Shaman

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

Heroes[edit | edit source]

Thrall is the standard hero for shamans. Players who have unlocked the Morgl the Oracle alternate hero may choose to play as him instead when using any shaman deck. Both heroes use the same gameplay mechanics; the difference is purely cosmetic.

Thrall(319).png Morgl the Oracle(35369).png

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).png
Searing Totem(98).png
Stoneclaw Totem(298).png
Wrath 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 are highly flexible, boasting a wide variety of class cards that lend themselves to many different methods of achieving victory. With their unique mechanic Overload, Shamans can also play very strong spell and minion cards for little mana, at the cost of losing available mana the subsequent turn. Their board control is excellent with removal and transform effects such as Lightning Storm and Hex. Shamans also have some of the strongest minions in the game, ranging from low-cost (Flametongue Totem, Totem Golem) to the late-game (Fire Elemental, Al'Akir the Windlord).

Totems support the Shaman throughout a match, and can even be made into a fighting force in their own right. Totemic Call provides a steady stream of reinforcements, although their effects are random and they are unlikely to do much without more proactive minions to support. However, cards such as Bloodlust, Thunder Bluff Valiant, Primal Fusion, and Thing From Below reward a shaman for amassing totems.

Shamans have many ways to close out a game. Bloodlust and Windfury allow for game winning turns with super-buffed minions. The shaman can also deal huge burst damage with spells such as Lightning Bolt and Lava Burst, or even with their own weapon - a Rockbiter Weapon-enhanced Doomhammer is an iconic and devastating way to finish the game. Alternatively, a more control-oriented shaman can starve out enemies with massive heals (Healing Wave, Jinyu Waterspeaker, Hallazeal the Ascended), making them very difficult to remove.

As wielders of the elemental forces, Shamans have an affinity with Elementals, possessing more Elemental synergy effects out of any other classes. Shamans have access to both early-game Elementals with tons of utility like Fire Plume Harbinger and Hot Spring Elemental and late-game Elemental finishers like Stone Sentinel and Kalimos, Primal Lord for a huge tempo swing.

Another element unique to Shamans are cards that transform minions into an entirely new and random minion. Evolve and Master of Evolution transforms their own minions into a more costly minion, while Devolve does the opposite to their enemies. Although the effects are random, with proper setup their multiple high-cost, low-stat minions can turn into something else with stats and possible effects to better match their costs.

Counters[edit | edit source]

  • Totems will be a continuous part of the game when playing against a shaman, especially the slower kinds. Try to control the number of totems, since they can give the shaman strong beneficial effects along with minion count. This is especially important when playing against Totem Shaman/Bloodlust decks. 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, or even Flametongue Totem for unexpected trades. You may even 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, but this is rarely worth the risk of leaving them in place. Good methods of removing totems include AoE damage like Hellfire or Holy Nova, or low-Attack minions that can trade with them without wasting too much face damage. The druid's Swipe can also be extremely effective against totems, especially when paired with Spell Damage.
  • Bloodlust and totem buffs like Thunder Bluff Valiant 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. Remember that shamans often include a lot of burst damage spells like Lava Burst and Rockbiter Weapon, which when combined with a strong board can defeat even full-Health opponents.
  • When you play large drop cards, remember your opponent might have Hex. Try and bait out this card by playing threatening minions before playing your biggest minions 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.

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.
Bloodlust Free Shaman 5 Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
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 2 Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
Totemic Might Free Shaman 0 Give your Totems +2 Health. Totem-stomping is no longer recommended.
Windfury Free Shaman 2 Give a minion WindfuryWindfury is like Earthfury and Firefury, but more light and airy.
Call in the Finishers Common Shaman 4 Summon four 1/1 Murlocs. When you really need a job done… but you don't really care if it gets done right.
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.
Jade Lightning Common Shaman 4 Deal 4 damage. Summon a Jade Golem. Jade Lightning, goooo Jade Lightning!
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
Tidal Surge Common Shaman 4 Deal 4 damage to a minion. Restore 4 Health to your hero. Also good for removing pesky stains.
Ancestral Spirit Rare Shaman 2 Give a minion "Deathrattle: Resummon this minion." It was just a flesh wound.
Devolve Rare Shaman 2 Transform all enemy minions into random ones that cost (1) less. Ragnaros looked down. He looked like some kind of War Golem. "WHAT HAVE YOU DONE TO ME," he yelled. But all that came out was a deep grinding sound. He began to cry.
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.
Lava Burst Rare Shaman 3 Deal 5 damage. Overload: (2) It's like an ocean of liquid magma in your mouth!
Lightning Storm Rare Shaman 3 Deal 2-3 damage to all enemy minions. Overload: (2) An umbrella won't be effective, I'm afraid.
Maelstrom Portal Rare Shaman 2 Deal 1 damage to all enemy minions. Summon a random 1-Cost minion. They bill this as a popular resort attraction, but they try and get your money up front.
Volcano Rare Shaman 5 Deal 15 Damage randomly split across all minions. Overload: (2) Many young shaman summon a volcano as their first school project.
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.
Finders Keepers Epic Shaman 1 Discover a card with Overload. Overload: (1) INFINITE LOOP!
Spirit Echo Epic Shaman 4 Give your minions "Deathrattle: Return this to your hand." I guess you can say they’re… “soul survivors.”
Unite the Murlocs Legendary Shaman 1 Quest: Summon 10 Murlocs.
Reward: Megafin. Form feet and legs! Form arms and body! Oh. Sorry. I was thinking about Mechafin.
Showing all 27 cards
Ancestral Healing(216).png
Bloodlust(256).png
Frost Shock(233).png
Hex(270).png
Rockbiter Weapon(491).png
Totemic Might(367).png
Windfury(146).png
Call in the Finishers(49716).png
Earth Shock(77).png
Forked Lightning(530).png
Jade Lightning(49707).png
Lightning Bolt(10).png
Primal Fusion(35234).png
Stormcrack(35227).png
Tidal Surge(55555).png
Ancestral Spirit(526).png
Devolve(49715).png
Evolve(35232).png
Feral Spirit(214).png
Lava Burst(679).png
Lightning Storm(676).png
Maelstrom Portal(42045).png
Volcano(52581).png
Far Sight(107).png
Finders Keepers(49749).png
Spirit Echo(55514).png
Unite the Murlocs(55470).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
Fire Elemental Free Elemental Shaman 6 6 5 Battlecry: Deal 3 damage. He can never take a bath. Ewww.
Flametongue Totem Free 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.
Windspeaker Free General Shaman 4 3 3 Battlecry: Give a friendly minion WindfuryIs there anything worse than a Windspeaker with halitosis?
Air Elemental Common Elemental Shaman 1 2 1 Can't be targeted by spells or Hero Powers. Makes a mean puff pastry.
Dust Devil Common Elemental 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?
Flamewreathed Faceless Common General Shaman 4 7 7 Overload: (2) He's on fire! Boomshakalaka!
Hot Spring Guardian Common Elemental Shaman 3 2 4 Taunt
Battlecry: Restore
3 Health. NONE SHALL PASS until at least an hour after eating.
Jade Chieftain Common General Shaman 7 5 5 Battlecry: Summon a Jade Golem. Give it TauntSeeing his Jade Golem grow up into the tall, handsome 6/6 standing before him was the proudest moment of his life.
Jade Spirit Common General Druid, Rogue, Shaman 4 2 3 Battlecry: Summon a Jade Golem"He's so cute! I just want to squeeze him, then use him for Jade Golem parts!" - Aya Blackpaw
Unbound Elemental Common Elemental 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.
Wicked Witchdoctor Common General Shaman 4 3 4 Whenever you cast a spell, summon a random basic Totem. You can easily defeat her by either dealing 4 damage, or dropping a house on her.
Fire Plume Harbinger Rare Elemental Shaman 2 1 1 Battlecry: Reduce the Cost of Elementals in your hand by (1). Good for summoning elementals. Great for making s'mores.
Jinyu Waterspeaker Rare General Shaman 4 3 6 Battlecry: Restore 6 Health. Overload: (1) Waterspeakers can tell the future! So the Jade Lotus employs them to speculate on the Auction House.
Lotus Agents Rare General Druid, Rogue, Shaman 5 5 3 Battlecry: Discover a Druid, Rogue or Shaman card. Mostly, they stand around and look cool.
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.
Primalfin Totem Rare Totem Shaman 2 0 3 At the end of your turn,
summon a 1/1 Murloc. Emits a sound only murlocs can hear, which is good because it’s REALLY annoying.
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.
Earth Elemental Epic Elemental 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.
Lotus Illusionist Epic General Shaman 4 3 5 After this minion attacks a hero, transform it into a random 6-Cost minion. If you think her Illidan and Sylvanas cosplay is great, wait till you see her Reno Jackson!
Stone Sentinel Epic Elemental Shaman 7 4 4 Battlecry: If you played an Elemental last turn, summon two 2/3 Elementals with TauntHe and his friends just want to rock out.
Al'Akir the Windlord Legendary Elemental 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.
Aya Blackpaw Legendary General Druid, Rogue, Shaman 6 5 3 Battlecry and Deathrattle: Summon a Jade GolemThough young, Aya took over as the leader of Jade Lotus through her charisma and strategic acumen when her predecessor was accidentally crushed by a jade golem.
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.
Kalimos, Primal Lord Legendary Elemental Shaman 8 7 7 Battlecry: If you played an Elemental last turn, cast an Elemental Invocation. All that's missing is a little heart.
White Eyes Legendary General Shaman 5 5 5 Taunt
Deathrattle: Shuffle 'The Storm Guardian' into your deck. My life for Aya!
Showing all 27 cards
Fire Elemental(636).png
Flametongue Totem(390).png
Windspeaker(151).png
Air Elemental(55549).png
Dust Devil(129).png
Flamewreathed Faceless(35226).png
Hot Spring Guardian(55564).png
Jade Chieftain(49720).png
Jade Spirit(49708).png
Unbound Elemental(51).png
Wicked Witchdoctor(42047).png
Fire Plume Harbinger(55557).png
Jinyu Waterspeaker(49719).png
Lotus Agents(49629).png
Mana Tide Totem(613).png
Master of Evolution(33160).png
Primalfin Totem(55596).png
Thing from Below(33159).png
Earth Elemental(124).png
Eternal Sentinel(35231).png
Lotus Illusionist(49751).png
Stone Sentinel(55467).png
Al'Akir the Windlord(335).png
Aya Blackpaw(49706).png
Hallazeal the Ascended(33131).png
Kalimos, Primal Lord(55473).png
White Eyes(49726).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
Murloc Razorgill None Murloc Shaman 1 1 1
Rock Elemental None Elemental Shaman 2 2 3 Taunt 
Stone Elemental None Elemental Shaman 1 1 1
Twilight Elemental None Elemental 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 
Megafin Legendary Murloc Shaman 5 8 8 Battlecry: Fill your hand with random Murlocs. 
The Storm Guardian Legendary General Shaman 5 10 10 Taunt 
Showing all 12 cards
Murloc Razorgill(49771).png
Rock Elemental(55480).png
Stone Elemental(55597).png
Twilight Elemental(35278).png
Healing Totem(275).png
Searing Totem(98).png
Stoneclaw Totem(298).png
Wrath of Air Totem(365).png
Frog(115).png
Spirit Wolf(451).png
Megafin(55472).png
The Storm Guardian(49774).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
Spirit Claws Common Shaman 2 1 3 Has +2 Attack while you have Spell DamageThey'll be MUCH easier to use once they add the spirit thumb.
Stormforged Axe Common Shaman 2 2 3 Overload: (1) Yo, that's a nice axe.
Jade Claws Rare Shaman 2 2 2 Battlecry: Summon a Jade Golem. Overload: (1) "Best manicure ever!" - Aya Blackpaw
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 5 cards
Spirit Claws(42042).png
Stormforged Axe(152).png
Jade Claws(49724).png
Doomhammer(172).png
Hammer 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).png
Frost Shock(233).png
Hex(270).png
Rockbiter Weapon(491).png
Windfury(146).png

Level 2-10[edit | edit source]

Up to level 10, reaching each even-numbered level will award the player two copies of a new Basic class card. These cards are not obtainable through any other means.

Bloodlust(256).png

Level 2
Flametongue Totem(390).png

Level 4
Totemic Might(367).png

Level 6
Windspeaker(151).png

Level 8
Fire Elemental(636).png

Level 10

Level 11-60[edit | edit source]

Above level 10, reaching certain levels will award golden versions of existing Basic cards. As they are uncraftable, 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.

Ancestral Healing(216) Gold.png

Level 15/20
Windfury(146) Gold.png

Level 23/26
Totemic Might(367) Gold.png

Level 28/30
Frost Shock(233) Gold.png

Level 32/34
Rockbiter Weapon(491) Gold.png

Level 36/38
Bloodlust(256) Gold.png

Level 40/42
Flametongue Totem(390) Gold.png

Level 43/44
Windspeaker(151) Gold.png

Level 45/46
Hex(270) Gold.png

Level 47/48
Fire Elemental(636) Gold.png

Level 49/50
Magma Rager(362) Gold.png

Level 51/52
Frostwolf Warlord(604) Gold.png

Level 53/54
Booty Bay Bodyguard(27) Gold.png

Level 55/56
Frostwolf Grunt(663) Gold.png

Level 57/58
Reckless Rocketeer(560) Gold.png

Level 59/60

References[edit | edit source]

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