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Spell Damage

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Spell Damage
Your spells deal extra damage.
A Wrath of Air Totem, with purple sparkles to signal its Spell Damage bonus

Spell Damage is an ability which boosts the overall damage of spells by the listed amount. Spell Damage does not increase healing done by spells, and does not increase damage dealt from non-spell source such as Hero Powers, Deathrattles or Battlecries. Sources of Spell Damage are indicated by purple sparkles around their portaits.

Notes[edit | edit source]

A video explaining spell damage in Hearthstone made by the Curse Gamepedia YouTube Channel.
  • Spell Damage increases the damage dealt by any spell, with only a few exceptions:
  • Multiple instances of Spell Damage stack. In particular, Spell Damage granted by enchantments will stack with any existing Spell Damage on the buffed minions.
  • Being an additive bonus, Spell Damage is applied before being multiplied by multiplicative bonuses like Prophet Velen.[1]
  • Spell Damage has always the most up-to-date value: its value updates constantly, and not only when Auras are updated.
  • For any given spell, Spell Damage boosts either the total damage output or the damage per hit by the given amount, depending on the type of targeting and the way damage is distributed. The general rule is, when numbers printed on the card describe the amount of damage, each point of Spell Damage increases each of those numbers by 1, and the spell acts accordingly. More precisely:
    • Spells that deal a certain amount of damage randomly split among all characters with a given characteristic (Arcane Missiles, Spreading Madness, Avenging Wrath, Timepiece of Horror) have their total damage increased by Spell Damage: the spell will thus shoot an increased number of missiles, but each one will still deal 1 damage.
    • Arcane Blast's damage in increased by twice the total Spell Damage bonus of its caster.
    • All other spells that deal damage to one or more characters have the damage dealt to each target increased by their caster's total Spell Damage bonus. This includes single-target spells (for example, with Spell Damage +2 Fireball will del 8 damage), area of effect spells (for example, with Spell Damage +1 Swipe will do 5 damage to its target and 2 damage to all other enemies)[2] and spells that damage "multiple targets" (such as Cleave and Explosive Shot) or that do a base amount of damage repeated a variable number of times (like Bouncing Blade and Greater Arcane Missiles)
  • Sources of Spell Damage are indicated by purple sparkles. This includes, as long as a Jungle Moonkin is in play, both heroes as well as the Jungle Moonkin itself.
  • For additional details, see Damage#Advanced rules.
  • Spell Damage dynamically modifies the numbers printed on the text of eligible spell cards in your hand accordingly (for example, with Spell Damage +2 the text of a Fireball card in your hand will read "Deal *8* damage.").

Strategy[edit | edit source]

Mousing over a friendly source of Spell Damage will highlight any cards affected by Spell Damage, indicated by purple sparkles

Spell Damage is a valuable quality for classes which use damaging spells. The mage, rogue and shaman classes are good examples, but every class has damaging spells and can therefore benefit from it. Spell Damage is especially important to control decks such as Freeze Mage and Miracle Rogue, as well as spell-related aggro decks such as Aggro Shaman.

Like most card text effects, Spell Damage takes effect as soon as the related minion comes into play. This makes order of play very important, and allows you to quickly unload a flurry of buffed attacks in one turn, if you have the mana to spare. This is particularly possible with low mana cost minions such as Kobold Geomancer. Even if your opponent removes your minion the next turn, you will still have gotten some use from them.

Note that while many varieties of Spell Damage minion exist, almost all of them offer the same bonus: Spell Damage +1. This means the difference between a Dalaran Mage and an Archmage (and the justification for the extra mana cost) lies only in Attack and Health values, not in their actual ability to boost spell damage. This can make low-cost Spell Damage minions an appealing choice, allowing you to rapidly and cheaply put them into play, ideally in immediate combination with some damaging spells.

Players will generally want to protect their Spell Damage minions, and may not wish to summon them until they have a sturdy Taunt in place, although this does not of course protect them from spells and other effects. Conversely, attacking players will often want to dispose of Spell Damage minions as quickly as possible, before their owner can put their bonus damage to good use.

This can make Spell Damage minions good lures for removal, as well as neutralisation through Silences and transform effects. Spell Damage minions often function as soft taunts, drawing the priority fire of your opponent while other targets are ignored. In less than ideal circumstances, this is as good a use of a Spell Damage minion as any, especially if you have other Spell Damage minions on the way, have no spells in your hand, or have already used most of those in your deck.

Trivia[edit | edit source]

  • Sources of Spell Damage are usually minions, but Jungle Moonkin makes both heroes sources of Spell Damage - although they depend on the minion's ongoing effect to retain this ability.
  • Most sources of Spell Damage have "Spell Damage +1": exceptions are Jungle Moonkin, Evolved Kobold, Spellweaver, Cosmic Anomaly, and Celestial Emissary with "Spell Damage +2", and Malygos with "Spell Damage +5".
  • The developers have tried having cards that decreased the opponent's Spell Damage, but found that it was too confusing in practice.[3]
  • Most minions with Spell Damage themselves have explanatory tooltips that state "Your spell cards deal 1 extra damage". This is true even for those with Spell Damage +2, Evolved Kobold and Jungle Moonkin.
    • Malygos correctly states "Your spell cards deal 5 extra damage."
    • Other cards which grant or mention Spell Damage, such as Ancient Mage and Velen's Chosen, simply say "Your spells deal extra damage" instead.

Cards with Spell Damage[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Archmage Free Minion General Any 6 4 7
Spell Damage +1 You earn the title of Archmage when you can destroy anyone who calls you on it.
Dalaran Mage Free Minion General Any 3 1 4
Spell Damage +1 You don't see a lot of Dalaran warriors.
Kobold Geomancer Free Minion General Any 2 2 2
Spell Damage +1 In the old days, Kobolds were the finest candle merchants in the land. Then they got pushed too far...
Ogre Magi Free Minion General Any 4 4 4
Spell Damage +1 Training Ogres in the art of spellcasting is a questionable decision.
Wrath of Air Totem Free Minion Totem Shaman 1 0 2
Spell Damage +1 
Black Cat Common Minion Beast Mage 3 3 3
Spell Damage +1
Battlecry: If your deck has only odd-Cost cards, draw a card. She's so odd, you can't even.
Cosmic Anomaly Common Minion Elemental Mage 4 4 3
Darkmire Moonkin Common Minion General Any 7 2 8
Spell Damage +2 Birds of a feather Moonfire together.
Spellshifter Common Minion General Any 2 1 4
Spell Damage +1
Each turn this is in your hand, swap its Attack and Health. He also goes by "worg-lock."
Spellshifter Common Minion General Any 2 4 1
Spell Damage +1
Each turn this is in your hand, swap its Attack and Health. 
Spellweaver Common Minion General Any 6 4 4
Spell Damage +2 Spells offer twice the moisture wicking of cotton.
Tainted Zealot Common Minion General Any 2 1 1
Divine Shield
Spell Damage +1 The love she shares seems to go nowhere. Now she's lost her Light, tosses and turns, she can't sleep at night...
Tuskarr Fisherman Common Minion General Any 2 2 3
Battlecry: Give a friendly minion Spell Damage +1If you bring him 500 fish, he'll give you this sweet Kalu'ak Fishing Pole.
Ancient Mage Rare Minion General Any 4 2 5
Battlecry: Give adjacent minions Spell Damage +1Sometimes he forgets and just wanders into someone else's game.
Celestial Emissary Rare Minion Elemental Mage 2 2 1
Battlecry: Your next spell this turn has Spell Damage +2Casting with the stars.
Bloodmage Thalnos Legendary Minion General Any 2 1 1
Spell Damage +1. Deathrattle: Draw a card. He's in charge of the Annual Scarlet Monastery Blood Drive!
Malygos Legendary Minion Dragon Any 9 4 12
Spell Damage +5 Malygos hates it when mortals use magic. He gets so mad!
Showing all 17 cards
Dalaran Mage(388).png
Kobold Geomancer(479).png
Ogre Magi(659).png
Wrath of Air Totem(365).png
Black Cat(89342).png
Cosmic Anomaly(89861).png
Darkmire Moonkin(89453).png
Tainted Zealot(62951).png
Tuskarr Fisherman(62937).png
Ancient Mage(176).png
Celestial Emissary(89836).png
Bloodmage Thalnos(525).png

Wild format

Wild icon.png  This section contains information exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Dalaran Aspirant Common Minion General Mage 4 3 5
Inspire: Gain Spell Damage +1Is he aspiring or inspiring? Make up your mind!
Evolved Kobold Common Minion General Any 4 2 2
Spell Damage +2 You no take tentacle!
Frigid Snobold Common Minion General Any 4 2 6
Spell Damage +1 Ironically, the natural enemy of the snobold is THE CANDLE.
Street Trickster Common Minion Demon Any 3 0 7
Spell Damage +1 His first trick: making your wallet disappear!
Velen's Chosen Common Spell Priest 3
Give a minion +2/+4 and Spell Damage +1Velen wrote a "Lovely Card" for Tyrande with a picture of the Deeprun Tram that said "I Choo-Choo-Choose you!"
Azure Drake Rare Minion Dragon Any 5 4 4
Spell Damage +1. Battlecry: Draw a card. They initially planned to be the Beryl or Cerulean drakes, but those felt a tad too pretentious.
Cult Sorcerer Rare Minion General Mage 2 3 2
Spell Damage +1
After you cast a spell, give your C'Thun +1/+1 (wherever it is)No matter how many times we tell her not to, she keeps feeding C'Thun scraps under the table.
Jungle Moonkin Rare Minion General Druid 4 4 4
Both players have Spell Damage +2The REAL angry chicken!
Soot Spewer Rare Minion Mech Mage 3 3 3
Spell Damage +1 The inventor of the goblin shredder is involved in several patent disputes with the inventor of the soot spewer.
Mini-Mage Epic Minion General Any 4 4 1
Stealth Spell Damage +1 He is sometimes found hiding in the treasure chest in the Gurubashi Arena.
Showing all 10 cards
Dalaran Aspirant(22359).png
Evolved Kobold(35254).png
Frigid Snobold(22381).png
Street Trickster(49761).png
Velen's Chosen(12174).png
Azure Drake(280).png
Cult Sorcerer(35239).png
Jungle Moonkin(27236).png
Soot Spewer(12306).png

Related cards[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Unexpected Results Epic Spell Mage 4
Summon two random 2-Cost minions (improved by Spell Damage)Sometimes science is more art than science. A lot of people don't get that.
Showing the only card
Unexpected Results(89826).png

Wild format

Wild icon.png  This section contains information exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Spirit Claws Common Weapon Shaman 2 1 3
Has +2 Attack while you have Spell DamageThey'll be MUCH easier to use once they add the spirit thumb.
Arcane Blast Epic Spell Mage 1
Deal 2 damage to a minion. This spell gets double bonus from Spell DamageNow with 100% more blast!
Master of Ceremonies Epic Minion General Any 3 4 2
Battlecry: If you have a minion with Spell Damage, gain +2/+2. Goes by "MC ElfyElf".
Showing all 3 cards
Spirit Claws(42042).png
Arcane Blast(22358).png
Master of Ceremonies(22306).png

Patch changes[edit | edit source]

  • Unknown patch: Mousing over a source of Spell Damage will no longer highlight the cards in the player's hand that benefit from Spell Damage; previously, it did.
  • The Grand Tournament logo.png Patch (2015-08-18): The first Spell Damage synergy is added, with Master of Ceremonies, as well as the first card to multiply Spell Damage: Arcane Blast.
  • Patch (2013-10-02): “Spell Power +1” has been renamed “Spell Damage +1”.

References[edit | edit source]