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Heroes[edit | edit source]
Garrosh Hellscream is the default hero for warriors. Players who have unlocked the Magni Bronzebeard alternate hero may choose to play as him instead when using any warrior deck. Both heroes use the same gameplay mechanics; the difference is purely cosmetic.
Overview[edit | edit source]
Hearthstone's master of war, the warrior is a powerful damage-oriented class. These mighty warlords command the allegiance of fast and deadly minions, sending them charging into the fray. Bloodthirsty gladiators, warriors thrive on damage and bloodshed, with their own wounds only serving to enrage and empower them, making them even deadlier than ever. The warrior's minions share this bloodlust, gaining fearsome new powers from the thrill of battle.
However, these mighty commanders are not content to leave all the fun to their minions, and are always ready to leap into a brawl in person, wielding a range of deadly weapons to cleave and crush their enemies first-hand. Thriving on carnage, warriors can also whirl razor-sharp blades bouncing into the battlefield, drawing blood from friends and foes alike, and rendering enemies vulnerable to their attacks.
As well as their fearsome prowess in attack, warriors are also masters of defence, boasting the most powerful armor of any class. With Armorsmiths and Shieldmaidens constantly crafting fresh pieces for them, warriors can build an unassailable fortress of steel, under which to crush their enemies.
Background[edit | edit source]
- Main article: Warrior
For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons. The warrior’s battle cries embolden friends and leave foes cowering in fear. With legendary precision, warriors target the smallest gaps in armor and slice at hamstrings in a blur of steel.
Every dragon slain, corrupted tyrant toppled, and demon banished from Azeroth has trembled in the face of these lords of war.
Hero Power[edit | edit source]
Armor Up! is the warrior Hero Power, allowing the warrior to gain 2 Armor. A powerful defensive option, Armor Up! can be useful for slowly building a wall of Armor, through which the opponent will have to break in order to defeat the warrior, and makes a solid option to fall back on when mana is not better spent elsewhere. In contrast to Health, Armor can be stacked indefinitely. Armor-synergy cards such as Shield Slam can also allow Armor to be used in other ways.
Replacement Hero Powers[edit | edit source]
Strategy and gameplay[edit | edit source]
The warrior in Hearthstone is best played as an aggressive mid-range (lacking many low-cost, weak monsters), combo, or control deck. Warrior cards and mechanics tend to favor attacking, and having creatures that can deal and take damage. The premier mechanic of the warrior class is Enrage, which gives a buff to a creature when it is damaged, like Amani Berserker and Grommash Hellscream.
Warriors have many cards that cause or can cause damage to their own minions such as Whirlwind, Cruel Taskmaster, Slam and Inner Rage, which are perfect for triggering Enrage effects, or effectively providing one to the damaged minion. These cards are also useful for triggering pseudo-enrages like Gurubashi Berserker and Frothing Berserker. The class also features some cards which offer benefits from damaged minions such as Battle Rage, which allows you to draw a card for every damaged minion, and Armorsmith, which increases your armor anytime a minion is damaged, as well as Rampage, able to empower and protect damaged minions without removing their enrage effect.
Warriors also place heavy emphasis on Charge. Warriors have access to the only fully controllable Charge buff in the game - Charge - as well as the only Charge-synergy card: Warsong Commander. Other warrior Charge minions are Kor'kron Elite and the legendary Grommash Hellscream.
All of these card types can be combined very effectively, such as by using Whirlwind to deal damage to the warrior's own freshly-summoned Enrage minions, then using a Charge effect to allow them to immediately deal damage to the opponent before they have a chance to defeat the warrior's weakened minions.
Warriors also have a large amount of effective defensive cards which along with their Hero Power allows for a more controlling strategy where they can stall the game long enough to be able to freely play high cost and powerful cards that can win the game on their own. Additionally, the warrior's many weapon cards and armor buffs allow the hero to kill the opponent's creatures himself while taking minimum damage, all while gaining card advantage and waiting for mana to play more expensive cards.
While warrior decks do not feature too many spell removal cards, they come with plenty of weapons to allow the warrior to do their board clearing in person. Warriors have access to more weapon cards than any other class, as well as boasting the most powerful weapon of all - the epic Gorehowl. Fiery War Axe is a cheap and effective weapon for clearing lower health minions, while Arcanite Reaper is excellent for removing more substantial enemies. Warriors synergise well with cards that reward weapon use, such as pirates. While this method of minion removal comes at the price of the warrior's health, the warrior's Hero Power and other defensive effects can serve to balance this loss, and with most weapons providing several attacks for a single card, this approach can allow the warrior to save mana and accrue a card advantage while keeping the board clear of threats.
Warriors do however have access to a few direct removal options. Whirlwind and Revenge are full AoE minion light/medium damage effects, while Cleave is an excellent and cheap clear for low-health minions. The only direct warrior destroy effects are Execute and Crush. The latter is cumbersome without a guaranteed damaged minion, while the former, although limited in comparison to cards like Assassinate, when combined with Whirlwind, Cruel Taskmaster or Slam can allow the warrior to remove a single target at will. Warriors also have access to the epic Brawl - a powerful but unpredictable free-for-all that clears the board of minions, with only a single randomly selected survivor left standing.
Themes[edit | edit source]
Like every other class, warriors have themes giving flavor and common mechanics to their cards and decks. One such theme is Armor, which they gain through their Hero Power as well as cards like Shield Block, Shieldmaiden, and Ancient Shieldbearer. They are the only class with cards that directly grow in power with Armor, such as Shield Slam, Siege Engine, and Geosculptor Yip. Also highlighting this protective nature is Taunt minions and synergies, a theme that has been emphasized more since The Grand Tournament expansion. Examples include Bolster, Sparring Partner, and the legendary Quest Fire Plume's Heart.
Warriors can complement this defense with aggression. Warriors have the strongest weapon theme of all classes, with an armory including Fiery War Axe, Death's Bite, and Arcanite Reaper, and also weapon buffs like Orgrimmar Aspirant, Hobart Grapplehammer, and Upgrade!. Pirates have also been associated with Warriors, with cards like N'Zoth's First Mate and Bloodsail Cultist complementing the weapons directly.
Another major theme representing this willingness to wade into battle is cards like Mortal Strike and Revenge which are improved by being at low Health. Warrior minions also take part in this desire to take damage, in ways ranging from the standard Enrage ability - represented famously by Grom Hellscream, among others - to unique triggered effects like Frothing Berserker, Armorsmith, Axe Flinger, Security Rover, and Blackhowl Gunspire. Spells like Rampage and Sudden Genesis supplement this, while those like Whirlwind, Slam, and Inner Rage can be used to trigger friendly effects or hurt enemy minions. Finally, Execute, Crush, Sleep with the Fishes, and King Mosh can finish off enemies once they have been hit by all the damage flying around.
It's not only an equipped Warrior who jumps into the frey; many Warrior minions can Charge or Rush into the battle, attacking as soon as they're played. Warriors were notorious for their Charge minions in the earlier days of Hearthstone, and stories of Alexstrasza's Champion, a charging and very Raging Worgen, and Grim Patrons empowered by the once-mighty Warsong Commander serving as cautionary tales of the power of Charge minions. The more modern version of Warrior has an affinity with Rush, with cards like Darius Crowley and The Boomship dropping down minions to attack enemy minions, but never face.
Warriors were also part of the Grimy Goons faction in the Mean Streets of Gadgetzan expansion, providing them with its "buff cards in hand" mechanic using the likes of Stolen Goods and Grimy Gadgeteer. However, it was not used frequently by warriors, especially compared to its two "allied" classes, hunter and paladin, so this is a minor theme at best.
Spells[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Description|
Give a friendly minion Charge. It can't attack heroes this turn. "Guys! Guys! Slow down!" - some kind of non-warrior minion
Deal 2 damage to two random enemy minions. Hey you two…could you stand next to each other for a second…
Destroy a damaged enemy minion. It's okay, he deserved it.
Give your hero +4 Attack this turn. Really, if you're a hero, this is every strike.
Gain 5 Armor. Draw a card. Shields were invented because Face Block is USELESS.
Deal 1 damage to ALL minions. The way to tell seasoned warriors from novice ones: the novices yell "wheeeee" while whirlwinding.
Draw a card for each damaged friendly character. "You won't like me when I'm angry."
|Forge of Souls||Common||Warrior||2|
Draw 2 weapons from your deck. Powerful weaponry forged by Bronjahm, the Godfather of Souls.
Deal 1 damage to a minion and give it +2 Attack. They're only smiling on the outside.
Gain 5 Armor. Week 6. I remain covered head to toe with scales. They do not yet realize that I am not a dinosaur.
Give a damaged minion +3/+3. Minion get ANGRY. Minion SMASH!
Give a minion Rush.
Draw a card. This is the happiest moment of Grik's life. We'll miss him.
Deal 2 damage to a minion. If it survives, draw a card. "Dun da dun, dun da dun": if you've heard an ogre sing this, it's too late.
Gain 5 Armor. Gains a bonus effect in your hand. The kobold stared at the bundle for a long time. "Ah hah!" he said. "It's a shield."
Deal 1 damage to all minions. "Left, right, left, right, there's none of the enemy left… Right?"
Each player equips a 2/3 Weapon and gains 6 Armor. Harrison Jones was kicked off this project.
Your minions can't be reduced below 1 Health this turn. Draw a card. "Shout! Shout! Let it all out!" - Advice to warriors-in-training
|Gather Your Party||Rare||Warrior||6|
Recruit a minion. Thrilling adventure! Danger guaranteed! Loot uncertain! Death optional! Who's with me?
|Lesser Mithril Spellstone||Rare||Warrior||7|
Summon one 5/5 Mithril Golem. (Equip a weapon to upgrade.) To dwarves of stone the demon called
With promises of might, enthralled
In grasping greed they found their doom
Forever bound in mithril tombs.
Deal 4 damage. If you have 12 or less Health, deal 6 instead. "If you only use one ability, use Mortal Strike." - The Warrior Code, Line 6
Discover a Mech. If you have 10 Mana Crystals, keep all 3 cards. They told Dr. Boom he could only pick one. He disagreed.
If you have a weapon, give it +1/+1. Otherwise equip a 1/3 weapon. Easily worth 50 DKP.
Destroy all minions except one. (chosen randomly) Do you know the first rule of Brawl Club?
|Bring It On!||Epic||Warrior||2|
Gain 10 Armor. Reduce the Cost of minions in your opponent's hand by (2). Brrr, it's cold in here. Let's hope she doesn't have an Auctioneer!
|Dead Man's Hand||Epic||Warrior||2|
Shuffle a copy of your hand into your deck. I got two pair, Rags and Armorsmiths. What you got?
Reveal a weapon from your deck. Deal its Attack to all minions. Oh look. A Gorehowl.
Replace your deck with copies of "Discover a card." It turns out cards DO grow on trees!
Spend all your Armor. Deal that much damage to all minions. Look. Cautious Flurries will only get you so far in life.
Deal 1 damage to a minion for each Armor you have. "What is a better weapon? The sharp one your enemies expect, or the blunt one they ignore?" - The Art of Warrior, Chapter 9
Summon copies of your damaged minions. Being hurt can make you another person.
|Fire Plume's Heart||Legendary||Warrior||1|
Quest: Play 7 Taunt Minions.
Reward: Sulfuras. Why does an active volcano need to be defended? To save its ash.
Summon 3 random minions from your hand. Give them Rush. Dr. Boom ends his motivational speeches by dropping the mechs.
|Showing all 32 cards|
The following spells are generated by other warrior cards or effects, and are uncollectible.
|Name / Desc||Rarity||Class||Cost||Description|
|Choose Your Path||None||Warrior||1|
Discover a card.
Gain 5 Armor. Summon a 5/5 Golem.
Gain 5 Armor. Deal 5 damage.
Gain 5 Armor. Equip a 5/2 weapon.
|Tower Shield +10||Common||Warrior||6|
Gain 5 Armor. Gain 10 more Armor.
|Greater Mithril Spellstone||Rare||Warrior||7|
Summon three 5/5 Mithril Golems.
Summon two 5/5 Mithril Golems. (Equip a weapon to upgrade.)
|Showing all 7 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
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.
Your Charge minions have +1 Attack. The Warsong clan is such drama. It's really not worth it to become a commander.
After you play a minion, deal 1 damage to it. He'd be a lot easier to animate if he would just stand still.
Battlecry: Equip a 2/2 weapon. 50% off fist weapons, limited time only!
Battlecry: Deal 1 damage to a minion and give it +2 Attack. "I'm going to need you to come in on Sunday." - Cruel Taskmaster
Battlecry: For each enemy minion, gain 2 Armor. Kobolds use anything for armor: Pots, pans, garbage cans... even other kobolds.
Whenever this minion takes damage, gain 2 Armor. He's all beeps and smiles but you're just a walking pile of armor to him.
Taunt. Can only attack if you have 5 or more Armor. Perfectly accessorized to attract adventurers.
Battlecry: Adapt. "It's an herbivore. How dangerous can it be?" - Famous last words
Rush "I'm sorry, son. We had to send Old Howler off…to a farm…to play…"
Has +4 Attack during your opponent's turn. Tar Lord, man... legendary monster? Aw, forget it.
Whenever a friendly minion takes damage, gain 1 Armor. She accepts guild funds for repairs!
Taunt. Battlecry: Summon three 1/1 Raptors for your opponent. The Draenei are seriously considering cancelling "Bring Your Murderous Pet to Work Day."
Battlecry: Gain +1/+1 for each damaged minion. How's everyone doing? Hurt? Bleeding? Wounded? ... Excellent.
Deathrattle: Shuffle a 6/9 Direhorn with Taunt into your deck. His mom could beat up your mom.
Battlecry: Deal 5 damage randomly split among all minions except Mechs. Star player on the inter-office Boomball team.
After a friendly minion attacks, gain +1 Attack. Tree puns arboring.
Whenever a minion takes damage, gain +1 Attack. He used to work as an accountant before he tried his hand at Berserkering.
At the start of your turn, attack a random enemy. What is best in life? To make candle. To keep candle. To hear lamentation of candle-takers.
Battlecry: Gain +3 Attack this turn. She only needs two commands: "Heel" and "Sic 'em!"
Deathrattle: If it's your opponent's turn, gain 6 Armor. Excuse me. Your mountain is on fire.
Has +3 Attack while damaged. Also comes in other colors, but red's in fashion this season.
Whenever this minion takes damage, summon a 2/3 Mech with Taunt. Insecurity detected. Alerting hugbots.
Whenever this minion survives damage, summon a 2/2 Ghoul. My Ghoul friend is back and you're gonna be in trouble.
Can't be targeted by spells or Hero Powers. Why Beryllium? Because it's hard to spell.
Battlecry: Draw a Rush minion from your deck. When he was younger, he was the town crybaby.
Can't Attack. Whenever this minion takes damage, deal 3 damage to a random enemy. The upper windows used to be for aiming. Then we thought: "Hey! MORE cannons!"
Whenever this attacks and kills a minion, gain +2/+2. You either die a villain, or live long enough to see yourself become the hero.
At the end of your turn, summon a random minion with Cost equal to your Armor (up to 10). Once crafted a gauntlet out of earwax and pure ambition.
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.
Battlecry: Destroy all damaged Minions. He's a terror at concerts.
Whenever this minion survives damage, summon a random Legendary minion. Daddy! I think I made a Legendary!
|Showing all 32 cards|
The following minions are generated by other warrior cards or effects, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|Showing all 4 cards|
Weapons[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
No… actually you should fear the Reaper.
|Fiery War Axe||Free||Warrior||3||3||2|
During times of tranquility and harmony, this weapon was called by its less popular name, Chilly Peace Axe.
Battlecry and Deathrattle: Deal 1 damage to all minions. For the close shave that you've always wanted. Caution: Very sharp.
Deathrattle: Give a random friendly minion with Rush +2/+1. It's a lumberjack's axe and that's ok.
Each turn this is in your hand, transform it into a new weapon. It’s a sword! It’s a knife! It’s a swizzle-stick!
Has Attack equal to your Armor. Can't attack heroes. CAUTION: DO NOT SCRATCH NOSE.
Attacking a minion costs 1 Attack instead of 1 Durability. Grommash Hellscream's famous axe. Somehow this ended up in Prince Malchezaar's possession. Quite the mystery!
After you attack a minion, force it to attack one of its neighbors. Boom's Second Law of Motion: HIT IT VERY HARD!
After your hero attacks, Recruit a minion. Turn that frown into TWO frowns!
|Showing all 9 cards|
Uncollectible[edit | edit source]
The following weapons are generated by other warrior cards and effects, and are uncollectible.
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
Also damages the minions next to whomever your hero attacks.
Battlecry: Your Hero Power becomes 'Deal 8 damage to a random enemy.'
|Showing all 6 cards|
Hero cards[edit | edit source]
See Hero card.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Dr. Boom, Mad Genius||Legendary||Hero card||Warrior||7|
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?"
|Scourgelord Garrosh||Legendary||Hero card||Warrior||8|
Battlecry: Equip a 4/3 Shadowmourne that also damages adjacent minions. "You dare to challenge me? Come! Draw your last breath - and then, you are mine."
|Showing all 2 cards|
Leveling rewards[edit | edit source]
Starting cards[edit | edit source]
All warriors 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)