A Hero Power is a special ability displayed to the right of each hero's portrait. Usually Hero Powers can be used once per turn and cost 2 mana, but some effects can modify the mana cost of Hero Powers or allow the use of a Hero Power multiple times per turn.
Each class has its own unique Hero Power, which tends to epitomise its character and playstyle. However, some effects (such as Shadowform or Charged Hammer) are able to replace a Hero Power with a new one, while others modify the rules for some specific Hero Powers.
Hero Powers may have a variety of effects, such as summoning a minion or dealing damage to a target character. Using a Hero Power will activate related triggered effects, most notably friendly Inspire effects.
Overview[edit | edit source]
The icon for the Hero Power in the game interface is face up when that Hero Power is available to the player, and flips over to a grayish empty space after being used. At the beginning of the player's turn, it flips back up to indicate it is usable once more. Regardless of whether it is face up or down, the Hero Power of the player or the opponent can be hovered over at any time to read its details.
You can not use your Hero Power if:
- it is flipped over;
- you cannot pay its mana cost;
- it would summon a minion but your board is full;
- it is targeted but there is no valid target.
- your hero power is Totemic Call and you have all 4 basic totems.
- Example: Lesser Heal is a targeted Hero Power but, since it does not require a damaged character, it can be used on a full-Health minion too: although having no healing effect, this still counts as a use for Hero Power-related effects.
Usually you can only use each Hero Power once per turn. Your Hero Power flips back up (resetting the "number of times you have used your Hero Power this turn" counter) at the start of your turn and when replaced with a new one: the new Hero Power can thus be used on that same turn if mana allows (even if it is the "same" Hero Power as the replaced one).
- Example: A hunter could use Steady Shot, trade Majordomo Executus into an enemy minion, then use Ragnaros's replacement Hero Power DIE, INSECT! in a single turn.
- Example: A player already using the Ragnaros hero could use DIE, INSECT!, sacrifice another Majordomo Executus to become a new copy of Ragnaros with his Hero Power, and then use the "new" DIE, INSECT! once again. With additional copies of Majordomo Executus, this is possible even more times.
In addition, some effects can refresh a Hero Power, allowing more then one use of it each turn:
- Coldarra Drake refreshes your Hero Power at Aura Update (Health/Attack) timing;
- Garrison Commander refreshes your Hero Power at Aura Update (Health/Attack) timing if it was used just once this turn (i.e., if the "number of times you have used your Hero Power this turn" counter is 1);
- Auctionmaster Beardo refreshes your Hero Power after you cast a spell.
- Blackwald Pixie refreshes your Hero Power when played.
Advanced rules[edit | edit source]
Hero Power Sequence[edit | edit source]
"Use a Hero Power" is one of the Player Actions that a player can actively do during their turn (the others are: "Play a card", "Attack", "End the turn" and "Concede"), and as such it starts its own Sequence.
To use a Hero Power a player must click on it and, if required, select a target.
- After clicking on a targeted Hero Power (such as Fireblast and Lesser Heal) a red arrow appears, going from the Hero Power to the player's mouse pointer. It disappears after the player clicks on the choosen target.
- While Mayor Noggenfogger's effect is active, the red targeting arrow is replaced with a question mark.
- While choosing a target the player can cancel the action by clicking on the Hero Power again. This is only possible for targeted Hero Powers: Hero Powers that are auto-targeted (such as Steady Shot) or randomly targeted (such as DIE, INSECT!) or that do not require a target at all (such as Reinforce) cannot be undone this way.
Then the following Hero Power Sequence takes place, in order:
- Hero Power Phase
- The mana cost of the Hero Power is paid.
- If the Hero Power requires a target and there is a Mayor Noggenfogger in play since the last Aura Update (Other) Step, its effect triggers and randomly selects a valid target; multiple Mayor Noggenfoggers stack.
- The Hero Power takes effect.
- The Hero Power is exhausted and flipped over (the Hero Power visually seems to flip over before Mayor Noggenfogger triggers, but in the log file it is exhausted after having taken effect).
- The "number of times you have used your Hero Power this turn" and the "number of times you have used a Hero Power this game" counters are increased by 1.
- The "number of times you have used your Hero Power this turn" counter is reset at the start of your turn and whenever your Hero Power is replaced with a new one.
- The "number of times you have used a Hero Power this game" counter (which is for example used for the cost reduction of Frost Giant) never resets, regardless of your Hero Power being replaced, upgraded or otherwise modified.
- Inspire Phase
- Hearthstone checks for win/loss/draw.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Inspire: If your hand is empty, deal 2 damage to the enemy hero. This is a "bearly" concealed reference.
Inspire: Gain +1 Attack. But not the lowliest!
Inspire: Gain +1 Health. Underneath all that impressive armor, he's just skin and bones. Okay, maybe just bones.
Secret: After an opposing Hero Power is used, deal 5 damage to a random enemy. Five years of tap-dancing lessons are FINALLY going to pay off!
Inspire: Gain Windfury this turn. Check it out. You can do barrel rolls on this thing.
Inspire: Give your weapon +1 Attack. "Four out of three orcs struggle with math." - Angry Zurge
|Silver Hand Regent||Common||Minion||General||Any||3||3||3|
Inspire: Summon a 1/1 Silver Hand Recruit. The Silver Hand is the best paladin organization. The Argent Crusaders are super jealous.
Inspire: Gain Spell Damage +1. Is he aspiring or inspiring? Make up your mind!
Inspire: Summon a random Murloc. Hee hee! Look at his cute little feet.
Inspire: Restore 2 Health to your hero. The medic tournament is less entertaining than the Grand Tournament.
Inspire: Gain +2/+2. Coming soon... to a tuskarr village near you!
Inspire: Give your other minions +1/+1. An elegant gorilla, for a more civilized age.
Can't attack. Inspire: Can attack as normal this turn. Who argent watches the Argent Watchman?
Inspire: Return this minion to your hand. Meets monthly with the gladiators to discuss career goals.
Inspire: Give your hero +2 Attack this turn. Maybe if you whistle a tune it will soothe him. Yeah... Try that.
|Spawn of Shadows||Rare||Minion||General||Priest||4||5||4|
Inspire: Deal 4 damage to each hero. What did you expect to happen? He's a Spawn. Of Shadows.
|Thunder Bluff Valiant||Rare||Minion||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.
Inspire: Destroy a random minion for each player. We like to call him "Wesley".
Your Hero Power gives this weapon +1 Attack instead of replacing it. How much more poisoned can a blade get? The answer is a lot. A lot more poisoned.
Inspire: Add a 2/2 Squire to your hand. Join the Argent Crusade! We have attractive tabards and you get to carry really nice swords!
Inspire: Summon a 3/5 War Kodo. Someone called her a Rhinorider, and she's NOT HAPPY.
Inspire: Add a random spell to your hand. The ethereals have their own jousting tournament, and Saraad is the reigning champion. Also he won the ethereal hot dog eating contest.
Inspire: Summon a random Legendary minion. She sees into your past and makes you face your fears. Most common fear: Getting Majordomo out of Sneed's Old Shredder.
|Showing all 23 cards|
Player Hero Powers[edit | edit source]
Players start each match with the basic Hero Power of their class (sometimes also referred to as that class' starting Hero Power).
- Alternate heroes use cosmetically altered versions of the basic Hero Powers: although there is no functional difference, the appearance and casting animations vary from those used by the standard heroes.
Over the course of the match certain effects can replace a player's Hero Power with another one, regardless of that player's class or hero:
- Renounce Darkness replaces your current Hero Power with the basic Hero Power of a random non-warlock class.
- Sir Finley Mrrgglton lets you Discover another basic Hero Power. More precisely, this minion's Battlecry forces you to replace your Hero Power with one among three randomly selected basic Hero Powers, with the exception of the basic Hero Power corresponding to your current Hero Power's class (see the table below).
- Example: If you are a priest with the Mind Spike Hero Power, Sir Finley Mrrgglton's Battlecry can not offer you Lesser Heal (since it is the basic Hero Power of the Mind Spike's class), but it can still offer you the mage basic Hero Power Fireblast.
- Justicar Trueheart and Baku the Mooneater replaces a basic Hero Power with the corresponding upgraded Hero Power (see the table below). It will have no effect if you don't have one of the 9 basic Hero Powers.
- Sir Finley of the Sands allows you to access the same upgraded Hero Powers, but can select any instead of directly replacing.
- Hero cards replace your current Hero Power with the Hero Card Hero Power of the appropriate class.
- Other effects (Dinomancy, Vilefin Inquisitor, Shadowform, Charged Hammer, Sulfuras, Lord Jaraxxus, Majordomo Executus) replace your current Hero Power with a specific alternative Hero Power.
- If your Hero Power is not Mind Shatter nor Mind Spike, Shadowform will replace it with Mind Spike.
- If your Hero Power is already Mind Spike, Shadowform will replace it with Mind Shatter.
- If your Hero Power is already Mind Shatter, Shadowform will have no effect (including not refreshing your Hero Power).
- Sideshow Spelleater replaces your current Hero Power with a copy of the opponent's current Hero Power (whatever it is).
- The Quest cards introduced in Saviors of Uldum provide an alternate Hero Power which replaces your current one immediately upon being completed.
|Hero Power's class||Basic Hero Power||Upgraded Hero Power||Hero Card Hero Power||Quest Hero Power||Alternative Hero Powers|
Source: Malfurion the Pestilent
Source: Untapped Potential
Source: Deathstalker Rexxar
Source: Unseal the Vault
Source: Frost Lich Jaina
Source: Raid the Sky Temple
Source: Uther of the Ebon Blade
Source: Making Mummies
Source: Vilefin Inquisitor
Source: Shadowreaper Anduin
Source: Activate the Obelisk
Source: a second Shadowform
Source: Valeera the Hollow
Source: Bazaar Burglary
Source: Thrall, Deathseer
Source: Hagatha the Witch
Source: Corrupt the Waters
Source: Charged Hammer
Source: Bloodreaver Gul'dan
Source: Supreme Archaeology
Source: Lord Jaraxxus
Source: Scourgelord Garrosh
Source: Dr. Boom, Mad Genius
Source: Hack the System
Source: Sulfuras (Fire Plume's Heart)
Source: Majordomo Executus
Related cards[edit | edit source]
The following cards generate, modify, respond to or otherwise relate to Hero Powers and their use.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Your next Hero Power this turn deals 2 more damage. A few hours later he DESTROYED the arena bathrooms.
Battlecry: Refresh your Hero Power. "Oh hi bark."
Double the damage and healing of your Hero Power. Most mechs are pretty chill, but this one is all wound up.
|Spirit of the Dragonhawk||Rare||Minion||General||Mage||2||0||3|
Stealth for 1 turn.
Your Hero Power also targets adjacent minions. Dragonhawks aren’t known for their accuracy.
Battlecry: Your next Hero Power this turn costs (0). 100% organic troll sweat.
Whenever your Hero Power kills a minion, draw a card. She prefers “Flammably Inclined.”
Your cards and powers that restore Health now deal damage instead. The Auchenai know the end is coming, but they're not sure when.
Battlecry: This turn, your healing effects deal damage instead. “Okay kids did everyone remember to heal before we left?”
Replace your Hero Power and Warlock cards with another class's. The cards cost (1) less. SEE YA DARKNESS!
Your Hero Power becomes 'Deal 2 damage'. If already in Shadowform: 3 damage. If a bright light shines on a priest in Shadowform… do they cast a shadow?
|Activate the Obelisk||Legendary||Spell||Priest||1|
Quest: Restore 15 Health.
Reward: Obelisk's Eye. A one-eyed, one stone, towering purple minion healer.
Quest: Add 4 cards from other classes to your hand.
Reward: Ancient Blades. Just when you set up your "All-Natural Scented Candles" at the farmer's market and then some STUPID KOBOLD COMES AND TAKES THEM ALL!
|Corrupt the Waters||Legendary||Spell||Shaman||1|
Quest: Play 6 Battlecry cards.
Reward: Heart of Vir'naal. This is why Hagatha is banned from public pools.
|Hack the System||Legendary||Spell||Warrior||1|
Quest: Attack 5 times with your hero.
Reward: Anraphet's Core. Anything can be hacked, if you're holding an axe.
Quest: Play 5 Reborn minions.
Reward: Emperor Wraps. "I do say, this gives me the vapors every single time!"
|Raid the Sky Temple||Legendary||Spell||Mage||1|
Quest: Cast 10 spells.
Reward: Ascendant Scroll. "Why can't I hold all these scrolls?"
Quest: Draw 20 cards.
Reward: Tome of Origination. Archaeology is the discovery of rare and powerful artifacts. Supreme Archaeology is TAKING THEM!
|Unseal the Vault||Legendary||Spell||Hunter||1|
Quest: Summon 20 minions.
Reward: Ramkahen Roar. "Huh... That's a nice card back."
Quest: End 4 turns with any unspent Mana.
Reward: Ossirian Tear. The official term is "strategic laziness."
|Sir Finley of the Sands||Legendary||Minion||Murloc||Paladin||2||2||3|
Battlecry: If your deck has no duplicates, Discover an upgraded Hero Power. "The sands shall be my sea! And this scarab shall be my, er, strange and wriggly boat!"
|Jan'alai, the Dragonhawk||Legendary||Minion||Beast||Mage||7||4||4|
Battlecry: If your Hero Power dealt 8 damage this game, summon Ragnaros the Firelord. You mess with the Bird, you get the Firelord.
Double the damage and healing of your spells and Hero Power. He's been exiled from his home, and all his brothers turned evil, but otherwise he doesn't have a lot to complain about.
|Hagatha the Witch||Legendary||Hero card||Shaman||8|
Battlecry: Deal 3 damage to all minions. Curse-bringer, tree-twister, mother of wretched things…Hanzo main.
|Dr. Boom, Mad Genius||Legendary||Hero card||Warrior||9|
Battlecry: For the rest of the game, your Mechs have Rush. "Of course I've gone mad with power. Ever try going mad without it?"
Battlecry: Destroy your hero and replace it with Lord Jaraxxus. "TRIFLING GNOME! YOUR ARROGANCE WILL BE YOUR UNDOING!!!!"
Battlecry: Cast all spells you've played this game (targets chosen randomly). If you can dodge an axe, you can dodge a ball.
|Showing all 26 cards|
Boss Hero Powers[edit | edit source]
Most non-playable bosses have their own Hero Power. Adventure bosses have both Normal and Heroic versions, with the latter usually featuring enhanced versions of their Hero Powers. Some bosses gain different Hero Powers over the course of the encounter due to cards or the Hero Powers themselves.
Boss Hero Powers vary in cost and may cost anywhere from 0 to 8 mana. Some boss Hero Powers are "auto-cast" automatically as the boss's first action each turn, assuming it has enough mana. This means that the boss is not able to choose the best time to make use of the Hero Power, or to forgo using it on any given turn. Auto-cast Hero Powers have a special ongoing visual effect. Typically auto-cast Hero Powers are cheap, including the majority of those that cost 0 mana. Other boss Hero Powers are passive, causing a free ongoing and/or triggered effect rather than being used at one particular time.
For full lists of boss Hero Powers, see Boss card.
Strategy[edit | edit source]
Available each and every turn, Hero Powers can allow players to gain card advantage by taking actions without expending cards. Players can choose to use a Hero Power instead of playing a card, sacrificing some tempo in exchange for a larger hand. Hero Powers can also be used often in order to keep pace while holding back cards to build toward a combo, or to fill gaps when no other strong play is available. Hero Powers should generally be used whenever there is sufficient spare mana.
Basic Hero Powers are designed to offer a reliable but underpowered effect. For almost all basic Hero Powers, it is possible to identify cards that accomplish more for less mana, and cards that do significantly more for 2-3 mana. This mana inefficiency prevents Hero Powers from being directly superior to cards in most cases, making them reliable secondary options rather than first choices each turn. Generally speaking, Hero Powers are effects at the value of a 0-Cost card, as evident by comparing the paladin Hero Power Reinforce with the minion card Wisp, or the mage Hero Power Fireblast with the spell card Moonfire. The extra 2 mana is effectively a surcharge for gaining the effect without consuming a card.
Here are some examples for illustration:
|Hero Power||Cheaper card alternative||Stronger card alternative|
|Armor Up!||Iron Hide||Shield Block|
|Dagger Mastery||Serrated Tooth||Perdition's Blade|
|Lesser Heal||Flash Heal||Divine Hymn|
|Life Tap||Kobold Librarian||Novice Engineer|
|Reinforce||Lost in the Jungle||Muster for Battle|
|Steady Shot||Arcane Shot||Quick Shot|
|Totemic Call||N/A||Tuskarr Totemic|
Note that the Totemic Call's randomness itself also makes the Hero Power comparatively weaker than a well-chosen equivalent in the hand. Still, each Totem other than Healing Totem can be compared unfavorably to cards, just as with other Powers:
|Totem||Cheaper card alternative||Stronger card alternative|
|Searing Totem||Wisp||Totem Golem|
|Stoneclaw Totem||Shieldbearer||Frostwolf Grunt|
|Wrath of Air Totem||N/A||Kobold Geomancer|
Healing Totem's effect is unique so it cannot be said to be strictly worse than examples like the Darkscale Healer or Lightwell. But again, due to the randomness of Totemic Call and situational usefulness of the summoned Totems, it is clear that it shares other basic Hero Powers' weaknesses with respect to tempo.
History[edit | edit source]
Hearthstone has included the basic Hero Powers for its nine classes since the very beginning. Although these "starting Hero Powers" have not changed, the variety and availability of Hero Power-related effects has increased over the years, including effects that replace the starting Hero Powers completely.
The Classic set included the priest's Auchenai Soulpriest, Shadowform and Prophet Velen, as well as the warlock's Lord Jaraxxus - two cards that replaced Hero Powers, and two cards that affected all healing and/or damage effects including Hero Powers, all class-specific. Steamwheedle Sniper in Goblins vs Gnomes introduced the first dramatic change to the way an existing Hero Power worked, although again it was limited to one class and its Hero Powers. Blackrock Mountain's Majordomo Executus provided the first neutral Hero Power-related card, with an effect very similar to Lord Jaraxxus'.
The Grand Tournament expansion had a particular focus on Hero Powers, increasing the number of Hero-Power related cards by a factor of 6 with a multitude of effects and interactions, most notably the Inspire ability. Since then, adventures and expansions have slowly continued expanding on Hero Powers with 2 cards from The League of Explorers, 3 from Whispers of the Old Gods, 2 from Mean Streets of Gadgetzan, 2 from Journey to Un'Goro, and one for each class in Knights of the Frozen Throne via Hero cards.
Blizzard has consistently introduced new effects that replace Hero Powers through new card sets, with almost half of Hero Power-related cards outside of The Grand Tournament including such effects. On the other hand, Inspire has not been on any cards since the expansion in which it was introduced.
See also[edit | edit source]
References[edit | edit source]
- Crypt (2015-05-10). Majordomo OTK Combo.
- Tested by User:Elekim, 2017-04-04