Hearthstone Wiki
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This section lists all cards which possess or provide a source of Charge.
 
This section lists all cards which possess or provide a source of Charge.
 
===Collectible===
 
===Collectible===
{{List cards|format=standard|ability=Charge|collectible=true}}
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{{List cards/Wild|ability=Charge|collectible=true}}
 
   
 
===Uncollectible===
 
===Uncollectible===
{{List cards|format=standard|ability=Charge|collectible=false}}
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{{Card query|layout=image|format=Standard,Wild|customTags=Charge|collectible=No}}
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{{List cards/Wild|ability=Charge|collectible=false}}
 
   
 
==Sources of Charge==
 
==Sources of Charge==
 
===Charge-generating cards===
 
===Charge-generating cards===
 
This section lists cards which generate Charge minions.
 
This section lists cards which generate Charge minions.
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===Charge-granting cards===
 
===Charge-granting cards===
 
This section lists cards which grant the Charge ability to other minions or to itself.
 
This section lists cards which grant the Charge ability to other minions or to itself.
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==Related cards==
 
{{List cards|format=standard|tag= Charge-related}}
 
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==Achievements==
 
==Achievements==
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Revision as of 16:42, 18 May 2022

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

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 LegacyGrommash Hellscream. Hunters have access to powerful Charge cards such as LegacyHuffer, LegacyUnleash the Hounds, LegacyTundra Rhino and LegacyKing Krush.

Notes

  • 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 LegacyFaceless 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 LegacyTundra Rhino, the Tundra Rhino does not have to survive until the actual combat happens (for example, if it dies to LegacyExplosive 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

  • Charge is a very useful ability for dealing instant damage, and often features as part of a deck's burst damage potential. Cards like LegacyDoomguard 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 LegacyTundra 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 LegacySavannah Highmane. LegacyUnleash 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

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

Collectible

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CS2 171
CS2 173
CS3 019
EX1 089
AT 087
GVG 098
CS2 124
ICC 820
ETC 336
BT 187
CORE BT 187
NEW1 011
EX1 062
CS2 131
EX1 310
EX1 116
EX1 067
CS2 213
AT 070
NEW1 010
CORE NEW1 010
UNG 099
EX1 414
CORE EX1 414
AT 125
EX1 543
CORE EX1 543

Uncollectible

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HERO 11bpt
HERO 11bp2t
EX1 538t
SCH 600t1
OG 044c
AT 042t
AT 005t
NEW1 034
REV 353t5
TSC 057t
GVG 111t
ETC 526t
ULD 156t3

Sources of Charge

Charge-generating cards

This section lists cards which generate Charge minions.

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SCH 600
AT 042
DMF 123
CORE NEW1 031
NEW1 031
AT 005
EX1 538
TSC 057
GVG 111
LOOT 217
ULD 156
REV 353
ETC 526
OG 211

Charge-granting cards

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

Icon MercWorkshop
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Swipe left or right to see the cards.
CFM 603
CS2 146
AT 071
REV 930
CS2 103
EX1 334
EX1 084
AT 108
CFM 809
CFM 688
DS1 178
AV 145
NX2 010
CFM 810
DED 006

Achievements

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

Design

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 LegacyTundra Rhino is on the board); in that case the minion can attack the enemy hero on its first turn.

References