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Shaman

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Thrall represents the Shaman icon.png Shaman class in Hearthstone: Heroes of Warcraft.

Thrall-f.png

Background[edit]

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]

Shaman hero power[edit]

Name Cost Description
Totemic Call 2 Mana icon.png Hero Power
Summon a random Totem.


Totems are considered minions, with attack power and health. Most 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.

Your totems can be helpful for survival or for aggressive play. Every time you use the shaman hero power Totemic Call, it will randomly summon a Healing Totem, Stoneclaw Totem, Searing Totem, or Wrath of Air Totem. The ability always summons a totem not in play. You can have all 4 in play at once but you cannot summon additional copies by using the hero power. Totems are not summoned from the user's deck. If a Totem is returned to your hand, it can be played again at the cost of 1 Mana.

The totems and their abilities are as follows:

Totemic Call(316).png

Strategy and gameplay[edit]

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]

  • 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.
  • When playing against shamans, keep in mind the abilities that they have. Bloodlust and Windfury can abruptly win the game if the shaman has lots of minions on the field so use make sure to keep the number of minions the shaman has to a minimum.
  • 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.

Shamans also have Lightning Storms, 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.

Shaman unique mechanics[edit]

Overload is an ability which reduces the amount of mana available the next turn by the stated amount. This allows powerful spells to be cast for a low mana cost, allowing the shaman to deal great burst damage. 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.

Shaman spells[edit]

See Spell.


Name Rarity Cost Description
Ancestral Healing {0Free 0 Mana icon.png Restore a minion to full Health and give it Taunt. I personally prefer some non-ancestral right-the-heck-now healing, but maybe that is just me.
Frost Shock {0Free 1 Mana icon.png Deal 1 damage to an enemy character and Freeze it. FROST SHOCK!
Hex {0Free 3 Mana icon.png Transform a minion into a 0/1 Frog with Taunt. If you Hex a Murloc... it really isn't much of a change, is it?
Rockbiter Weapon {0Free 1 Mana icon.png Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
Windfury {0Free 2 Mana icon.png Give a minion Windfury. Windfury is like Earthfury and Firefury, but more light and airy.
Bloodlust {2Common 5 Mana icon.png Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
Earth Shock {2Common 1 Mana icon.png Silence a minion, then deal 1 damage to it. Earth Shock? Shouldn't it be "Azeroth Shock"?
Forked Lightning {2Common 1 Mana icon.png 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 {2Common 1 Mana icon.png Deal 3 damage. Overload: (1) Lightning Bolt! Lightning Bolt! Lightning Bolt!
Reincarnate {2Common 2 Mana icon.png Destroy a minion, then return it to life with full Health. It's like birth, except you're an adult and you were just dead a second ago.
Totemic Might {2Common 0 Mana icon.png Give your Totems +2 Health. Totem-stomping is no longer recommended.
Ancestral Spirit {3Rare 2 Mana icon.png Give a minion "Deathrattle: Resummon this minion." It was just a flesh wound.
Feral Spirit {3Rare 3 Mana icon.png Summon two 2/3 Spirit Wolves with Taunt. Overload: (2) Spirit wolves are like regular wolves with pom-poms.
Lava Burst {3Rare 3 Mana icon.png Deal 5 damage. Overload: (2) It's like an ocean of liquid magma in your mouth!
Lightning Storm {3Rare 3 Mana icon.png Deal 2-3 damage to all enemy minions. Overload: (2) An umbrella won't be effective, I'm afraid.
Far Sight {4Epic 3 Mana icon.png 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.


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 Earth Shock(77).png Forked Lightning(530).png Lightning Bolt(10).png Reincarnate.png Ancestral Spirit(526).png Feral Spirit(214).png Lava Burst(679).png Lightning Storm(676).png Far Sight(107).png

Shaman minions[edit]

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


Name Name / Desc Rarity Subtype Cost Atk HP Description
Healing Totem Healing Totem {0Free Totem 1 Mana icon.png 0 Attack icon.png 2 Health icon.png At the end of your turn, restore 1 Health to all friendly minions.
At the end of your turn, restore 1 Health to all friendly minions.
Searing Totem Searing Totem {0Free Totem 1 Mana icon.png 1 Attack icon.png 1 Health icon.png
Stoneclaw Totem Stoneclaw Totem {0Free Totem 1 Mana icon.png 0 Attack icon.png 2 Health icon.png Taunt
Taunt
Wrath of Air Totem Wrath of Air Totem {0Free Totem 1 Mana icon.png 0 Attack icon.png 2 Health icon.png Spell Damage +1
Spell Damage +1
Dust Devil Dust Devil {2Common General 1 Mana icon.png 3 Attack icon.png 1 Health icon.png Windfury. Overload: (2) Westfall is full of dust devils. And buzzards. And crazed golems. And pirates. Why does anyone live here?
Windfury. Overload: (2) Westfall is full of dust devils. And buzzards. And crazed golems. And pirates. Why does anyone live here?
Fire Elemental Fire Elemental {2Common General 6 Mana icon.png 6 Attack icon.png 5 Health icon.png Battlecry: Deal 3 damage. He can never take a bath. Ewww.
Battlecry: Deal 3 damage. He can never take a bath. Ewww.
Flametongue Totem Flametongue Totem {2Common Totem 2 Mana icon.png 0 Attack icon.png 3 Health icon.png 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.
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.
Unbound Elemental Unbound Elemental {2Common General 3 Mana icon.png 2 Attack icon.png 4 Health icon.png Whenever you play a card with Overload, gain +1/+1. Unlike bound elementals, Unbound ones really enjoy a night on the town.
Whenever you play a card with Overload, gain +1/+1. Unlike bound elementals, Unbound ones really enjoy a night on the town.
Windspeaker Windspeaker {2Common General 4 Mana icon.png 3 Attack icon.png 3 Health icon.png Battlecry: Give a friendly minion Windfury. Is there anything worse than a Windspeaker with halitosis?
Battlecry: Give a friendly minion Windfury. Is there anything worse than a Windspeaker with halitosis?
Mana Tide Totem Mana Tide Totem {3Rare Totem 3 Mana icon.png 0 Attack icon.png 3 Health icon.png At the end of your turn, draw a card. It is said that some shaman can say "Floatin' totem" 10 times, fast.
At the end of your turn, draw a card. It is said that some shaman can say "Floatin' totem" 10 times, fast.
Spirit Wolf Spirit Wolf {3Rare General 2 Mana icon.png 2 Attack icon.png 3 Health icon.png Taunt
Taunt
Earth Elemental Earth Elemental {4Epic General 5 Mana icon.png 7 Attack icon.png 8 Health icon.png Taunt. Overload: (3) Nothing beats rock.
Taunt. Overload: (3) Nothing beats rock.
Al'Akir the Windlord Al'Akir the Windlord {5Legendary General 8 Mana icon.png 3 Attack icon.png 5 Health icon.png Windfury, Charge, Divine Shield, Taunt He is the weakest of the four Elemental Lords. And the other three don't let him forget it.
Windfury, Charge, Divine Shield, Taunt He is the weakest of the four Elemental Lords. And the other three don't let him forget it.


Fire Elemental(636).png Flametongue Totem(390).png Windspeaker(151).png Dust Devil(129).png Unbound Elemental(51).png Mana Tide Totem(613).png Earth Elemental(124).png Al'Akir the Windlord(335).png

Uncollectible[edit]

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

Healing Totem(275).png Searing Totem(98).png Stoneclaw Totem(298).png Wrath of Air Totem(365).png Spirit Wolf(451).png

Shaman weapons[edit]

Shamans have access to a limited range of weapons.

Stormforged Axe(152).png Doomhammer(172).png

Leveling rewards[edit]

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]

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]

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]

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]

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