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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 overrides Rush effects. If a Charge minion is given Rush, it will still be able to attack the enemy hero.

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 minions which do not usually possess the ability to make use of it. This can be key in making powerful plays with vulnerable or precious minions such as Raging Worgen, or simply a flurry of regular minions. 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.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Bluegill Warrior Free Minion Murloc Any 2 2 1
Charge He just wants a hug. A sloppy... slimy... hug.
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
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.
Reckless Rocketeer Free Minion General Any 6 5 2
Charge One Insane Rocketeer. One Rocket full of Explosives. Infinite Fun.
Stonetusk Boar Free Minion Beast Any 1 1 1
Charge This card is boaring.
Stormwind Knight Free Minion General Any 4 2 5
Charge They're still embarrassed about "The Deathwing Incident".
Tundra Rhino Free Minion Beast Hunter 5 2 5
Your Beasts have ChargeTundra rhinos are often mistaken for kodos. Or am I mistaken?
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.
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.
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!
Druid of the Claw Common Minion Beast Druid 5 4 4
Hound Common Minion Beast Hunter 1 1 1
Huffer Common Minion Beast Hunter 3 4 2
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".
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.
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.
Doomguard Rare Minion Demon Warlock 5 5 7
Charge. Battlecry: Discard two random cards. Summoning a doomguard is risky. Someone is going to die.
Shadow Madness Rare Spell Priest 4
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.
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.
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.
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.
Showing all 23 cards
Bluegill Warrior(289).png
Kor'kron Elite(130).png
Reckless Rocketeer(560).png
Stonetusk Boar(76).png
Stormwind Knight(603).png
Tundra Rhino(162).png
Chillblade Champion(58721).png
Druid of the Claw(587).png
Druid of the Claw(408).png
Southsea Deckhand(103).png
Unleash the Hounds(317).png
Argent Commander(463).png
Shadow Madness(442).png
Charged Devilsaur(55537).png
Al'Akir the Windlord(335).png
Grommash Hellscream(643).png
King Krush(194).png
Leeroy Jenkins(674).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
Charge Mega-Windfury (Can attack four times a turn.) 
Argent Horserider Common Minion General Any 3 2 1
Divine Shield His horse's name is Betsy.
Druid of the Claw Common Minion Beast Druid 5 4 6
Charge, Taunt 
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.
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!
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!
Sabertooth Lion Common Minion Beast Druid 2 2 1
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.
Tiger Form Common Minion Beast Druid 2 3 2
Charge, Stealth 
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.
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.
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.
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.
Showing all 17 cards
Argent Horserider(22301).png
Druid of the Claw(35256).png
Druid of the Saber(22307).png
Gnomeregan Infantry(12286).png
Potion of Madness(49630).png
Sabertooth Lion(22445).png
Tanaris Hogchopper(49688).png
Tiger Form(35366).png
Alexstrasza's Champion(22333).png
Armored Warhorse(22312).png
Spiked Hogrider(49687).png
Leatherclad Hogleader(49686).png
Old Murk-Eye(217).png
Skycap'n Kragg(22260).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 like Charge except that the minion cannot attack heroes on the turn it is played. 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]