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Can attack immediately.
For the card of the same name, see Charge (card).

Charge is an ability allowing a minion to attack the same turn it is summoned or brought under a new player's control.

Charge is available to all classes, but is most strongly associated with the warrior and hunter classes. Warrior cards involving Charge include Charge, Kor'Kron Elite and Grommash Hellscream. Hunters have access to powerful Charge cards such as Huffer, Unleash the Hounds, Tundra Rhino and King Krush.

Notes[edit | edit source]

  • Minions with Charge will not suffer the exhausted effect when first put into play. This also applies if the minion is brought into play through means such as a Summon effect or Faceless Manipulator's Transform effect.
    • The Charge ability effectively suppresses a newly-summoned minion's exhaustion, but does not remove it. If Charge is removed from a newly-summoned minion, such as through a Silence, the minion will become exhausted.[1]
  • If a friendly minion can only attack because it has temporary Charge from Tundra Rhino, the Tundra Rhino does not have to survive until the actual combat happens (for example, if it dies to Explosive Trap, the combat will not be cancelled).[2]
  • Charge functionally overrides Rush effects. If a Charge minion is given Rush, it will still be able to attack the enemy hero. This is because Rush doesn't actually prevent a minion from attacking the opponent's hero, it only allows the minion to attack enemy minions while it would normally have summoning sickness.

Strategy[edit | edit source]

  • Charge is a very useful ability for dealing instant damage, and often features as part of a deck's burst damage potential. Cards like Doomguard can be held until the opportunity arise to quickly defeat the opponent using the cards left in the hand.
  • Charge can be granted through cards like Tundra Rhino, allowing beasts which do not usually possess the ability to make use of it. This can be key in making powerful plays with strong beasts such as Savannah Highmane. Unleash the Hounds is a strong example of the power of a sudden group of minions, heavily dependent on Charge.
  • Charge minions frequently feature decent Attack but relatively low Health. This ensures that they will be defeated upon attacking most targets, and otherwise can be easily dispatched by the opponent, serving to balance their ability to immediately attack with a low likelihood of surviving into the next round.

Cards with Charge[edit | edit source]

This section lists all cards which possess or provide a source of Charge.

Collectible[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Stonetusk Boar Free Minion Beast Any 1 1 1
Charge This card is boaring.
Bluegill Warrior Free Minion Murloc Any 2 2 1
Charge He just wants a hug. A sloppy... slimy... hug.
Wolfrider Free Minion General Any 3 3 1
Charge Orcish raiders ride wolves because they are well adapted to harsh environments, and because they are soft and cuddly.
Kor'kron Elite Free Minion General Warrior 4 4 3
Charge The Kor'kron are the elite forces of Garrosh Hellscream. Let's just say you don't want to run into these guys while wearing a blue tabard.
Stormwind Knight Free Minion General Any 4 2 5
Charge They're still embarrassed about "The Deathwing Incident".
Reckless Rocketeer Free Minion General Any 6 5 2
Charge One Insane Rocketeer. One Rocket full of Explosives. Infinite Fun.
Argent Commander Rare Minion General Any 6 4 2
Divine Shield The Argent Dawn stands vigilant against the Scourge, as well as people who cut in line at coffee shops.
Kayn Sunfury Legendary Minion General Demon Hunter 4 3 4
All friendly attacks ignore Taunt"Armor and heals may slow my zeal, but fel and glaives excite me!"
Al'Akir the Windlord Legendary Minion 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.
Grommash Hellscream Legendary Minion General Warrior 8 4 9
Has +6 Attack while damaged. Grommash drank the tainted blood of Mannoroth, dooming the orcs to green skin and red eyes! Maybe not his best decision.
King Krush Legendary Minion Beast Hunter 9 8 8
Charge The best defense against King Krush is to have someone you don’t like standing in front of you.
Showing all 11 cards
Stonetusk Boar(76).png
Bluegill Warrior(289).png
Kayn Sunfury(210736).png
Kor'kron Elite(130).png
Stormwind Knight(603).png
Argent Commander(463).png
Reckless Rocketeer(560).png
Al'Akir the Windlord(335).png
Grommash Hellscream(643).png
King Krush(194).png

Wild format

Wild icon.png  This section contains information exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Argent Horserider Common Minion General Any 3 2 1
Divine Shield His horse's name is Betsy.
Gnomeregan Infantry Common Minion General Any 3 1 4
Charge Taunt The gnomes are valiant and ready to return to their irradiated, poorly ventilated homeland!
Chillblade Champion Common Minion General Paladin 4 3 2
Lifesteal It slices, it dices, it vaporizes! The Chillblade will make a Champion out of even the lowliest gnome.
Doomguard Rare Minion Demon Warlock 5 5 7
Charge. Battlecry: Discard two random cards. Summoning a doomguard is risky. Someone is going to die.
Charged Devilsaur Epic Minion Beast Any 8 7 7
Battlecry: Can't attack heroes this turn. What happens when a dinosaur mixes soda and pop rocks.
Old Murk-Eye Legendary Minion Murloc Any 4 2 4
Charge. Has +1 Attack for each other Murloc on the battlefield. He's a legend among murlocs. "Mrghllghghllghg!", they say.
Leeroy Jenkins Legendary Minion General Any 5 6 2
Charge. Battlecry: Summon two 1/1 Whelps for your opponent. At least he has Angry Chicken.
Skycap'n Kragg Legendary Minion Pirate Any 7 4 6
Costs (1) less for each friendly Pirate. What's more boss than riding a parrot with a jawbone for a shoulderpad while wielding a giant hook-lance-thing and wearing a pirate hat? NOTHING.
Icehowl Legendary Minion General Any 9 10 10
Can't attack heroes. This massive yeti just closes his eyes and charges at the nearest target. The nearest Target is a couple blocks away and has sick deals on skateboards.
Showing all 9 cards
Argent Horserider(22301).png
Gnomeregan Infantry(12286).png
Chillblade Champion(58721).png
Old Murk-Eye(217).png
Leeroy Jenkins(674).png
Skycap'n Kragg(22260).png
Charged Devilsaur(55537).png

Uncollectible[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Reffuh None Minion Demon 1 2 1
Hound Common Minion Beast Hunter 1 1 1
Huffer Common Minion Beast Hunter 3 4 2
Druid of the Claw Common Minion Beast Druid 5 4 4
Druid of the Claw Common Minion Beast Druid 5 4 6
Charge, Taunt 
King Krush Legendary Minion Beast Hunter 9 8 8
Showing all 6 cards
Druid of the Claw(408).png
Druid of the Claw(35256).png
King Krush(92232).png

Wild format

Wild icon.png  This section contains information exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Boar None Minion Beast Mage 3 4 2
V-07-TR-0N None Minion Mech Any 8 4 8
Sabertooth Lion Common Minion Beast Druid 2 2 1
Tiger Form Common Minion Beast Druid 2 3 2
Charge, Stealth 
Showing all 4 cards
Sabertooth Lion(22445).png
Tiger Form(35366).png

Sources of Charge[edit | edit source]

Charge-generating cards[edit | edit source]

This section lists cards which generate Charge minions.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Animal Companion Free Spell Hunter 3
Summon a random Beast Companion. You could summon Misha, Leokk, or Huffer! Huffer is more trouble than he's worth.
Open the Cages Common Spell Hunter 2
Secret: When your turn starts, if you control two minions, summon an Animal Companion. "Coming out of my cage, and I'm dead by turn nine..."
Unleash the Hounds Common Spell Hunter 3
For each enemy minion, summon a 1/1 Hound with ChargeYou must read the name of this card out loud each time you play it.
Druid of the Claw Common Minion General Druid 5 4 4
Choose One - Transform into a 4/4 with Charge; or a 4/6 with Taunt. Cat or Bear? Cat or Bear?! I just cannot CHOOSE!
Demon Companion Rare Spell 1
Summon a random Demon Companion. Owning a pet can be real hell at times.
Dinotamer Brann Legendary Minion General Hunter 7 2 4
Battlecry: If your deck has no duplicates, summon King Krush. Brann's new dino-taming hobby is going well—his pet can already make him sit, stand, and roll over!
Showing all 6 cards
Demon Companion(329950).png
Open the Cages(389006).png
Animal Companion(578).png
Unleash the Hounds(317).png
Druid of the Claw(587).png
Dinotamer Brann(90720).png

Wild format[edit | edit source]

Wild icon.png  This section contains information exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Druid of the Saber Common Minion General Druid 2 2 1
Choose One - Transform into a 2/1 with Charge; or a 3/2 with StealthThat's saberTEETH, not like curved pirate blades. That's a different kind of druid. Druid of the Curved Pirate Blades.
Polymorph: Boar Rare Spell Mage 3
Transform a minion into a 4/2 Boar with ChargeIt's always Huffer.
Mimiron's Head Legendary Minion Mech Any 5 4 5
At the start of your turn, if you have at least 3 Mechs, destroy them all and form V-07-TR-0N. Do not push the big red button!
Showing all 3 cards
Druid of the Saber(22307).png
Polymorph- Boar(22396).png
Mimiron's Head(12190).png

Charge-granting cards[edit | edit source]

This section lists cards which grant the Charge ability to other minions or to itself.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Charge Free Spell Warrior 1
Give a friendly minion Charge. It can't attack heroes this turn. "Guys! Guys! Slow down!" - some kind of non-warrior minion
Tundra Rhino Free Minion Beast Hunter 5 2 5
Your Beasts have ChargeTundra rhinos are often mistaken for kodos. Or am I mistaken?
Southsea Deckhand Common Minion Pirate Any 1 2 1
Has Charge while you have a weapon equipped. Pirates are into this new fad called "Planking".
Shadow Madness Rare Spell Priest 3
Gain control of an enemy minion with 3 or less Attack until end of turn. You can rationalize it all you want, it's still a mean thing to do.
Showing all 4 cards
Southsea Deckhand(103).png
Shadow Madness(442).png
Tundra Rhino(162).png

Wild format

Wild icon.png  This section contains information exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Potion of Madness Common Spell Priest 1
Gain control of an enemy minion with 2 or less Attack until the end of the turn. You'd be insane NOT to drink it!
Tanaris Hogchopper Common Minion General Any 4 4 4
Battlecry: If your opponent's hand is empty, gain ChargeThe Hogchoppers are well-known throughout Kalimdor for being a real, actual group.
Alexstrasza's Champion Rare Minion General Warrior 2 2 3
Battlecry: If you're holding a Dragon, gain +1 Attack and Charge"Put more spikes on her. No, more spikes. What part of 'more spikes' do you not understand? MORE SPIKES!" - Alexstrasza
Armored Warhorse Rare Minion Beast Any 4 5 3
Battlecry: Reveal a minion in each deck. If yours costs more, gain ChargeYep. It's a horse... wearing armor... going to war.
Spiked Hogrider Rare Minion General Any 5 5 5
Battlecry: If an enemy minion has Taunt, gain ChargeDid you know the Hogchoppers compete every year at the Mirage Raceway? They do. It's a real group.
Leatherclad Hogleader Epic Minion General Any 6 6 6
Battlecry: If your opponent has 6 or more cards in hand, gain ChargeThe Hogchoppers, the terrors of Tanaris, can always be found at one tavern or another in Gadgetzan, refueling for totally real and legit adventures that they go on.
Showing all 6 cards
Potion of Madness(49630).png
Alexstrasza's Champion(22333).png
Armored Warhorse(22312).png
Tanaris Hogchopper(49688).png
Spiked Hogrider(49687).png
Leatherclad Hogleader(49686).png

Related cards[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Warsong Commander Free Minion General Warrior 3 2 3
Your Charge minions have +1 Attack. The Warsong clan is such drama. It's really not worth it to become a commander.
Showing the only card
Warsong Commander(193).png

Design[edit | edit source]

Charge is historically one of the most problematic abilities in Hearthstone. This is due to the potential for Charge minions to be combined with Attack-increasing buffs and copy effects, producing excessively powerful burst combos, in the worst cases resulting in one turn kills.[3] This lack of interactivity makes Charge a concern for the developers, who have consequently become increasingly reluctant to print new minions with unqualified Charge, as well as nerfing numerous cards critical to Charge-based combos.

Designer Max McCall clarifies that the ability itself can be positive, such as for allowing players to catch up when behind on the board, helping to counter the strength of consistently developing the board.[3] However, when a Charge card is cheap enough to combo with other effects, or it is otherwise viable to achieve a one turn kill using it, the ability "becomes a problem".[3] One solution to this could be to restrict the availability of buffs and other key combo pieces, but these types of effect offer a larger design space, with the result that restricting them would detract from the game far more significantly than simply restricting the availability of Charge.[3]

More recently the designers have experimented with conditional Charge effects, and are considering adding more expensive Charge minions in the future, as they "figure out what's safe".[3]

With The Witchwood, Hearthstone introduced the related Rush effect, which is similar to Charge except that the minion cannot attack heroes on the turn it is summoned. It is possible for a minion to have both Rush and Charge (for example, if you play a Rush Beast while Tundra Rhino is on the board); in that case the minion can attack the enemy hero on its first turn.

References[edit | edit source]