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A hero with 2 Armor

Armor is a form of secondary Health available only to heroes, gained through certain cards and Hero Powers. Damage taken will always be deducted from Armor before Health. Only when a character has 0 Armor will they lose Health from a damaging attack. Armor can effectively extend a hero's Health far beyond the 30 points otherwise allowed. All regular heroes enter play with 0 Armor, although bosses and Tavern Brawl heroes often start with some Armor.

When present, Armor is shown on the centre right of the hero, just above the Health icon, set against a silver, unbroken shield.

Armor is most strongly associated with the warrior class, followed by the druid class. Notable sources of Armor include the warrior Hero Power LegacyArmor Up! and the druid Hero Power LegacyShapeshift. Some cards have more novel relationships with Armor, such as LegacyShield Slam, which uses a warrior's Armor to deal damage to a target minion.

Notes[]

Armor icon

  • Armor is persistent, and will last until removed through damage. Unlike Health, Armor cannot be affected by enchantments, and there are currently only two cards which set a hero's armor total, Kobolds & CatacombsReckless Flurry and Descent of DragonsPlatebreaker, which both set a hero's armor total to 0.
  • Like Health, Armor will not prevent or mitigate any effects other than damage.
  • Like Health and Attack, Armor has a maximum value of 2,147,483,647. Effects that would cause the player to gain Armor past this maximum will reduce the player's Armor to 0 and the Armor icon will break, just as if the hero had been damaged enough to remove all Armor. Amounts as high as 2,080,472,162 Armor have been recorded in-game.[1]
  • Damage taken while protected by Armor still counts as taking damage for game purposes.
  • Armor does not prevent a hero from dying if such hero also had zero or less health.
    • For example, playing The Boomsday ProjectCrystallizer when the controlling hero is at 5 or less health will cause defeat.
  • Armor is not affected by health-setting effects (LegacyAlexstrasza and Rastakhan's RumbleHigh Priest Thekal).

Sources of Armor[]

For Wild format listings, see Armor/Wild format

Swipe left or right to see the cards.
SW 428t.png
SW 428.png
CORE EX1 402.png
CORE UNG 108.png
AV 109.png
AV 202p.png
TSC 941.png
CORE LOOT 413.png
CORE AT 064.png
SW 030.png
CORE OG 047.png
SW 094.png
CORE EX1 289.png
TSC 635.png
CORE EX1 606.png
AV 112.png
UPCOMING 77659.png
DED 516.png
TID 714.png
BAR 845.png
BAR 535.png
TSC 026t.png
BAR 021.png
SW 428t4.png
TID 709t3.png
CORE GVG 053.png
WC 026.png
SW 068.png
TID 716.png
CORE EX1 323.png

Related cards[]

For Wild format listings, see Armor/Wild format

Swipe left or right to see the cards.
CORE EX1 410.png
ONY 024.png
AV 145.png
AV 108.png

Fixed bugs[]

  • It was possible to have 0 Health but 12 Armor as a substitute. Although it was hard to replicate, it made the player experiencing that in a glitched state where it cannot be interacted by any means of an effect.[2][3]

Random effects denied the player, and minions couldn't be directed to attack the player in that glitched state, because they became unresponsive until they directed to attack a valid target like minions. [4]

Strategy[]

While Armor serves as a substitute for Health, loss of Armor will not reduce the summoning cost of LegacyMolten Giant. Warriors with LegacyShield Slam can likewise benefit from Armor more than from Health, and Armor is not affected by LegacyAlexstrasza's Battlecry, making it an effective defence against this card. A low Health or damaged status can also be useful for cards like LegacyBattle Rage and LegacyMortal Strike.

For these reasons, Armor is generally considered to be superior to Health. Where possible, it is usually therefore preferable to take any damage before gaining armor, such as by attacking with your hero before then using LegacyArmor Up!. This way the player can benefit from NaxxramasZombie Chow's Deathrattle, having its hero's health restored and keeping the previously gained armor.

Achievements[]

CategoryNameDescriptionRewards
Achievement Category 2Achievement SubCategory 2 logoGameplay - General - ClassesOver EncumberedGain Armor 50 times as a Warrior.10 Achievement Point.png
Achievement Category 2Achievement SubCategory 2 logoGameplay - General - ClassesOver EncumberedGain Armor 150 times as a Warrior.10 Achievement Point.png
Achievement Category 2Achievement SubCategory 2 logoGameplay - General - ClassesOver EncumberedGain Armor 500 times as a Warrior.10 Achievement Point.png
Achievement Category 2Achievement SubCategory 2 logoGameplay - General - ClassesOver EncumberedGain Armor 1500 times as a Warrior.10 Achievement Point.png
Achievement Category 2Achievement SubCategory 2 logoGameplay - General - ClassesOver EncumberedGain Armor 5000 times as a Warrior.20 Achievement Point.png
Achievement Category 2Achievement SubCategory 3 logoGameplay - Darkmoon Faire - WarriorThe Best Defense...Attack with your hero while you have Armor, 10 times.10 Achievement Point.png
Achievement Category 2Achievement SubCategory 3 logoGameplay - Darkmoon Faire - WarriorThe Best Defense...Attack with your hero while you have Armor, 30 times.20 Achievement Point.png

References[]

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