Heroes[edit | edit source]
Rexxar is the default hero for hunters. Players who have unlocked the Alleria Windrunner alternate hero may choose to play as her instead when using any hunter deck. Both heroes use the same gameplay mechanics; the difference is purely cosmetic.
Background[edit | edit source]
- Main article: Hunter
From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. As masters of their environment, hunters are able to slip like ghosts through the trees and lay traps in the paths of their enemies. These expert marksmen drop foes dead in their tracks with flawless shots from a bow, crossbow or rifle. With the ability to wield two weapons simultaneously, hunters can unleash a flurry of blows against anyone unfortunate enough to stumble into close combat with them.
The art of survival is central to the isolated life of a hunter. Hunters track beasts with ease and enhance their own abilities by attuning themselves to the feral aspects of various creatures. Hunters are known for the lifelong bonds they form with animals of the wild, training great hawks, cats, bears, and many other beasts to fight alongside them.
Hero Power[edit | edit source]
Steady Shot is the hunter's Hero Power, dealing 2 damage direct to the enemy hero. Steady Shot is a very direct and straightforward Hero Power - unlike many other Hero Powers, it does not offer special synergies or boast a range of possible uses, but what it lacks in strategic complexity it makes up for in sheer effectiveness. Without Health or Armor-granting effects, Steady Shot can single-handedly destroy the opponent and win the game in just 15 turns if used every turn. This allows the hunter to rely upon Steady Shot's damage to make steady progress toward victory, regardless of the state of the board. Steady Shot works well with an aggressive approach to build pressure on the opponent.
While it is very effective for bypassing enemy minions, note that the hunter cannot use Steady Shot on any other target, but can only deal damage to the enemy hero. The exception is Steamwheedle Sniper, which can be used to expand Steady Shot's functionality, granting it the ability to target any character, and opening up a range of strategic possibilities.
Replacement Hero Powers[edit | edit source]
Strategy and gameplay[edit | edit source]
Many hunter decks revolve around the use of Beast minions while maintaining board control. Many hunter-only cards benefit from having other Beasts in play or in your hand or deck, such as Timber Wolf, Tundra Rhino, Houndmaster or Master's Call. Certain cards with strong Beast synergy tend to become high priority targets for your enemies; Starving Buzzard for example lets you draw a card every time another Beast is summoned, while Scavenging Hyena gains +2/+1 for every friendly beast that dies while it is in play.
Hunters are strong at aggression, being able to utilize early game minions like Springpaw and Alleycat and follow it up strongly with cards like Headhunter's Hatchet or Crackling Razormaw. They have access to low-cost direct damage spells like Kill Command and Quick Shot for burst damage, while their Hero Power, Steady Shot outputs consistent damage directly at the enemy hero. A deck on the extreme side of aggression is the "Face Hunter", using nothing but cheap, direct damage minions like Leper Gnome and Wolfrider to inflict as much damage as quickly as possible. Face Hunter sacrifices longevity for immediate damage, aiming to defeat the opponent before they are able to mount a defence.
Hunter decks can also be strong midrange, tempo decks which involve strong board control while playing and buffing Beasts, with cards like Savannah Highmane, Freezing Trap, and Houndmaster Shaw. Many hunter decks revolve around Secrets, of which hunters have a strong range. Hunter Secrets especially tend to affect the board, with cards like Explosive Trap, Snake Trap and Misdirection giving any opponent reason to hesitate before sending a minion to attack. Eaglehorn Bow is a staple hunter card for use with Secrets.
While Hunters are best known for their minion quality, they are no slouch when it comes to spells. Cards like Deadly Shot and Marked Shot are formidable forms of removal, Unleash the Beast and Lesser Emerald Spellstone summon hefty token minions, and some spells like Flanking Strike and Baited Arrow even do both. Cards like Vereesa Windrunner and Zul'jin reward spell-heavy decks by upping their value tremendously. They can even run a deck with no minions, using Rhok'delar and To My Side! for extreme value generation.
Counters[edit | edit source]
Hunters are very synergistic in that they require Beasts on the board to make full use of their cards such as Kill Command and Houndmaster, so maintaining board control and killing Beasts as soon as possible will cripple a hunter. Early removal of Scavenging Hyena especially is essential, but ideally make sure never to leave a Beast on the hunter's board. Hunters can have surprising burst damage with Unleash the Hounds, King Krush, or hidden Kill Command cards in their hand so try to keep your Health high or keep strong Taunt minions on the board for as long as possible.
Secrets[edit | edit source]
Hunters have moderately strong Secrets that can wreak havoc if not properly accounted for. Proper counter-strategy requires knowledge of the popular Secrets in the current meta, and ideally your opponent's deck, but when in doubt, the following precautions can help avoid the worst of their effects.
- Attack the hero directly with a low cost or unimportant minion, or a minion played primarily for its Battlecry, in case of Freezing Trap.
- Attack the hero directly before summoning any more minions to avoid unnecessary damage from Explosive Trap. Buffing your minions to increase their Health to 3 or above can also be useful to prevent their deaths.
- Make sure to use removal on cards that have synergy with beasts such as Starving Buzzard before attacking a minion in case of Snake Trap. Removal of the snakes with Area of Effect spells may become a priority if the hunter has synergistic cards in their hand like Scavenging Hyena.
- Play a weak minion or a minion where taking 4 damage is acceptable in case of Snipe.
- Attack with a weak minion first to minimize damage done by Misdirection. Buff the Health of the minion that you are not attacking with beforehand if it will prevent its death if the weak minion attacks it.
Spells[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
Summon a random Beast Companion. You could summon Misha, Leokk, or Huffer! Huffer is more trouble than he's worth.
Deal 2 damage. Magi conjured arcane arrows to sell to hunters, until hunters learned just enough magic to do it themselves. The resulting loss of jobs sent Stormwind into a minor recession.
Change a minion's Health to 1. Never play 'Hide and Go Seek' with a Hunter.
Deal 3 damage. If you have a Beast, deal 5 damage instead. "Kill!", he commanded.
Deal 3 damage to two random enemy minions. You see, it's all about throughput.
Look at the top three cards of your deck. Draw one and discard the others. For the person who just cannot decide what card to put in their deck!
Deal 3 damage.
Overkill: Summon a 5/5 Devilsaur. The card is common, but the steak is rare.
Deal 2 damage. Summon a 0/2 Goblin Bomb. Me throw face.
Destroy a random enemy minion. Accuracy is not a highly valued trait among the mok'nathal. Deadliness is near the top, though.
Give a Beast +3/+3. Shuffle 3 copies into your deck with +3/+3. It's always Huffer. And Huffer. And Huffer. And Huffer.
Secret: When your hero is attacked, deal 2 damage to all enemies. It traps your food AND cooks it for you!
Secret: When an enemy minion attacks, return it to its owner's hand and it costs (2) more. "Dang, that's cold." - appropriate response to Freezing Trap, or a mean joke.
Deal 4 damage to a minion.
Discover a spell. Obviously it's marked for greatness.
Deal 1 damage. Pew! Pew!
Discover a Secret. The secret is... There is no plan!
Secret: After your opponent plays a minion, deal 4 damage to it. A great sniper hits the spot. Just like a delicious flank of boar. Mmmmm.
|Unleash the Hounds||Common||Hunter||3|
For each enemy minion, summon a 1/1 Hound with Charge. You must read the name of this card out loud each time you play it.
Give your minions "Deathrattle: Add a random Mech to your hand." Goes great with Cyber-Salsa.
Deal 5 damage to a minion and 2 damage to adjacent ones. Pull the pin, count to 5, then shoot. Then duck.
All minions lose Stealth. Destroy all enemy Secrets. Draw a card. Not only does it reveal your enemies, but it's also great for parties!
Copy all Beasts in your hand. Not sure I'd call it a good party if everyone ends up beside themselves.
Secret: When a character attacks your hero, instead he attacks another random character. Sometimes it's as simple as putting on a fake mustache and pointing at someone else.
|Revenge of the Wild||Rare||Hunter||2|
Summon your Beasts that died this turn. My roommates only use Revenge of the Passive Aggressive.
|Unleash the Beast||Rare||Hunter||6|
Summon a 5/5 Wyvern with Rush. The Kirin Tor has always been lax in enforcing leash laws.
Deal 4 damage to a minion. If a minion died this turn, this costs (1). Emeriss uses Wing Blast. It's super effective!
Give a friendly Beast +2 Attack and Immune this turn. The seething wrath is just beneath the surface. Beneath that is wild abandon, followed by slight annoyance.
Give a friendly minion +3/+3 and Rush. It dies at end of turn. "Ha ha! Glork looks ridiculous! ...Glork? Glork?"
Discover a minion from your deck. Draw all three cards if they are three Beasts. "Hello? Yes, this is Huffer."
Discover a friendly Deathrattle minion that died this game. Also trigger its Deathrattle. Beware the night of the living pets!
Secret: After your opponent plays three cards in a turn, summon a 6/6 Rat. MISSING: One giant rat. Please return to King Togwaggle.
Secret: When one of your minions is attacked, summon three 1/1 Snakes. Why did it have to be snakes?
|The Beast Within||Epic||Hunter||1|
Give a friendly Beast +1/+1, then it attacks a random enemy minion. Undoes years of obedience school training.
Summon 3 minions from your deck. They attack enemy minions, then die. It used to be a Ba-zooka but we ran out of sheep.
|Showing all 33 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Give a friendly Beast +2/+2 and Taunt. "Who let the dogs out?" he asks. It's rhetorical.
Whenever you summon a Beast, draw a card. If you feed him, he loses his whole identity.
Your other Beasts have +1 Attack. Other beasts totally dig hanging out with timber wolves.
Your Beasts have Charge. Tundra rhinos are often mistaken for kodos. Or am I mistaken?
Rush "Shh! You're going to start a howl!"
Whenever a friendly Beast dies, gain +2/+1. Hyenas prefer the bones of kodos or windserpents, but they'll eat pretty much anything. Even Brussels sprouts.
Battlecry: Add a 1/1 Lynx with Rush to your hand. The terrible thing about lynxes is lynxes are terrible things. Their teeth are made out of biting, their paws are made out of springs!
Deathrattle: Draw a Mech from your deck. It's been programmed to include all the bear necessities.
Poisonous Keeps getting banned for toxic behavior.
Rush It aspires to be a Vilebrood Dancer, but it has eight left feet.
Battlecry: If you have a weapon equipped, Discover a spell. “Shoot them in the face” is more of a tactic than a strategy.
Battlecry: If a minion died this turn, gain Poisonous. Fits easily into overhead luggage bins.
Each turn this is in your hand, swap its Attack and Health. After a short paws, she's back to herself again.
Battlecry: Give a friendly Mech +1/+1. If it has Deathrattle, trigger it. She learns by trial and error. Mostly error.
Deathrattle: Summon two 2/2 Hyenas. In the jungle, the mighty jungle, the lion gets slowly consumed by hyenas.
Deathrattle: Add a random Hunter spell to your hand. Plenty of buzz around this card.
Deathrattle: Destroy a random enemy minion. Wrecks a dude, any size. Catches thieves, eats those guys. Look out! Here comes a Spider Bomb!
|Spirit of the Lynx||Rare||General||Hunter||3||0||3|
Stealth for 1 turn.
Whenever you summon a Beast, give it +1/+1. Much of this shrine’s power lies in the can-opener noise it makes.
Whenever you play a 1-Cost minion, draw a spell from your deck. Stop trying to make fletch happen. It's not going to happen.
Your Deathrattles trigger twice. If at first you don't succeed, die, die again.
Whenever you play a minion that costs (1), give it Poisonous. Not all spiders are born poisonous. That's where he comes in.
Battlecry: Summon four 0/2 Goblin Bombs. Every good plan requires a bit of patience. And a lot of explosives.
Battlecry: Double the Attack and Health of all minions in your hand. Taste your world's corruption! It tastes like chicken.
|Halazzi, the Lynx||Legendary||Beast||Hunter||5||3||2|
Battlecry: Fill your hand with 1/1 Lynxes that have Rush. Remember, you’re only as strong as your weakest lynx.
Your other minions have Rush. They’re good dogs, Tess.
Charge The best defense against King Krush is to have someone you don’t like standing in front of you.
Deathrattle: Summon a Mech from your hand and trigger its Deathrattle. Reduce, reuse, re-rattle!
Battlecry: Equip Thori'dal, the Stars' Fury. Good things come in threes: Windrunner sisters and arrows of Thori'dal.
|Showing all 28 cards|
Uncollectible[edit | edit source]
The following minions are generated by other hunter cards or effects, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Your other minions have +1 Attack.
Each turn this is in your hand, swap its Attack and Health.
|Showing all 11 cards|
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
|Thori'dal, the Stars' Fury||None||Hunter||3||2||3|
After your hero attacks, gain Spell Damage +2 this turn.
Battlecry: If you control a Beast, gain +1 Durability. Zul'jin's primary recruiting tool.
Whenever a friendly Secret is revealed, gain +1 Durability. First Lesson: Put the pointy end in the other guy.
Your hero is Immune while attacking. The longbow allows shots to be fired from farther away and is useful for firing on particularly odorous targets.
|Showing all 4 cards|
See Hero card.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Cast all spells you've played this game (targets chosen randomly). If you can dodge an axe, you can dodge a ball.
|Showing the only card|
Leveling rewards[edit | edit source]
Starting cards[edit | edit source]
All hunters start with the following class cards.
Level 2-10[edit | edit source]
Up to level 10, reaching each even-numbered level will award the player two copies of a new Basic class card. These cards are not obtainable through any other means.
Level 11-60[edit | edit source]
Above level 10, reaching certain levels will award golden versions of existing Basic cards. As they are uncraftable, 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.
Trivia[edit | edit source]
- Hemet Nesingwary was the original hunter hero in the game's pre-alpha. Rexxar was eventually chosen for the role in part due to his strong connection with Beasts, which the developers wanted to focus on.
- Hunter was the game's original starting class. This was changed to mage because the developers wanted to use a non-weapon class, presumably to reduce complexity.
References[edit | edit source]
Death Knight (special class)