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.
Hero Power[edit | edit source]
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.
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.
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]
|Name / Desc||Rarity||Class||Cost||Description|
|Ancestral Healing||Free||Shaman||0||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||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 Taunt. If 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 Windfury. Windfury 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|
Minions[edit | edit source]
|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 Windfury. Is 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|
Uncollectible[edit | edit source]
The following minions are generated by other shaman cards or effects, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|Healing Totem||Free||Totem||Shaman||1||0||2||At the end of your turn, restore 1 Health to all friendly minions.|
|Wrath of Air Totem||Free||Totem||Shaman||1||0||2||Spell Damage +1|
|Showing all 7 cards|
Weapons[edit | edit source]
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|
Leveling rewards[edit | edit source]
Starting cards[edit | edit source]
All shaman start with the following class cards.
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|
|Level 8||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 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|
|Level 32/34||Level 36/38||Level 40/42|
|Level 43/44||Level 45/46||Level 47/48|
|Level 49/50||Level 51/52||Level 53/54|
|Level 55/56||Level 57/58||Level 59/60|
References[edit | edit source]