- 1 Heroes
- 2 Overview
- 3 Background
- 4 Hero Power
- 5 Strategy and gameplay
- 6 Themes
- 7 Spells
- 8 Minions
- 9 Weapons
- 10 Hero cards
- 11 Madness at the Darkmoon Faire
- 12 Leveling rewards
- 13 References
Heroes[edit | edit source]
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 aggro, 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, and Inner Rage, which are perfect for triggering effects that require a minion to be damaged, or effectively providing one to the damaged minion. These cards are also useful for triggering minions effects that activate from taking damage like Frothing Berserker and Axe Flinger. 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 and Rush. They can send their own Charge minions like Kor'kron Elite and Grommash Hellscream to devastate the opponent's health pool instantly or Rush minions like Militia Commander, Darius Crowley, and Restless Mummy to challenge and outdo their opponent in minion-to-minion combat. The latter is often rewarded with synergy cards like Spirit of the Rhino and Warriors can give Rush to any of their own minions with cards like Rocket Boots, The Boomship, and Dr. Boom, Mad Genius.
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.
Warriors 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, from lighter weapons like Fiery War Axe to heavy arms like Gorehowl, swinging at minions for the exchange of combat damage or just at the opponent's face to speed up their defeat. They can also buff their weapon's durability to make them last longer, perfect for weapons that benefit from additional uses like Wrenchcalibur and Livewire Lance.
Warriors do have access to multiple direct removal options, although many of them are conditional or symmetrical. Whirlwind and Warpath can clear out small minions including their own, but can be used to their advantage with minions that want to take damage. Cards like Execute, Crush, and Plague of Wrath are efficient but require damaged minions to work, which can be troublesome if you lack the cards to combo them with, and Brawl is a powerful but unpredictable board removal, leaving a single minion standing at the end of it.
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, Into the Fray, 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. Cards like Sudden Genesis, Bloodsworn Mercenary, and Bloodboil Brute supplement this, while those like Whirlwind, Inner Rage, and Risky Skipper 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 fray; 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 are well-known as control classes, and Big Warrior goes all in on big minions. The game plan of Big Warrior is to use their wide array of board clears and Armor gain to stall until they can play their big threats like Troublemaker and Rattlegore. To offset their very high cost are cards that can summon their minions earlier, like Commencement and Woecleaver, using them to overwhelm the opponent with a constant stream of powerful minions.
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 1 damage to ALL minions. The way to tell seasoned warriors from novice ones: the novices yell "wheeeee" while whirlwinding.
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 a minion and give it +2 Attack. They're only smiling on the outside.
Discover a Rush minion. Your next one costs (1) less. It's a quick read.
Discover a Lackey, Mech, or Dragon. Discover the meaning of squad goals.
Deal 1 damage to a minion.
If it is survives, add a Lackey to your hand. "The beatings will continue until MY morale improves."
|Shield of Honor||Common||1|
Give a damaged minion +3 Attack and Divine Shield. "Sir, this shield would've been more helpful last turn!"
|Sword and Board||Common||Warrior||1|
Deal 2 damage to a minion. Gain 2 Armor. Stab and Slab. Charge and Targe. Slash and Bash. You get the idea.
Draw a card for each damaged friendly character. "You won't like me when I'm angry."
Add 2 random Taunt minions to your hand. None can doubt the strength of the Scholomance student body.
Give a damaged minion +3/+3. Minion get ANGRY. Minion SMASH!
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.
Invoke Galakrond. Deal 1 damage to all minions. This is an alarm clock you can't ignore.
|Dr. Boom's Scheme||Common||Warrior||4|
Gain 1 Armor.
(Upgrades each turn!) "We did it! We blew up the vault!"
"You mean the vault door?"
"Oh. The doooor..."
Draw 2 cards.
Costs (1) less per Attack of your weapon. When you actually are the sharpest tool in the shed
|Into the Fray||Rare||Warrior||1|
Give all Taunt minions in your hand +2/+2. "You are in my FRAY!"
If you have a weapon, give it +1/+1. Otherwise equip a 1/3 weapon. Easily worth 50 DKP.
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
Draw a weapon.
Give it +1 Durability. Where's a corsair's favorite place to hide treasure? Under their deck!
Give a minion "Also damages minions next to whomever this attacks." Infinitely preferable to mopping strikes.
Destroy a damaged minion. Combo: Destroy any minion. "Give me your lunch money, or the sandwich gets it!"
Deal 5 damage to a minion. If you're holding a Dragon, gain 5 Armor. Pizza so hot it burns OTHER PEOPLE’S MOUTHS.
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
|Plague of Wrath||Rare||Warrior||5|
Destroy all damaged minions. "Thanks, I HATE it!"
Summon a minion from your deck. Give it Taunt and Divine Shield. "Remember, graduates—you carry a heavy weight on your shoulders now."
Summon 2 copies of a minion in your deck. The first dimensional ripper had a point.
The second fell flat.
The THIRD one really started to take shape!
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
Deal 1 damage to all minions. Repeat until one dies. Dear minions: Woosh, woosh, woosh, woosh, woosh.
Best regards, Bladestorm
Force a minion to attack one of its neighbours. Her deductible keeps going up.
Destroy all minions except one. (chosen randomly) Do you know the first rule of Brawl Club?
|Hack the System||Legendary||Warrior||1|
Quest: Attack 5 times with your hero.
Reward: Anraphet's Core. Anything can be hacked, if you're holding an axe.
|Showing all 35 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Your Charge minions have +1 Attack. The Warsong clan is such drama. It's really not worth it to become a commander.
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.
Dormant for 2 turns. When this awakens, equip a 3/2 Axe. Factory Direct Fiery War Axe. Please allow two turns for delivery.
Battlecry: Add a random Pirate to your hand. Maybe he should've hatched a plan that could actually carry booty back too.
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: Discover a Taunt minion. Some people just aren't cut out to be supervillain material.
Whenever this minion deals damage, gain that much Armor. It begs for scraps.
Battlecry: If there is a damaged minion, gain +1/+1 and Rush. And if that minion has a frisbee, LOOK OUT!
Battlecry: Add a Lackey to your hand. Gain 3 Armor. He trained for a whole year to become quarter-master. Three more, and he'll be a full-master.
Battlecry: Equip a 2/2 weapon. 50% off fist weapons, limited time only!
Reborn Life-separation anxiety syndrome.
Whenever your hero attacks, gain 5 Armor. Armored except for non-critical areas, such as the head, torso, fists and thighs.
After you play a minion, deal 1 damage to all minions. Sworn enemy of the Safety Matey.
Whenever a friendly minion takes damage, gain 1 Armor. She accepts guild funds for repairs!
Whenever this minion takes damage, summon a 1/1 Boom Bot. Bomb Wranglers tend to have short fuses and even shorter lifespans.
Battlecry: Shuffle a Bomb into your opponent's deck. When draw, it explodes for 5 damage. They always end up bombing.
Whenever a minion takes damage, gain +1 Attack. He used to work as an accountant before he tried his hand at Berserkering.
After you summon a Pirate, deal 2 damage to a random enemy. It's more of a ship-gun than a gunship.
Taunt. Deathrattle: Gain Armor equal to this minion's Attack. Abuse, reuse, recycle.
Costs (1) less for each damaged minion. Call Gurtogg a brute if you like, but no one else cares about the wounded like he does.
Battlecry: Summon a copy of this minion. Also known as an ancient copy machine.
At the end of your turn, summon two 3/3 Ruffians that attack random enemies. "Prepare for trouble!" "Make it double!"
Battlecry: Choose a damaged friendly minion. Summon a copy of it. You look really hurt. You could use a friend!
After you play a Rush minion, summon a copy with 1 Health remaining. "Here's the plan: you go left, I go right, and the wounded guy takes the hit."
Battlecry: Choose an enemy minion. Battle it to the death! Old gladiator rules: first one to die loses.
Battlecry: If you have 10 Mana Crystals, deal 10 damage to a minion. The Alpha Devastator didn't devastate enough. The Beta Devastator devastated too much. But the Omega was just right!
|Scion of Ruin||Epic||Dragon||Warrior||4||3||2|
Rush. Battlecry: If you've Invoked twice, summon 2 copies of this. Ruined! RUINED!
Battlecry: Summon a random minion with Cost equal to your weapon's Attack. Pretty powerful if you blade your cards right.
Battlecry: Set the Health of all other minions to 1.
Deathrattle: Deal 1 damage to all minions. Alexei Barov stayed at Scholomance despite leasing it to Kel’Thuzad. He says it’s for "supervision."
Deathrattle: Shuffle 'Kargath Prime' into your deck. He rules the Shattered Hand orc clan with an iron... bladefist.
Whenever this attacks, give your weapon +1/+1. He is not a medical doctor.
At the end of your turn, give all Taunt minions in your hand +2/+2. We may never know what provoked it, but we will never forget the consequences.
Battlecry: Summon two 1/1 Boom Bots for each Bomb in your opponent's deck. He's gonna fly through the air with the greatest of grease.
|Deathwing, Mad Aspect||Legendary||Dragon||Warrior||8||12||12|
Battlecry: Attack ALL other minions. Bite that one, bite that other one, claw this one, swallow that one whole....
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.
Deathrattle: Resummon this with -1/-1. He looks bad now, but he was pretty handsome in his 20/20s.
|The Boom Reaver||Legendary||Mech||Warrior||10||7||9|
Battlecry: Summon a copy of a minion in your deck. Give it Rush. "What's better than reaving? BOOM reaving!"
|Showing all 37 cards|
The following minions are generated by other warrior cards or effects, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
Rush. Whenever this attacks and kills a minion, gain 10 Armor.
|Showing all 4 cards|
Weapons[edit | edit source]
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
|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.
No… actually you should fear the Reaper.
Battlecry: Invoke Galakrond. Chop chop, Galakrond!
Spellburst: Also damages adjacent minions this turn. Die. Die. Die.
Spellburst: Summon a Student with Taunt and stats equal to the spell's Cost. For the most discerning of hall monitors.
After your Hero attacks, add a Lackey to your hand. The lance is heavy but it’s the battery pack that really does a number on the shoulders.
After your hero attacks, shuffle a Bomb into your opponent's deck. Whoso pulleth out this wrench from the toolbox is rightwise king of the lab.
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 your hero attacks, draw a Pirate from your deck. The problem with anchors is they often end up sinking to the bottom of your deck.
|Bulwark of Azzinoth||Legendary||Warrior||3||1||4|
Whenever your hero would take damage, this loses 1 Durability instead. This plate turned shield you shall wield, praying its powers fel will serve you well.
|Showing all 10 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|
|Showing all 2 cards|
Hero cards[edit | edit source]
See Hero card.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
|Galakrond, the Unbreakable||Legendary||Hero card||Warrior||7|
Battlecry: Draw 1 minion. Give it +4/+4.
(Invoke twice to upgrade.) The ground quaked beneath the behemoth as Dr. Boom continued: "…with over 400 TONS of solid Storm Silver plate." Then he beeped a small remote. "And luxury spikes!"
|Showing the only card|
Madness at the Darkmoon Faire
The below cards are planned for release with Madness at the Darkmoon Faire, coming November 17, 2020.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Deal 5 damage randomly split among all minions. Dodge bombs like you're playing Tonksweeper!
Battlecry: Give a random minion in your hand +1/+1. Holds everything himself because people wouldn't stop touching the prop table.
Battlecry: Equip a
3/2 Sword. How tough is he? He eats swords for breakfast! Without any milk.
Draw a Rush minion.
Corrupt: Give it +2/+1. The most metal trust fall.
Deathrattle: Add two 1/1 Riders with Rush to your hand. Subject: Re: Unsafe Rides? bump
|Feat of Strength||Rare||Spell||Warrior||3|
Give a random Taunt minion in your hand +5/+5. Generally happens right after the airing of grievances.
After your hero attacks, give a Mech, Dragon, and Pirate in your hand +1/+1. A mech, a dragon, and a pirate walk into an Old God's gaping maw. The mech was too crunchy, the dragon was too hot, but the pirate was just right.
Rush. Costs (1) less for each friendly minion with a unique minion type. "I consider it redecorating."
|E.T.C., God of Metal||Legendary||Minion||General||Warrior||2||1||4|
After a friendly Rush minion attacks, deal 2 damage to the enemy hero. There are Old Gods and then there are Rock Gods.
Battlecry: Draw a Mech, Dragon, and Pirate. His main qualification is that he'll work with anyone. Or anything.
|Showing all 10 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]