hammer Epic Shaman 4 2 4 Deathrattle: Your Hero Power becomes 'Deal 2 damage.' You can only pick it up if you are worthy.
Doomhammer Epic Shaman 5 2 8 Windfury, Overload: (2) Orgrim Doomhammer gave this legendary weapon to Thrall. His name is a total coincidence.
Hammer of Twilight Epic Shaman 5 4 2 Deathrattle: Summon a 4/2 Elemental. Stop! It's Twlight Hammer time.
Showing all 4 cards
Stormforged Axe(152).pngCharged Hammer(22331).pngDoomhammer(172).pngHammer of Twilight(33163).png

Leveling rewards[edit | edit source]

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.

Starting cards[edit | edit source]

All shaman start with the following class cards.

Ancestral Healing(216).pngFrost Shock(233).pngHex(270).pngRockbiter Weapon(491).pngWindfury(146).png

Level 2-10[edit | edit source]

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
Bloodlust(256).png Flametongue Totem(390).png Totemic Might(367).png
Level 8 Level 10
Windspeaker(151).png Fire Elemental(636).png

Level 11-60[edit | edit source]

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
Ancestral Healing(216) Gold.png Windfury(146) Gold.png Totemic Might(367) Gold.png
Level 32/34 Level 36/38 Level 40/42
Frost Shock(233) Gold.png Rockbiter Weapon(491) Gold.png Bloodlust(256) Gold.png
Level 43/44 Level 45/46 Level 47/48
Flametongue Totem(390) Gold.png Windspeaker(151) Gold.png Hex(270) Gold.png
Level 49/50 Level 51/52 Level 53/54
Fire Elemental(636) Gold.png Magma Rager(362) Gold.png Frostwolf Warlord(604) Gold.png
Level 55/56 Level 57/58 Level 59/60
Booty Bay Bodyguard(27) Gold.png Frostwolf Grunt(663) Gold.png Reckless Rocketeer(560) Gold.png

References[edit | edit source]