Heroes[edit | edit source]
Thrall is the default hero for shamans. Players who have unlocked the Morgl the Oracle, King Rastakhan, or The Thunder King alternate hero may choose to play as them instead when using any shaman deck. All three heroes use the same gameplay mechanics; the difference is purely cosmetic.
Background[edit | edit source]
- Main article: Shaman
Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them.
These masters of the elements can also call upon elemental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder. The experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile heroes and valued members of any group.
Hero Power[edit | edit source]
The shaman's Hero Power is Totemic Call, which randomly summons 1 of 4 possible Totem-type minions, each with different stats and abilities: Healing Totem, Stoneclaw Totem, Searing Totem, or Wrath of Air Totem.
Totemic Call always summons a Totem the hero does not already have in play in the battlefield; if the shaman already has all 4 different Totems in play, the Hero Power cannot be used until one of them is removed. Enemy Totems and Totems in the hand are irrelevant to this determination. Totems are created directly by the Hero Power, not played from the hand or drawn from the deck. Most Totems start with 0 Attack but cards like Bloodlust or even Raid Leader can turn a board of weak Totems into a force to be reckoned with.
Replacement Hero Powers[edit | edit source]
Strategy and gameplay[edit | edit source]
Shamans are highly flexible, boasting a wide variety of class cards that lend themselves to many different methods of achieving victory. With their unique mechanic Overload, Shamans can also play very strong spell and minion cards for little mana, at the cost of losing available mana the subsequent turn. Their board control is excellent with removal and transform effects such as Lightning Storm and Hex. Shamans also have some of the strongest minions in the game, ranging from low-cost (Flametongue Totem, Totem Golem) to the late-game (Fire Elemental, Al'Akir the Windlord).
Totems support the Shaman throughout a match, and can even be made into a fighting force in their own right. Totemic Call provides a steady stream of reinforcements, although their effects are random and they are unlikely to do much without more proactive minions to support. However, cards such as Bloodlust, Thunder Bluff Valiant, Primal Fusion, and Thing from Below reward a shaman for amassing totems.
Shamans have many ways to close out a game. Bloodlust and Windfury allow for game winning turns with super-buffed minions. The shaman can also deal huge burst damage with spells such as Lightning Bolt and Lava Burst, or even with their own weapon - a Rockbiter Weapon-enhanced Doomhammer is an iconic and devastating way to finish the game. Alternatively, a more control-oriented shaman can starve out enemies with massive heals (Healing Wave, Jinyu Waterspeaker, Hallazeal the Ascended), making them very difficult to remove.
As wielders of the elemental forces, Shamans have an affinity with Elementals, possessing more Elemental synergy effects out of any other classes. Shamans have access to both early-game Elementals with tons of utility like Fire Plume Harbinger and Hot Spring Guardian and synergy effects like Earthen Might, and late-game Elemental finishers like Stone Sentinel and Kalimos, Primal Lord for a huge tempo swing.
Another element unique to Shamans are cards that transform minions into an entirely new and random minion. Evolve, Unstable Evolution, Master of Evolution, Thrall, Deathseer, and The Storm Bringer transforms their own minions into a more costly minion, while Devolve does the opposite to their enemies. Although the effects are random, with proper setup their multiple high-cost, low-stat minions can turn into something else with stats and possible effects to better match their costs.
Shamans also have an affinity for murlocs. They can call upon lesser murlocs with cards like Primalfin Totem and Call in the Finishers and have cards that reward swarming with murlocs like Everyfin is Awesome and Unite the Murlocs. After all, the first murloc hero in Hearthstone is also a Shaman.
Counters[edit | edit source]
- Totems will be a continuous part of the game when playing against a shaman, especially the slower kinds. Try to control the number of totems, since they can give the shaman strong beneficial effects along with minion count. This is especially important when playing against Totem Shaman/Bloodlust decks. The totems can range from being 1/1, 0/2, or 0/3 so they are quite fragile and nonthreatening by themselves, but totems like Mana Tide Totem which allow an extra draw per turn will give an enormous advantage if left unchecked. Totems are treated as minions and can be buffed with increased Attack as well as Health so leaving too many on the field at once may become dangerous if the shaman plays cards like Raid Leader or Bloodlust, or even Flametongue Totem for unexpected trades. You may even be able to use the totems against the shaman if you play cards like Sea Giant or Flesheating Ghoul which benefit with more minions on the field, but this is rarely worth the risk of leaving them in place. Good methods of removing totems include AoE damage like Hellfire or Holy Nova, or low-Attack minions that can trade with them without wasting too much face damage. The druid's Swipe can also be extremely effective against totems, especially when paired with Spell Damage.
- Bloodlust and totem buffs like Thunder Bluff Valiant can allow the shaman to abruptly win the game if they have lots of minions on the field, so make sure to keep the number of minions the shaman has to a minimum. This includes 0-Attack Totems and other seemingly unthreatening minions. Remember that shamans often include a lot of burst damage spells like Lava Burst and Rockbiter Weapon, which when combined with a strong board can defeat even full-Health opponents.
- When you play large drop cards, remember your opponent might have Hex. Try and bait out this card by playing threatening minions before playing your biggest minions or strong buffing spells, and keep in mind there are only 2 maximum in a deck (outside of Arena). Shamans also have Lightning Storm, so try to not have a large field when your opponent hasn't played them yet.
Unique mechanics[edit | edit source]
Overload is an ability which reduces the amount of mana available the next turn by the stated amount. Most cards with Overload have a lower printed mana cost than similar cards from other classes (for instance, compare Forked Lightning and Cleave). This allows powerful spells and minions to be played for a low mana cost, allowing the shaman to gain a great amount of value in a turn at the cost of being able to play fewer cards the next turn. The shaman has many cards allowing him to put massive power into the board in one turn, such as Bloodlust, Lightning Storm, and Lava Burst. You can also overload more mana than you will have the next turn. Cards with this ability are limited to the shaman class.
Spells[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
Restore a minion to full Health and give it Taunt. I personally prefer some non-ancestral right-the-heck-now healing, but maybe that is just me.
Give your Totems +2 Health. Totem-stomping is no longer recommended.
Deal 1 damage to an enemy character and Freeze it. FROST SHOCK!
Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
Give a minion Windfury. Windfury is like Earthfury and Firefury, but more light and airy.
Transform a minion into a 0/1 Frog with Taunt. If you Hex a Murloc... it really isn't much of a change, is it?
Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
Deal 1 damage to all minions. Overload: (2) Working in a shaman's lab, it's important to be well-grounded.
Transform a friendly minion into a random one that costs (1) more. You'll get the transformation you want when murlocs fly.
Give your Totems +2 Attack. It's not really advanced shamanic magic, you just draw nasty eyebrows on them.
Deal 2 damage to a minion. Overload: (1) The material components for this spell are wool socks and a rug.
Silence a minion, then deal 1 damage to it. Earth Shock? Shouldn't it be "Azeroth Shock"?
Deal 2 damage to 2 random enemy minions. Overload: (2) If you combine it with Spooned Lightning and Knived Lightning, you have the full dining set.
Deal 3 damage. Overload: (1) Lightning Bolt! Lightning Bolt! Lightning Bolt!
Deal 2 damage.
Overkill: Summon a basic Totem. Trolls are the first group to have a totem survive atmospheric re-entry.
Draw a card. Copy it if you played an Elemental last turn. It's just a Tempest Tantrum.
|Soul of the Murloc||Common||Shaman||2|
Give your minions "Deathrattle: Summon a 1/1 Murloc." Previously thought nonexistent.
|Rain of Toads||Common||Shaman||6|
Summon three 2/4 Toads with Taunt.
Overload: (3) "Oh, THAT'S how she brings the warts!"
Discover a Battlecry minion. A lot of shaman have started vaping their invocations.
Transform your minions into random minions that cost (1) more. So you say you want an evolution. Well, you know. We all want to change the board.
Summon two 1/1 Sparks with Rush.
Overload: (1) Batteries have three components: Cathode, Anode, and Overload.
Give a minion "Deathrattle: Resummon this minion." It was just a flesh wound.
Give a minion +2/+2. If it's an Elemental, add a random Elemental to your hand. Or it might not.
Summon two 2/3 Spirit Wolves with Taunt. Overload: (2) Spirit wolves are like regular wolves with pom-poms.
Deal 5 damage. Overload: (2) It's like an ocean of liquid magma in your mouth!
Deal 2-3 damage to all enemy minions. Overload: (2) An umbrella won't be effective, I'm afraid.
Deal 1 damage to all minion.
(Upgrades each turn!) "All shall suffer!"
"But Hagatha, those are your minions..."
"I said ALL!!!"
Summon a copy of a random minion in your hand. Genius is 1% inspiration, and 99% drawing your Deathwing.
Deal 5 damage to all minions, then deal 2 damage to all minions. Shake it, sh-sh-sh-shake it like a Kalimdor fissure.
|Big Bad Voodoo||Epic||Shaman||2|
Give a friendly minion "Deathrattle: Summon a random minion that costs (1) more." Murlocs practice Small Nice Voodoo.
Restore 4 Health. Repeatable this turn. The swill has eyes!
Draw a card. That card costs (3) less. Drek'thar can't see, but he can see. You know what I mean? It's ok if you don't.
The next spell you cast this turn costs 3 less. Discover a spell. When you're awake at 3 AM and can't stop thinking about that time you called your teacher "mom."
|Plague of Murlocs||Epic||Shaman||3|
Transform all minions into random Murlocs. This is horrible! And adorable!
|Corrupt the Waters||Legendary||Shaman||1|
Quest: Play 6 Battlecry cards.
Reward: Heart of Vir'naal. This is why Hagatha is banned from public pools.
|The Storm Bringer||Legendary||Shaman||6|
Transform your minions into random Legendary minions. Finally, Electra can work from home.
|Showing all 36 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Adjacent minions have +2 Attack. Totemsmiths like to use the rarest woods for their totems. There are even rumors of totems made of Ironbark Protectors.
Battlecry: Give a friendly minion Windfury. Is there anything worse than a Windspeaker with halitosis?
Battlecry: Deal 3 damage. He can never take a bath. Ewww.
Windfury. Overload: (2) Westfall is full of dust devils. And buzzards. And crazed golems. And pirates. Why does anyone live here?
Battlecry: If you played 2 spells this turn, deal 2 damage. “Does she cause them with magic, or just…like have a bucket she brings with her?”
Battlecry: Add a random Shaman spell to your hand. Is she a frog that became a witch, or a witch that became a frog?
At the end of your turn, add a Lackey to your hand. A lot of people blame the parents when a totem goes bad.
|Ghost Light Angler||Common||Murloc||Shaman||2||2||2|
Battlecry: Add a random Elemental to your hand. Electra stores her elementals in the cloud.
Battlecry: Deal 1 damage to all enemy minions.
Overload: (1) Doot doot doot doot doot [Pause] Doot doot doot doot doot DEE doot doot doot doot doot!
Whenever you play a card with Overload, gain +1/+1. Unlike bound elementals, Unbound ones really enjoy a night on the town.
Lifesteal, Rush, Windfury The weirdest part is that it doesn't have legs.
Battlecry: Add a Lackey to your hand. Overload: (1) You can't stop slurping this delicious sludge!
After you play a Murloc, add a random Murloc to your hand. Attracts murlocs... and moths.
Battlecry: Return a friendly minion to your hand and give it +2/+2. It's the bane of freshly mopped floors everywhere.
|Mana Tide Totem||Rare||Totem||Shaman||3||0||3|
At the end of your turn, draw a card. It is said that some shaman can say "Floatin' totem" 10 times, fast.
|Spirit of the Frog||Rare||General||Shaman||3||0||3|
Stealth for 1 turn.
Whenever you cast a spell, draw a spell from your deck that costs (1) more. It is Wednesday, my dudes.
Battlecry: If you control a Lackey, deal 3 damage. Dr. Boom had one simple request: wasps with flippin' laser beams attached to their heads.
Battlecry: Draw a spell from your deck that costs (5) or more. Best drank after a stiff gale.
|Thing from Below||Rare||General||Shaman||6||5||5|
Taunt. Costs (1) less for each Totem you've summoned this game. Just can't resist the opportunity to hang around with a bunch of totems.
Rush. Costs (1) less for each minion on the battlefield. He's here to shape *clap* you up!
Battlecry: If you have 10 Mana Crystals, your spells have Lifesteal this turn. Has a side-business selling her lipstick shade, "Omega Red."
After you play a card with Overload, summon two 1/1 Sparks with Rush. Most of his friends are still Metalheads.
Battlecry: Destroy your Totems. Gain +2/+2 for each destroyed. When regular totem hours won't cut it.
Overload: (3) Nothing beats rock.
Battlecry: Transform into a 4/4 copy of a different minion in your deck. Fan favorite in the muck morphin' sewer strangers.
Whenever you cast a spell, draw a minion from your deck. The tricky part is getting them to HOLD their shape.
Battlecry: Your next spell this turn casts twice. "The coin? You used me for THE COIN!?"
Whenever you target a minion with a spell, cast it again on its neighbors. Serenity. Peace. Many frogs.
Your Murlocs cost (1). Wanna know how he got those scars? So does he.
While you're Overloaded, your other minions have +2 Attack. She wasn't happy when Hagatha sent her back to Uldum. But her "angry" hiss sounds like her "happy" hiss, so no one knew the difference.
|Krag'wa, the Frog||Legendary||Beast||Shaman||6||4||6|
Battlecry: Return all spells you played last turn to your hand. Krag'wa has a ritual to honor his friends and a ritual to devour his enemies. No one can tell them apart.
Battlecry: Add a 5/5 Horror to your hand. Teach it two Shaman spells. Rafaam mainly enjoys working with Hagatha because she never laughs at Dr. Boom's jokes.
|Al'Akir the Windlord||Legendary||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.
Battlecry: Repeat all other Battlecries from cards you played this game (targets chosen randomly). Beware the Shudderwock, my son. We're fresh out of vorpal daggers.
|Showing all 35 cards|
Uncollectible[edit | edit source]
The following minions are generated by other shaman cards or effects, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
At the end of your turn, restore 1 Health to all friendly minions.
|Wrath of Air Totem||Free||Totem||Shaman||1||0||2|
Spell Damage +1
|Showing all 7 cards|
Weapons[edit | edit source]
Shamans have access to a limited range of weapons.
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
Overload: (1) Yo, that's a nice axe.
Has +2 Attack while you have Overloaded Mana Crystals. "I double frog dare you!"
Battlecry: Summon copies of your Totems. The ancient shaman chant, "Control Axe, Control Vee."
Windfury, Overload: (2) Orgrim Doomhammer gave this legendary weapon to Thrall. His name is a total coincidence.
|Showing all 4 cards|
See Hero card.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|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.
|Showing the only card|
Leveling rewards[edit | edit source]
Starting cards[edit | edit source]
All shaman 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.
References[edit | edit source]
Death Knight (special class)