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Warlock

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Gul'dan represents the Warlock icon.png Warlock class in Hearthstone: Heroes of Warcraft.

Guldan-f.png

Background[edit]

Main article: Warlock

In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them. At first, they command only the service of imps, but as a warlock’s knowledge grows, seductive succubi, loyal voidwalkers, and horrific felhunters join the dark sorcerer’s ranks to wreak havoc on anyone who stands in their master’s way. Warlocks can ignite distant enemies in searing flame, send them fleeing in terror and pain, or afflict them with corrupting diseases and curses that steal the victim’s vitality.

These practitioners of the profane are feared across Azeroth, and many who have felt their wrath now prefer to fight alongside a warlock than against one.[1]

Warlock hero power[edit]

Name Cost Description
INFERNO! 2 Mana icon.png Hero Power
Summon a 6/6 Infernal.
Life Tap 2 Mana icon.png Hero Power
Draw a card and take 2 damage.


While Life Tap may seem like an unworthy trade to newcomers, the ability to gain card advantage is very strong in any CCG, making it one of the stronger hero powers in the game.

INFERNO! is the hero power granted to warlocks upon summoning Lord Jaraxxus.

Life Tap(20).pngINFERNO!(83).png

Strategy and gameplay[edit]

Many newer players may find themselves initially turned off from the warlock as the class makes heavy use of "self-abuse" mechanics in order to gain card advantage and summon more minions. Warlock cards generally offer a lower mana cost and higher power than their neutral and other class counterparts, but will come at an alternative price.

This style of play is most evident in their hero power Life Tap, which deals 2 damage to the player's own hero in addition to the standard 2 mana cost. However, the ability to draw cards on demand is well worth the higher cost, ensuring the warlock always has something to play.

The warlock features a variety of Demon-class minions, many of whom offer greater power but will drain the warlock's resources in exchange. The Flame Imp and Pit Lord require a portion of the warlock's health on play, but are vastly stronger than other minions of their mana cost. The Felguard is a cheaper defensive minion but lowers mana, while the Void Terror can be a huge threat but requires the sacrifice of up to 2 of the warlock's other minions.

This reckless nature extends to warlock spells as well. Shadowflame is an effective board clear at the cost of one of your own minions, while Power Overwhelming can turn a minion into a kamikaze powerhouse. On an even more destructive level, Hellfire and Twisting Nether can wipe out both sides of the board. Cards such as Sacrificial Pact, Drain Life and Siphon Soul grant further board control while recouping smaller life loss.

Other warlock-specific cards require the hero to discard their other cards to be put into play. Soulfire, Succubus and Doomguard all feature a very low mana cost for their power. A notable strategy to get around this downside is to continually play cards until only these remain, effectively negating the discard effect.

Due to the warlock's "self-abuse" mechanics, a strategy involving Lord Jaraxxus can be used to heal your hero back to 15 hp when your health has dropped too low. This strategy is employed by many warlocks so your opponent may be expecting it. Although it is a powerful card that may turn the tide of a game, it is best not to play Lord Jaraxxus too early in case your opponent has been hiding large amounts of burst damage in his hand.

The warlock's Life Tap is useful for gaining card count advantages without wasting spots in your deck with draw cards. Warlocks are considered a "late game" class with their life tap allowing them to draw cards to survive until expensive and powerful cards can be put into play or to create combos which can create strong monsters such as Void Terror. Although many cards inflict self-harm, other warlock cards can offset this by healing the warlock such as Drain Life and Sacrificial Pact. Molten Giants are very effective in warlock decks with their self-harming nature and can be played for little or no mana late into the game.

Warlocks are also able to play an early game rush down deck, utilizing low cost cards with penalties like Blood Imp, Flame Imp, Succubus, and even a mighty Pit Lord. Although risky against late game cards and AoE, especially in conjunction with heavy Life Tap usage, using this deck the warlock can finish a game very quickly with careful use of powerful buffs such as Power Overwhelming and Demonfire.

Common deck types[edit]

The warlock can use a wide variety of deck archetypes to great effect.

A highly popular deck is the "Zoolock", so named because of its focus on low mana-cost, high 'value' minions. Zoolocks aim to seize board control in the early and mid-game with effective minion trading, creating an insurmountable advantage before the opponent's larger minions can even be played. Life Tap is critical in ensuring the warlock has a continual supply of minions and can refill the board in case of removal. Infamous for its power and efficiency, the Zoolock is a common choice at all skill levels. Its low crafting cost also makes the deck perhaps the easiest competitive choice for many new players.

Another strategy is the "Handlock", intentionally putting the player at risk to use devastating minions. Once again Life Tap plays a key role in this deck, where the extra cards enable the Mountain Giant and Twilight Drake, and the life loss enables the Molten Giant. These large minions, when combined with the Taunt-granting battlecries of Defender of Argus and Sunfury Protector, can wrench board control back into the Handlock's grasp. From there, the warlock can safely look for finisher combos such as Leeroy Jenkins and Power Overwhelming.

Counters[edit]

  • A highly offensive deck can be very effective to the generally suicidal mechanics of the warlock; generally to counteract the self-harm caused by the warlock spells and hero ability the warlock will have Siphon Soul, Drain Life and Taunt minions. An offensive deck can hit the warlock after every Life Tap for devastating results.
  • Silence or other crowd control is going to be a necessity against the powerful warlock minions and should be a part of every balanced deck.
  • If you have the ability to drop the warlock below 15 HP, be careful because they may be holding Lord Jaraxxus in their hand and can easily reset any damage that sends them below 15 HP that doesn't kill them.

Warlock spells[edit]

See Spell.


Name Rarity Cost Description
Drain Life {0Free 3 Mana icon.png Deal 2 damage. Restore #2 Health to your hero. "I've just sucked one year of your life away."
Hellfire {0Free 4 Mana icon.png Deal 3 damage to ALL characters. It's spells like these that make it hard for Warlocks to get decent help.
Shadow Bolt {0Free 3 Mana icon.png Deal 4 damage to a minion. It’s a Bolt. Its made out of Shadow. What more do you need to know!
Corruption {2Common 1 Mana icon.png Choose an enemy minion. At the start of your turn, destroy it. It starts with stealing a pen from work, and before you know it, BOOM! Corrupted!
Demonfire {2Common 2 Mana icon.png Deal 2 damage to a minion. If it’s a friendly Demon, give it +2/+2 instead. Demonfire is like regular fire except for IT NEVER STOPS BURNING HELLLPPP
Mortal Coil {2Common 1 Mana icon.png Deal 1 damage to a minion. If that kills it, draw a card. If your spells look like horrifying skulls, let's be honest, you should get to draw some cards.
Sacrificial Pact {2Common 0 Mana icon.png Destroy a Demon. Restore #5 Health to your hero. This is the reason that Demons never really become friends with Warlocks.
Sense Demons {2Common 3 Mana icon.png Put 2 random Demons from your deck into your hand. Generally demons are pretty obvious and you don’t need a spell to sense them.
Soulfire {2Common 0 Mana icon.png Deal 4 damage. Discard a random card. Are you lighting a soul on fire? Or burning someone with your OWN soul? This seems like an important distinction.
Shadowflame {3Rare 4 Mana icon.png Destroy a friendly minion and deal its Attack damage to all enemy minions. Start with a powerful minion and stir in Shadowflame and you have a good time!
Siphon Soul {3Rare 6 Mana icon.png Destroy a minion. Restore #3 Health to your hero. You probably should avoid siphoning your own soul. You might create some kind of weird infinite loop.
Bane of Doom {4Epic 5 Mana icon.png Deal 2 damage to a character. If that kills it, summon a random Demon. My advice to you is to avoid Doom, if possible.
Twisting Nether {4Epic 8 Mana icon.png Destroy all minions. The Twisting Nether is a formless place of magic and illusion and destroyed minions.


Corruption(252).png Drain Life(332).png Hellfire(122).png Mortal Coil(43).png Sacrificial Pact(348).png Shadow Bolt(647).png Soulfire(529).png Demonfire(452).png Card not found.pngSense Demons(327).png Shadowflame(673).png Siphon Soul(573).png Bane of Doom(670).png Twisting Nether(398).png

Warlock minions[edit]

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


Name Name / Desc Rarity Subtype Cost Atk HP Description
Succubus Succubus {0Free Demon 2 Mana icon.png 4 Attack icon.png 3 Health icon.png Battlecry: Discard a random card. Warlocks have it pretty good.
Battlecry: Discard a random card. Warlocks have it pretty good.
Voidwalker Voidwalker {0Free Demon 1 Mana icon.png 1 Attack icon.png 3 Health icon.png Taunt No relation to "The Voidsteppers", the popular Void-based dance troupe.
Taunt No relation to "The Voidsteppers", the popular Void-based dance troupe.
Blood Imp Blood Imp {2Common Demon 1 Mana icon.png 0 Attack icon.png 1 Health icon.png Stealth. At the end of your turn, give another random friendly minion +1 Health. Imps are content to hide and viciously taunt everyone nearby.
Stealth. At the end of your turn, give another random friendly minion +1 Health. Imps are content to hide and viciously taunt everyone nearby.
Dread Infernal Dread Infernal {2Common Demon 6 Mana icon.png 6 Attack icon.png 6 Health icon.png Battlecry: Deal 1 damage to ALL other characters. "INFERNOOOOOOOOOO!" - Jaraxxus, Eredar Lord of the Burning Legion
Battlecry: Deal 1 damage to ALL other characters. "INFERNOOOOOOOOOO!" - Jaraxxus, Eredar Lord of the Burning Legion
Flame Imp Flame Imp {2Common Demon 1 Mana icon.png 3 Attack icon.png 2 Health icon.png Battlecry: Deal 3 damage to your hero. Imps like being on fire. They just do.
Battlecry: Deal 3 damage to your hero. Imps like being on fire. They just do.
Infernal Infernal {2Common Demon 6 Mana icon.png 6 Attack icon.png 6 Health icon.png
Summoning Portal Summoning Portal {2Common General 4 Mana icon.png 0 Attack icon.png 4 Health icon.png Your minions cost (2) less, but not less than (1). NOT LESS THAN 1! Don't get any ideas!
Your minions cost (2) less, but not less than (1). NOT LESS THAN 1! Don't get any ideas!
Voidcaller Voidcaller {2Common Demon 4 Mana icon.png 3 Attack icon.png 4 Health icon.png Deathrattle: Put a random Demon from your hand into the battlefield. "Void! Here, void! Here, buddy!"
Deathrattle: Put a random Demon from your hand into the battlefield. "Void! Here, void! Here, buddy!"
Worthless Imp Worthless Imp {2Common Demon 1 Mana icon.png 1 Attack icon.png 1 Health icon.png You are out of demons! At least there are always imps...
You are out of demons! At least there are always imps...
Doomguard Doomguard {3Rare Demon 5 Mana icon.png 5 Attack icon.png 7 Health icon.png Charge. Battlecry: Discard two random cards. Summoning a doomguard is risky. Someone is going to die.
Charge. Battlecry: Discard two random cards. Summoning a doomguard is risky. Someone is going to die.
Felguard Felguard {3Rare Demon 3 Mana icon.png 3 Attack icon.png 5 Health icon.png Taunt. Battlecry: Destroy one of your Mana Crystals. Yes, he'll fight for you. BUT HE'S NOT GOING TO LIKE IT.
Taunt. Battlecry: Destroy one of your Mana Crystals. Yes, he'll fight for you. BUT HE'S NOT GOING TO LIKE IT.
Void Terror Void Terror {3Rare Demon 3 Mana icon.png 3 Attack icon.png 3 Health icon.png Battlecry: Destroy the minions on either side of this minion and gain their Attack and Health. If you put this into your deck, you WILL lose the trust of your other minions.
Battlecry: Destroy the minions on either side of this minion and gain their Attack and Health. If you put this into your deck, you WILL lose the trust of your other minions.
Pit Lord Pit Lord {4Epic Demon 4 Mana icon.png 5 Attack icon.png 6 Health icon.png Battlecry: Deal 5 damage to your hero. Mannoroth, Magtheridon, and Brutallus may be dead, but it turns out there are a LOT of pit lords.
Battlecry: Deal 5 damage to your hero. Mannoroth, Magtheridon, and Brutallus may be dead, but it turns out there are a LOT of pit lords.
Lord Jaraxxus Lord Jaraxxus {5Legendary Demon 9 Mana icon.png 3 Attack icon.png 15 Health icon.png Battlecry: Destroy your hero and replace him with Lord Jaraxxus. "TRIFLING GNOME! YOUR ARROGANCE WILL BE YOUR UNDOING!!!!"
Battlecry: Destroy your hero and replace him with Lord Jaraxxus. "TRIFLING GNOME! YOUR ARROGANCE WILL BE YOUR UNDOING!!!!"


Dread Infernal(36).png Succubus(208).png Voidwalker(340).png Blood Imp(196).png Flame Imp(85).png Summoning Portal(566).png Voidcaller.png Doomguard(507).png Felguard(236).png Void Terror(119).png Pit Lord(402).png Lord Jaraxxus(482).png

Uncollectible[edit]

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

Infernal(121).png Worthless Imp(230).png

Warlock weapons[edit]

Warlocks cannot normally use weapons, but playing Lord Jaraxxus will grant them the weapon Blood Fury. This weapon is uncollectible, and cannot otherwise be acquired.

Blood Fury(669).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 warlocks start with the following class cards.

Drain Life(332).png Hellfire(122).png Shadow Bolt(647).png Succubus(208).png Voidwalker(340).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
Corruption(252).png Mortal Coil(43).png Soulfire(529).png
Level 8 Level 10
Sacrificial Pact(348).png Dread Infernal(36).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
Sacrificial Pact(348) Gold.png Dread Infernal(36) Gold.png Soulfire(529) Gold.png
Level 32/34 Level 36/38 Level 40/42
Corruption(252) Gold.png Voidwalker(340) Gold.png Succubus(208) Gold.png
Level 43/44 Level 45/46 Level 47/48
Mortal Coil(43) Gold.png Drain Life(332) Gold.png Shadow Bolt(647) Gold.png
Level 49/50 Level 51/52 Level 53/54
Hellfire(122) Gold.png Boulderfist Ogre(60) Gold.png Grimscale Oracle(510) Gold.png
Level 55/56 Level 57/58 Level 59/60
Ogre Magi(659) Gold.png Gurubashi Berserker(624) Gold.png Kobold Geomancer(479) Gold.png

References[edit]

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