Charge

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Charge
Can attack immediately.
For the card of the same name, see Charge (card).

Charge is an ability allowing a minion to attack the same turn it is summoned or brought under a new player's control.

Charge is available to all classes, but is most strongly associated with the warrior and hunter classes. Warrior cards involving Charge include Charge, Kor'Kron Elite and Grommash Hellscream. Hunters have access to powerful Charge cards such as Huffer, Unleash the Hounds, Tundra Rhino and King Krush.

Notes[edit | edit source]

  • Minions with Charge will not suffer the exhausted effect when first put into play. This also applies if the minion is brought into play through means such as a Summon effect or Faceless Manipulator's Transform effect.
    • The Charge ability effectively suppresses a newly-summoned minion's exhaustion, but does not remove it. If Charge is removed from a newly-summoned minion, such as through a Silence, the minion will become exhausted.[1]
  • If a friendly minion can only attack because it has temporary Charge from Tundra Rhino, the Tundra Rhino does not have to survive until the actual combat happens (for example, if it dies to Explosive Trap, the combat will not be cancelled).[2]
  • Charge functionally overrides Rush effects. If a Charge minion is given Rush, it will still be able to attack the enemy hero. This is because Rush doesn't actually prevent a minion from attacking the opponent's hero, it only allows the minion to attack enemy minions while it would normally have summoning sickness.

Strategy[edit | edit source]

  • Charge is a very useful ability for dealing instant damage, and often features as part of a deck's burst damage potential. Cards like Doomguard can be held until the opportunity arise to quickly defeat the opponent using the cards left in the hand.
  • Charge can be granted through cards like Tundra Rhino, allowing beasts which do not usually possess the ability to make use of it. This can be key in making powerful plays with strong beasts such as Savannah Highmane. Unleash the Hounds is a strong example of the power of a sudden group of minions, heavily dependent on Charge.
  • Charge minions frequently feature decent Attack but relatively low Health. This ensures that they will be defeated upon attacking most targets, and otherwise can be easily dispatched by the opponent, serving to balance their ability to immediately attack with a low likelihood of surviving into the next round.

Cards with Charge[edit | edit source]

This section lists all cards which possess or provide a source of Charge.

Collectible[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Kor'vas Bloodthorn Legendary Minion General Demon Hunter 2 2 2 Charge, Lifesteal
After you play a card with Outcast, return this to your hand.
Kayn Sunfury Legendary Minion General Demon Hunter 4 3 4 Charge
All friendly attacks ignore Taunt.
Al'Akir the Windlord Legendary Minion Elemental Shaman 8 3 6 Charge, Divine Shield, Taunt, Windfury
Grommash Hellscream Legendary Minion General Warrior 8 4 9 Charge
Has +6 Attack while damaged.
King Krush Legendary Minion Beast Hunter 9 8 8 Charge
Showing all 5 cards
Kor'vas Bloodthorn(474984).png
Kayn Sunfury(210736).png
Al'Akir the Windlord(475058).png
Grommash Hellscream(475129).png
King Krush(475085).png


Wild format

Wild icon.pngThis section concerns content exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Stonetusk Boar Free Minion Beast Any 1 1 1 Charge
Bluegill Warrior Free Minion Murloc Any 2 2 1 Charge
Arcane Golem Rare Minion General Any 3 4 2 Charge. Battlecry: Give your opponent a Mana Crystal.
Argent Horserider Common Minion General Any 3 2 1 Charge
Divine Shield
Gnomeregan Infantry Common Minion General Any 3 1 4 Charge
Taunt
Wolfrider Free Minion General Any 3 3 1 Charge
Chillblade Champion Common Minion General Paladin 4 3 2 Charge
Lifesteal
Kor'kron Elite Free Minion General Warrior 4 4 3 Charge
Old Murk-Eye Legendary Minion Murloc Any 4 2 4 Charge. Has +1 Attack for each other Murloc on the battlefield.
Stormwind Knight Free Minion General Any 4 2 5 Charge
Doomguard Rare Minion Demon Warlock 5 5 7 Charge. Battlecry: Discard two random cards.
Leeroy Jenkins Legendary Minion General Any 5 6 2 Charge. Battlecry: Summon two 1/1 Whelps for your opponent.
Argent Commander Rare Minion General Any 6 4 2 Charge
Divine Shield
Reckless Rocketeer Free Minion General Any 6 5 2 Charge
Skycap'n Kragg Legendary Minion Pirate Any 7 4 6 Charrrrrge
Costs (1) less for each friendly Pirate.
Al'Akir the Windlord Legendary Minion Elemental Shaman 8 3 6 Charge, Divine Shield, Taunt, Windfury
Charged Devilsaur Epic Minion Beast Any 8 7 7 Charge
Battlecry: Can't attack heroes this turn.
Grommash Hellscream Legendary Minion General Warrior 8 4 9 Charge
Has +6 Attack while damaged.
Icehowl Legendary Minion General Any 9 10 10 Charge
Can't attack heroes.
King Krush Legendary Minion Beast Hunter 9 8 8 Charge
Showing all 20 cards
Stonetusk Boar(76).png
Bluegill Warrior(289).png
Arcane Golem(97).png
Argent Horserider(22301).png
Gnomeregan Infantry(12286).png
Wolfrider(174).png
Chillblade Champion(58721).png
Kor'kron Elite(130).png
Old Murk-Eye(217).png
Stormwind Knight(603).png
Doomguard(507).png
Leeroy Jenkins(674).png
Argent Commander(463).png
Reckless Rocketeer(560).png
Skycap'n Kragg(22260).png
Al'Akir the Windlord(335).png
Charged Devilsaur(55537).png
Grommash Hellscream(643).png
Icehowl(22338).png
King Krush(194).png

Uncollectible[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Reffuh None Minion Demon 1 2 1 Charge
Huffer Common Minion Beast Hunter 3 4 2 Charge
Showing all 2 cards
Reffuh(330098).png
Huffer(369).png


Wild format

Wild icon.pngThis section concerns content exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Hound None Minion Beast Hunter 1 1 1 Charge
Sabertooth Lion Common Minion Beast Druid 2 2 1 Charge
Tiger Form Common Minion Beast Druid 2 3 2 Charge, Stealth
Boar None Minion Beast Mage 3 4 2 Charge
V-07-TR-0N None Minion Mech Any 8 4 8 Charge
Mega-Windfury
King Krush Legendary Minion Beast Hunter 9 8 8 Charge
Showing all 6 cards
Hound(290).png
Sabertooth Lion(22445).png
Tiger Form(35366).png
Boar(22420).png
V-07-TR-0N(12362).png
King Krush(92232).png

Sources of Charge[edit | edit source]

Charge-generating cards[edit | edit source]

This section lists cards which generate Charge minions.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Demon Companion Rare Spell General 1 Summon a random Demon Companion.
Open the Cages Common Spell General Hunter 2 Secret: When your turn starts, if you control two minions, summon an Animal Companion.
Showing all 2 cards
Demon Companion(329950).png
Open the Cages(389006).png


Wild format

Wild icon.pngThis section concerns content exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Druid of the Saber Common Minion General Druid 2 2 1 Choose One - Transform into a 2/1 with Charge; or a 3/2 with Stealth.
Animal Companion Free Spell General Hunter 3 Summon a random Beast Companion.
Polymorph: Boar Rare Spell Arcane Mage 3 Transform a minion into a 4/2 Boar with Charge.
Unleash the Hounds Common Spell General Hunter 3 For each enemy minion, summon a 1/1 Hound with Charge.
Mimiron's Head Legendary Minion Mech Any 5 4 5 At the start of your turn, if you have at least 3 Mechs, destroy them all and form V-07-TR-0N.
To My Side! Epic Spell General Hunter 6 Summon an Animal Companion, or 2 if your deck has no minions.
Dinotamer Brann Legendary Minion General Hunter 7 2 4 Battlecry: If your deck has no duplicates, summon King Krush.
Call of the Wild Epic Spell General Hunter 8 Summon all 3 Animal Companions.
Showing all 8 cards
Druid of the Saber(22307).png
Animal Companion(578).png
Polymorph- Boar(22396).png
Unleash the Hounds(317).png
Mimiron's Head(12190).png
To My Side!(76970).png
Dinotamer Brann(90720).png
Call of the Wild(33167).png

Charge-granting cards[edit | edit source]

This section lists cards which grant the Charge ability to other minions or to itself.


Wild format

Wild icon.pngThis section concerns content exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Potion of Madness Common Spell Shadow Priest 1 Gain control of an enemy minion with 2 or less Attack until the end of the turn.
Southsea Deckhand Common Minion Pirate Any 1 2 1 Has Charge while you have a weapon equipped.
Alexstrasza's Champion Rare Minion General Warrior 2 2 3 Battlecry: If you're holding a Dragon, gain +1 Attack and Charge.
Charge Free Spell General Warrior 3 Give a friendly minion +2 Attack and Charge.
Shadow Madness Rare Spell Shadow Priest 3 Gain control of an enemy minion with 3 or less Attack until end of turn.
Armored Warhorse Rare Minion Beast Any 4 5 3 Battlecry: Reveal a minion in each deck. If yours costs more, gain Charge.
Tanaris Hogchopper Common Minion Quilboar Any 4 4 4 Battlecry: If your opponent's hand is empty, gain Charge.
Spiked Hogrider Rare Minion Quilboar Any 5 5 5 Battlecry: If an enemy minion has Taunt, gain Charge.
Tundra Rhino Free Minion Beast Hunter 5 2 5 Your Beasts have Charge.
Leatherclad Hogleader Epic Minion Quilboar Any 6 6 6 Battlecry: If your opponent has 6 or more cards in hand, gain Charge.
Showing all 10 cards
Potion of Madness(49630).png
Southsea Deckhand(103).png
Alexstrasza's Champion(22333).png
Charge(646).png
Shadow Madness(442).png
Armored Warhorse(22312).png
Tanaris Hogchopper(49688).png
Spiked Hogrider(49687).png
Tundra Rhino(162).png
Leatherclad Hogleader(49686).png

Related cards[edit | edit source]


Achievements[edit | edit source]

Name Requirements Rewards
I Wanna Play NOW! (1/5) Play 50 minions with Rush or Charge. 10 Achievement Point.png
I Wanna Play NOW! (2/5) Play 150 minions with Rush or Charge. 10 Achievement Point.png
I Wanna Play NOW! (3/5) Play 500 minions with Rush or Charge. 10 Achievement Point.png
I Wanna Play NOW! (4/5) Play 1500 minions with Rush or Charge. 10 Achievement Point.png
I Wanna Play NOW! (5/5) Play 5000 minions with Rush or Charge. 20 Achievement Point.png

Design[edit | edit source]

Charge is historically one of the most problematic abilities in Hearthstone. This is due to the potential for Charge minions to be combined with Attack-increasing buffs and copy effects, producing excessively powerful burst combos, in the worst cases resulting in one turn kills.[3] This lack of interactivity makes Charge a concern for the developers, who have consequently become increasingly reluctant to print new minions with unqualified Charge, as well as nerfing numerous cards critical to Charge-based combos.

Designer Max McCall clarifies that the ability itself can be positive, such as for allowing players to catch up when behind on the board, helping to counter the strength of consistently developing the board.[3] However, when a Charge card is cheap enough to combo with other effects, or it is otherwise viable to achieve a one turn kill using it, the ability "becomes a problem".[3] One solution to this could be to restrict the availability of buffs and other key combo pieces, but these types of effect offer a larger design space, with the result that restricting them would detract from the game far more significantly than simply restricting the availability of Charge.[3]

More recently the designers have experimented with conditional Charge effects, and are considering adding more expensive Charge minions in the future, as they "figure out what's safe".[3]

With The Witchwood, Hearthstone introduced the related Rush effect, which is similar to Charge except that the minion cannot attack heroes on the turn it is summoned. It is possible for a minion to have both Rush and Charge (for example, if you play a Rush Beast while Tundra Rhino is on the board); in that case the minion can attack the enemy hero on its first turn.

References[edit | edit source]